void function ( ShadingState arg0 ) { geometry . prepareShadingState ( arg0 ) ; if ( arg0 . getNormal ( ) != null && arg0 . getGeoNormal ( ) != null ) arg0 . correctShadingNormal ( ) ; if ( arg0 . getModifier ( ) != null ) arg0 . getModifier ( ) . modify ( arg0 ) ; }
prepare the shading state for shader invocation . this also runs the currently attached surface modifier . concode_field_sep Shader[] shaders concode_elem_sep Matrix4 o2w concode_elem_sep Matrix4 w2o concode_elem_sep BoundingBox bounds concode_elem_sep Geometry geometry concode_elem_sep Modifier[] modifiers concode_field_sep Shader getShader concode_elem_sep Vector3 transformNormalWorldToObject concode_elem_sep void intersect concode_elem_sep Vector3 transformVectorObjectToWorld concode_elem_sep Modifier getModifier concode_elem_sep boolean update concode_elem_sep Geometry getGeometry concode_elem_sep Point3 transformObjectToWorld concode_elem_sep Vector3 transformVectorWorldToObject concode_elem_sep BoundingBox getBounds concode_elem_sep boolean hasGeometry concode_elem_sep int getNumPrimitives concode_elem_sep Point3 transformWorldToObject concode_elem_sep void updateBounds concode_elem_sep PrimitiveList getBakingPrimitives concode_elem_sep Vector3 transformNormalObjectToWorld concode_elem_sep void removeShader concode_elem_sep void removeModifier