materialsystem/cmaterialsystem.cpp
void CMaterialSystem::RecomputeAllStateSnapshots()
{
	g_pShaderAPI->ClearSnapshots();
	for (MaterialHandle_t i = FirstMaterial(); i != InvalidMaterial(); i = NextMaterial(i) )
	{
		GetMaterialInternal(i)->RecomputeStateSnapshots();
	}
	g_pShaderAPI->ResetRenderState();
}
//-----------------------------------------------------------------------------
// Recomputes state snapshots for all materials
//-----------------------------------------------------------------------------
Recomputes state snapshots for all materials
Recomputes state snapshots for all materials
void CMaterialSystem::RecomputeAllStateSnapshots()
{
	g_pShaderAPI->ClearSnapshots();
	for (MaterialHandle_t i = FirstMaterial(); i != InvalidMaterial(); i = NextMaterial(i) )
	{
		GetMaterialInternal(i)->RecomputeStateSnapshots();
	}
	g_pShaderAPI->ResetRenderState();
}
void CMaterialSystem :: RecomputeAllStateSnapshots ( ) { g_pShaderAPI -> ClearSnapshots ( ) ; for ( MaterialHandle_t i = FirstMaterial ( ) ; i != InvalidMaterial ( ) ; i = NextMaterial ( i ) ) { GetMaterialInternal ( i ) -> RecomputeStateSnapshots ( ) ; } g_pShaderAPI -> ResetRenderState ( ) ; }
Recomputes state snapshots for all materials
Recomputes state snapshots for all materials