materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::ModifyTexture( ShaderAPITextureHandle_t textureHandle )
{
	LOCK_SHADERAPI();
	// Can't do this if we're locked!
	Assert( m_ModifyTextureLockedLevel < 0 );

	AssertValidTextureHandle( textureHandle );
	m_ModifyTextureHandle = textureHandle;
	
	// If we're got a multi-copy texture, we need to up the current copy count
	Texture_t& tex = GetTexture( textureHandle );
	if (tex.m_NumCopies > 1)
	{
		// Each time we modify a texture, we'll want to switch texture
		// as soon as a TexImage2D call is made...
		tex.m_SwitchNeeded = true;
	}
}
//-----------------------------------------------------------------------------
// Indicates we're modifying a texture
//-----------------------------------------------------------------------------
Indicates we're modifying a texture
Indicates we ' re modifying a texture
void CShaderAPIDx8::ModifyTexture( ShaderAPITextureHandle_t textureHandle )
{
	LOCK_SHADERAPI();
	Assert( m_ModifyTextureLockedLevel < 0 );
	AssertValidTextureHandle( textureHandle );
	m_ModifyTextureHandle = textureHandle;
	Texture_t& tex = GetTexture( textureHandle );
	if (tex.m_NumCopies > 1)
	{
		tex.m_SwitchNeeded = true;
	}
}
void CShaderAPIDx8 :: ModifyTexture ( ShaderAPITextureHandle_t textureHandle ) { LOCK_SHADERAPI ( ) ; Assert ( m_ModifyTextureLockedLevel < 0 ) ; AssertValidTextureHandle ( textureHandle ) ; m_ModifyTextureHandle = textureHandle ; Texture_t & tex = GetTexture ( textureHandle ) ; if ( tex . m_NumCopies > 1 ) { tex . m_SwitchNeeded = true ; } }
Indicates we're modifying a texture
Indicates we ' re modifying a texture
// Can't do this if we're locked! // If we're got a multi-copy texture, we need to up the current copy count // Each time we modify a texture, we'll want to switch texture // as soon as a TexImage2D call is made...