materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::CommitPerPassVertexShaderTransforms()
{
	//GLMPRINTF(( ">-M- CommitPerPassVertexShaderTransforms" ));
	bool projChanged = VertexShaderTransformChanged( MATERIAL_PROJECTION );
	if ( projChanged )
	{
		//GLMPRINTF(( "-M- projChanged=true in CommitPerPassVertexShaderTransforms" ));
		SetVertexShaderViewProj();
		SetVertexShaderModelViewProjAndModelView();

		// Clear change flags
		m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] &= ~STATE_CHANGED_VERTEX_SHADER;
	}
	else
	{		
		//GLMPRINTF(( "-M- projChanged=false in CommitPerPassVertexShaderTransforms" ));
	}

	//GLMPRINTF(( "<-M- CommitPerPassVertexShaderTransforms" ));
}
//GLM_FUNC;
//-----------------------------------------------------------------------------
// Commits vertex shader transforms that can change on a per pass basis
//-----------------------------------------------------------------------------
GLM_FUNC;
Commits vertex shader transforms that can change on a per pass basis
GLM_FUNC ; Commits vertex shader transforms that can change on a per pass basis
void CShaderAPIDx8::CommitPerPassVertexShaderTransforms()
{
	bool projChanged = VertexShaderTransformChanged( MATERIAL_PROJECTION );
	if ( projChanged )
	{
		SetVertexShaderViewProj();
		SetVertexShaderModelViewProjAndModelView();
		m_DynamicState.m_TransformChanged[MATERIAL_PROJECTION] &= ~STATE_CHANGED_VERTEX_SHADER;
	}
	else
	{		
	}
}
void CShaderAPIDx8 :: CommitPerPassVertexShaderTransforms ( ) { bool projChanged = VertexShaderTransformChanged ( MATERIAL_PROJECTION ) ; if ( projChanged ) { SetVertexShaderViewProj ( ) ; SetVertexShaderModelViewProjAndModelView ( ) ; m_DynamicState . m_TransformChanged [ MATERIAL_PROJECTION ] &= ~ STATE_CHANGED_VERTEX_SHADER ; } else { } }
GLM_FUNC;
Commits vertex shader transforms that can change on a per pass basis
GLM_FUNC ; Commits vertex shader transforms that can change on a per pass basis
//GLMPRINTF(( ">-M- CommitPerPassVertexShaderTransforms" )); //GLMPRINTF(( "-M- projChanged=true in CommitPerPassVertexShaderTransforms" )); // Clear change flags //GLMPRINTF(( "-M- projChanged=false in CommitPerPassVertexShaderTransforms" )); //GLMPRINTF(( "<-M- CommitPerPassVertexShaderTransforms" ));