materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::AdvanceCurrentCopy( ShaderAPITextureHandle_t hTexture )
{
	// May need to switch textures....
	Texture_t& tex = GetTexture( hTexture );
	if (tex.m_NumCopies > 1)
	{
		if (++tex.m_CurrentCopy >= tex.m_NumCopies)
			tex.m_CurrentCopy = 0;

		// When the current copy changes, we need to make sure this texture
		// isn't bound to any stages any more; thereby guaranteeing the new
		// copy will be re-bound.
		UnbindTexture( hTexture );
	}
}
//-----------------------------------------------------------------------------
// Advances the current copy of a texture...
//-----------------------------------------------------------------------------
Advances the current copy of a texture
Advances the current copy of a texture
void CShaderAPIDx8::AdvanceCurrentCopy( ShaderAPITextureHandle_t hTexture )
{
	Texture_t& tex = GetTexture( hTexture );
	if (tex.m_NumCopies > 1)
	{
		if (++tex.m_CurrentCopy >= tex.m_NumCopies)
			tex.m_CurrentCopy = 0;
		UnbindTexture( hTexture );
	}
}
void CShaderAPIDx8 :: AdvanceCurrentCopy ( ShaderAPITextureHandle_t hTexture ) { Texture_t & tex = GetTexture ( hTexture ) ; if ( tex . m_NumCopies > 1 ) { if ( ++ tex . m_CurrentCopy >= tex . m_NumCopies ) tex . m_CurrentCopy = 0 ; UnbindTexture ( hTexture ) ; } }
Advances the current copy of a texture...
Advances the current copy of a texture ...
// May need to switch textures.... // When the current copy changes, we need to make sure this texture // isn't bound to any stages any more; thereby guaranteeing the new // copy will be re-bound.