fixed teamcolor bug from last code checkins dealing with threaded interpolation

This commit is contained in:
Mark Vejvoda
2010-05-10 19:35:56 +00:00
parent 52270de56e
commit a68ae2fdfb
3 changed files with 92 additions and 18 deletions

View File

@@ -0,0 +1,58 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_GRAPHICS_MODELRENDERER_H_
#define _SHARED_GRAPHICS_MODELRENDERER_H_
#include "model.h"
namespace Shared{ namespace Graphics{
class Texture;
// =====================================================
// class MeshCallback
//
/// This gets called before rendering mesh
// =====================================================
class MeshCallback{
public:
virtual ~MeshCallback(){};
virtual void execute(const Mesh *mesh)= 0;
};
// =====================================================
// class ModelRenderer
// =====================================================
class ModelRenderer{
protected:
bool renderNormals;
bool renderTextures;
bool renderColors;
MeshCallback *meshCallback;
public:
ModelRenderer() {meshCallback= NULL;}
virtual ~ModelRenderer(){};
virtual void begin(bool renderNormals, bool renderTextures, bool renderColors, MeshCallback *meshCallback= NULL)=0;
virtual void end()=0;
virtual void render(const Model *model)=0;
virtual void renderNormalsOnly(const Model *model)=0;
};
}}//end namespace
#endif