open_toontown_panda3d/panda/src/shader/shader.I

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// Filename: shader.I
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
INLINE Shader::
Visualize* Shader::get_viz(void) {
return _viz;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::set_viz
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE void Shader::
set_viz(Shader::Visualize* v) {
_viz = v;
}
////////////////////////////////////////////////////////////////////
// Function: FrustumShader::add_frustum
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE int FrustumShader::
add_frustum(LensNode* frust) {
make_dirty();
_frusta.push_back(frust);
return (_frusta.size());
}
////////////////////////////////////////////////////////////////////
// Function: FrustumShader::remove_frustum
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE int FrustumShader::
remove_frustum(LensNode* frust) {
make_dirty();
LensVector::iterator i;
for (i = _frusta.begin(); i != _frusta.end(); ++i) {
if ((*i) == frust) {
_frusta.erase(i);
return true;
}
}
return false;
}