43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Filename: nodeAttribute.cxx
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// Created by: drose (20Mar00)
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//
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////////////////////////////////////////////////////////////////////
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#include "nodeAttribute.h"
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#include <indent.h>
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TypeHandle NodeAttribute::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: NodeAttribute::output
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void NodeAttribute::
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output(ostream &out) const {
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out << get_handle();
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodeAttribute::write
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void NodeAttribute::
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write(ostream &out, int indent_level) const {
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indent(out, indent_level) << *this << "\n";
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodeAttribute::issue
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// Access: Public, Virtual
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// Description: This is called on scene graph rendering attributes
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// when it is time to issue the particular attribute to
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// the graphics engine. It should call the appropriate
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// method on GraphicsStateGuardianBase.
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////////////////////////////////////////////////////////////////////
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void NodeAttribute::
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issue(GraphicsStateGuardianBase *) {
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}
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