struct STexSamplerFX { string m_szName; string m_szTexture; union { struct SHRenderTarget * m_pTarget; IRenderTarget * m_pITarget; }; int16 m_nTexState; byte m_eTexType; byte m_nSlotId; uint32 m_nTexFlags; };
IShader.h
FX shader texture sampler (description)
byte m_eTexType;
ETEX_Type e.g. eTT_2D or eTT_Cube
byte m_nSlotId;
EFTT_ index if it references one of the material texture slots, EFTT_MAX otherwise
uint32 m_nTexFlags;
int16 m_nTexState;
string m_szName;
string m_szTexture;
_inline friend bool operator !=(const STexSamplerFX & m1, const STexSamplerFX & m2);
~STexSamplerFX();
NO_INLINE STexSamplerFX& operator =(const STexSamplerFX& src);
_inline bool operator ==(const STexSamplerFX & m1);
bool Export(SShaderSerializeContext& SC);
void GetMemoryUsage(ICrySizer * pSizer) const;
uint32 GetTexFlags();
bool Import(SShaderSerializeContext& SC, SSTexSamplerFX * pTS);
void PostLoad();
int Size();
STexSamplerFX();
NO_INLINE STexSamplerFX(const STexSamplerFX& src);
void Update();