hwUnlitShader/hwUnlitShader.h
         
    
#ifndef _hwUnlitShader
#define _hwUnlitShader
#include <maya/MPxHwShaderNode.h>
#include "MTextureCache.h"
{
public:
                    hwUnlitShader();
    virtual         ~hwUnlitShader();
    void            releaseEverything();
                              int prim,
                              unsigned int writable,
                              int indexCount,
                              const unsigned int * indexArray,
                              int vertexCount,
                              const int * vertexIDs,
                              const float * vertexArray,
                              int normalCount,
                              const float ** normalArrays,
                              int colorCount,
                              const float ** colorArrays,
                              int texCoordCount,
                              const float ** texCoordArrays);
    static  void *  creator();
    MTextureCache*  m_pTextureCache;
    void            printGlError( const char *call );
    void            updateTransparencyFlags(
MString objectPath);
 
protected:
    float fConstantTransparency;
    
    
    MCallbackId fBeforeNewCB;
    MCallbackId fBeforeOpenCB;
    MCallbackId fBeforeRemoveReferenceCB;
    MCallbackId fMayaExitingCB;
    void attachSceneCallbacks();
    void detachSceneCallbacks();
    static void releaseCallback(void* clientData);
};
#endif