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