|const char *||getId () const|
|Effect *||getEffect () const|
|void||setVertexAttributeBinding (VertexAttributeBinding *binding)|
|VertexAttributeBinding *||getVertexAttributeBinding () const|
Defines a pass for an object to be rendered.
This class encapsulates the parameters and logic required to apply a shader to an object to be rendered. This includes specifying both a vertex and fragment shader, as well as any uniforms and vertex attributes to be applied to these.
Binds the render state for this pass.
This method should be called before executing any drawing code that should use this pass. When drawing code is complete, the unbind() method should be called.
|const char* gameplay::Pass::getId||(||)||const|
Returns the Id of this pass.
Sets a vertex attribute binding for this pass.