SleakEngine 1.0.0
C++23 multi-backend game engine
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Sleak::RenderEngine::BindTextureCommand Class Reference

Binds a texture for subsequent draws. More...

#include <RenderCommands.hpp>

Inheritance diagram for Sleak::RenderEngine::BindTextureCommand:

Public Member Functions

 BindTextureCommand (RefPtr< Texture > texture)
void Execute (RenderContext *context) override
 Replays this command into the main forward/deferred pass.
CommandType GetType () const override
Public Member Functions inherited from Sleak::RenderEngine::RenderCommandBase
virtual ~RenderCommandBase ()=default
bool CastsShadow () const
virtual void ExecuteShadow (RenderContext *context)
uint32_t GetOwnerObjectID () const
virtual bool IsSkinned () const
void SetCastsShadow (bool v)
void SetOwnerObjectID (uint32_t id)

Detailed Description

Binds a texture for subsequent draws.

Definition at line 160 of file RenderCommands.hpp.

Constructor & Destructor Documentation

◆ BindTextureCommand()

Sleak::RenderEngine::BindTextureCommand::BindTextureCommand ( RefPtr< Texture > texture)

Member Function Documentation

◆ Execute()

void Sleak::RenderEngine::BindTextureCommand::Execute ( RenderContext * context)
overridevirtual

Replays this command into the main forward/deferred pass.

Implements Sleak::RenderEngine::RenderCommandBase.

◆ GetType()

CommandType Sleak::RenderEngine::BindTextureCommand::GetType ( ) const
inlineoverridevirtual

Implements Sleak::RenderEngine::RenderCommandBase.

Definition at line 164 of file RenderCommands.hpp.