/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : WW3D * * * * $Archive:: /Commando/Code/ww3d2/polyinfo.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 2/07/01 12:50p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "polyinfo.h" #include "texture.h" #include "vertmaterial.h" #include "shader.h" void PolygonInfoClass::Set_Texture(TextureClass *texture) { if(texture) texture->Add_Ref(); if(Texture) Texture->Release_Ref(); Texture = texture; } void PolygonInfoClass::Set_Vertex_Material(VertexMaterialClass *vertexMaterial) { if(vertexMaterial) vertexMaterial->Add_Ref(); if(VertexMaterial) VertexMaterial->Release_Ref(); VertexMaterial = vertexMaterial; } void PolygonInfoClass::Set_Shader(ShaderClass *shader) { if(Shader) delete Shader; // todo : update for refcounted shaders Shader = new ShaderClass(* shader); } PolygonInfoClass::~PolygonInfoClass() { if(Texture) Texture->Release_Ref(); if(VertexMaterial) VertexMaterial->Release_Ref(); // todo : update for refcounted shaders if(Shader) delete Shader; }