struct RENDERSTATE
{
D3DRENDERSTATETYPE state;
unsigned long value;
RENDERSTATE( const D3DRENDERSTATETYPE& st, const unsigned long& val )
{
state = st;
value = val;
}
bool operator == ( const RENDERSTATE& rhs ) const { return state == rhs.state; }
bool operator > ( const RENDERSTATE& rhs ) const { return state > rhs.state; }
bool operator < ( const RENDERSTATE& rhs ) const { return state < rhs.state; }
};
// RenderStates is of type Tree<RENDERSTATE>. RenderStates.InsertNode( RENDERSTATE( D3DRS_ALPHABLENDENABLE, FALSE ) ); RenderStates.InsertNode( RENDERSTATE( D3DRS_LIGHTINGENABLE, FALSE ) ); // Same for all the render states.
:::: [ Triple Buffer V2.0 ] ::::