Home -> IRenderPassNode -> SetChildNodes

Description

The SetChildNodes method replaces any existing IProgramNode objects which have been added to the list of child nods with the supplied set of objects. The result will be equivalent to what would occur if RemoveAllChildNodes was called, followed by AddChildNodes with the supplied set of objects, except this method will perform the operation in a more efficient manner. During the rendering process, each IProgramNode is processed in the order it is supplied.

Usage

void SetChildNodes(IProgramNode* const* childNodes, size_t childNodeCount, IDefaultState* const* defaultState = nullptr);
void SetChildNodes(IProgramNode::unique_ptr const* childNodes, size_t childNodeCount, IDefaultState::unique_ptr const* defaultState = nullptr);

Argument list

childNodes [IProgramNode* const* / IProgramNode::unique_ptr const*]
The set of IProgramNode objects to set as the list of child nodes
childNodeCount [size_t]
The number of IProgramNode entries to read from the childNodes array
defaultState [IDefaultState* const* / IDefaultState::unique_ptr const*]
An optional set of IDefaultState objects to provide default bindings and state for the corresponding IProgramNode nodes in the childNodes array. If this argument isn't set to nullptr, it must contain childNodeCount entries, however individual entries in the array are allowed to be set to nullptr.

See also