/* RenderInvocation - Interface for creating processing nodes of various kinds Copyright (C) 2008, Hermann Vosseler   **Lumiera** 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 2 of the License, or (at your   option) any later version. See the file COPYING for further details. * *****************************************************************/ /** @file render-invocation.cpp ** Implementation details regarding the invocation of a single render node ** @deprecated very likely to happen in a different way, while the concept remains valid ** @todo unfinished draft from 2009 regarding the render process */ #include "steam/engine/render-invocation.hpp" #include "steam/engine/turnout-system.hpp" namespace steam { namespace engine { namespace { // Details... } // (END) Details... // using mobject::Placement; // using mobject::session::Effect; /** @note this builds a one-way off invocation state context * and then forwards the call; this may or may not cause * actual calculations, depending on the cache. * @todo for real use within the engine, the pull()-call should be * dispatched through the scheduler; of course then the call semantics * would be completely different. Maybe this invocation will be test only? */ BuffHandle RenderInvocation::operator[] (size_t channel) { REQUIRE (theNode_); REQUIRE (channel < size()); StateProxy invocationState; #if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation return theNode_->pull(invocationState, channel); #endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation } }} // namespace engine