// true if texture loading deferred, and not yet loaded
bool texture_loaded;
+ // ref count so we can properly delete if we have multiple
+ // pointers to this record
+ int refcount;
+
public:
// Constructor
inline void set_material_name( const string& n ) { material_name = n; }
inline string get_texture_name() const { return texture_name; }
+ inline const char *get_texture_name_c_str() const {
+ return texture_name.c_str();
+ }
inline void set_texture_name( const string& n ) { texture_name = n; }
+ inline ssgSimpleState *get_textured() { return textured; }
+
inline double get_xsize() const { return xsize; }
inline double get_ysize() const { return ysize; }
inline void set_xsize( double x ) { xsize = x; }
inline void set_specular( sgVec4 s ) { sgCopyVec4( specular, s ); }
inline void set_emission( sgVec4 e ) { sgCopyVec4( emission, e ); }
+ inline bool get_texture_loaded() const { return texture_loaded; }
+ inline void set_texture_loaded( bool val ) { texture_loaded = val; }
+
inline double get_light_coverage () const { return light_coverage; }
inline void set_light_coverage (double coverage) {
light_coverage = coverage;
inline ssgStateSelector *get_state() const { return state; }
+ inline void ref() { refcount++; }
+ inline void deRef() { refcount--; }
+ inline int getRef() const { return refcount; }
+
void dump_info();
};