#include "4J_Render.h" // Command Buffers void C4JRender::CBuffLockStaticCreations() {} int C4JRender::CBuffSize(int) { return 0; } void C4JRender::CBuffTick() {} void C4JRender::CBuffDeferredModeStart() {} void C4JRender::CBuffDeferredModeEnd() {} // Render States void C4JRender::StateSetLightEnable(int, bool) {} void C4JRender::StateSetEnableViewportClipPlanes(bool) {} void C4JRender::StateSetForceLOD(int) {} void C4JRender::StateSetTexGenCol(int, float, float, float, float, bool) {} // Textures void C4JRender::TextureDynamicUpdateStart() {} void C4JRender::TextureDynamicUpdateEnd() {} void C4JRender::TextureGetStats() {} void* C4JRender::TextureGetTexture(int) { return nullptr; } int C4JRender::SaveTextureData(const char*, D3DXIMAGE_INFO*, int*) { return 0; } int C4JRender::SaveTextureDataToMemory(void*, int, int*, int, int, int*) { return 0; } // Screen/Image Capturing void C4JRender::DoScreenGrabOnNextPresent() {} void C4JRender::CaptureThumbnail(ImageFileBuffer*) {} void C4JRender::CaptureScreen(ImageFileBuffer*, XSOCIAL_PREVIEWIMAGE*) {} // Conditional Rendering & Events void C4JRender::BeginConditionalSurvey(int) {} void C4JRender::EndConditionalSurvey() {} void C4JRender::BeginConditionalRendering(int) {} void C4JRender::EndConditionalRendering() {} void C4JRender::BeginEvent(const wchar_t*) {} void C4JRender::EndEvent() {} void C4JRender::Tick() {} // Lifecycle void C4JRender::Suspend() {} bool C4JRender::Suspended() { return false; } void C4JRender::Resume() {}