#ifndef _MGeometryRequirements
#define _MGeometryRequirements
//-
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//+
//
// CLASS:    MGeometryRequirements
//
// ****************************************************************************
//
// CLASS DESCRIPTION (MGeometryRequirements)
//
// The MGeometryRequirements class describes the set of geometry data
// elements required by an geometry user. For example, a material can
// specify that is needs position, normal and UV set "a" to render a
// surface.
//
// ****************************************************************************

#if defined __cplusplus

// ****************************************************************************
// INCLUDED HEADER FILES


#include <maya/MObject.h>
#include <maya/MString.h>
#include <maya/MStringArray.h>
#include <maya/MUintArray.h>
#include <maya/MTypes.h>

class MGeometryManager;

// ****************************************************************************
// CLASS DECLARATION (MGeometryRequirements)

//! \ingroup OpenMayaRender
//! \brief \obsolete
/*!
  \deprecated
  Use MHWRender::MGeometryRequirements instead.

  MGeometryRequirements stores the collection of
  MGeometryRequirementsData arrays which describe a Maya surface,
  including per-component data such as UV mapping and colour.
*/
class OPENMAYARENDER_EXPORT MGeometryRequirements
{
public:
					MGeometryRequirements();
					~MGeometryRequirements();
					void addPosition(int dimension = 3);
					void addComponentId();
					void addNormal(int dimension = 3);
					void addTexCoord( const MString& uvSetName);
					void addTangent( const MString& uvSetName, int dimension = 3);
					void addBinormal( const MString& uvSetName, int dimension = 3);
					void addColor( const MString& colorSetName);
					void addFaceOffsets();

private:

					MGeometryRequirements( void*);
	void*			mRequirements;
	bool			mOwnsRequirements;

	// Hide these so people can't hold onto references by taking
	// copies to the temporary references to these structures passed
	// into populateRequirements
					MGeometryRequirements( const MGeometryRequirements&);
	const MGeometryRequirements& operator=( const MGeometryRequirements&);

	friend class MGeometryManager;
	friend class MPxHardwareShader;
};

#endif /* __cplusplus */
#endif /* _MGeometryRequirements */
