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< TITLE > class SG_EXPORT osg::State< / TITLE >
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< H2 > class SG_EXPORT < A HREF = "#DOC.DOCU" > osg::State< / A > < / H2 > < / H2 > < BLOCKQUOTE > State class for managing a state stack.< / BLOCKQUOTE >
< HR >
< H2 > Inheritance:< / H2 >
< APPLET CODE = "ClassGraph.class" WIDTH = 600 HEIGHT = 65 >
< param name = classes value = "CReferenced,MReferenced.html,CState,MState.html" >
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< DT > < H3 > Public Methods< / H3 > < DD > < DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > < B > < A HREF = "#DOC.2.76.1" > State< / A > < / B > ()
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > virtual < B > < A HREF = "#DOC.2.76.2" > ~State< / A > < / B > ()
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.3" > pushStateSet< / A > < / B > (const <!1> < A HREF = "StateSet.html" > StateSet< / A > * dstate)
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< DD > < I > push stateset onto state stack< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.4" > popStateSet< / A > < / B > ()
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< DD > < I > pop drawstate off state stack< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.5" > reset< / A > < / B > ()
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< DD > < I > reset the state object to an empty stack< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const bool < B > < A HREF = "#DOC.2.76.6" > apply_mode< / A > < / B > (const StateAttribute::GLMode mode, const bool enabled)
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< DD > < I > apply an OpenGL mode if required.< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const bool < B > < A HREF = "#DOC.2.76.7" > apply_attribute< / A > < / B > (const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)
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< DD > < I > apply an attribute if required.< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.8" > apply< / A > < / B > (const <!1> < A HREF = "StateSet.html" > StateSet< / A > * dstate)
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< DD > < I > apply stateset< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.9" > apply< / A > < / B > ()
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< DD > < I > apply the state< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.10" > have_applied< / A > < / B > (const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
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< DD > < I > mode has been set externally, update state to reflect this setting< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.11" > have_applied< / A > < / B > (const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)
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< DD > < I > attribute has been applied externally, update state to reflect this setting< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline void < B > < A HREF = "#DOC.2.76.12" > setContextID< / A > < / B > (unsigned int contextID)
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< DD > < I > Set the current OpenGL context uniqueID.< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const unsigned int < B > < A HREF = "#DOC.2.76.13" > getContextID< / A > < / B > () const
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< DD > < I > Get the current OpenGL context unique ID< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline void < B > < A HREF = "#DOC.2.76.14" > setFrameStamp< / A > < / B > (<!1> < A HREF = "FrameStamp.html" > FrameStamp< / A > * fs)
< DD > < I > Set the frame stamp for the current frame< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const <!1> < A HREF = "FrameStamp.html" > FrameStamp< / A > * < B > < A HREF = "#DOC.2.76.15" > getFrameStamp< / A > < / B > () const
< DD > < I > Set the frame stamp for the current frame< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline void < B > < A HREF = "#DOC.2.76.16" > setCamera< / A > < / B > (<!1> < A HREF = "Camera.html" > Camera< / A > * camera)
< DD > < I > Set the camera.< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const <!1> < A HREF = "Camera.html" > Camera< / A > * < B > < A HREF = "#DOC.2.76.17" > getCamera< / A > < / B > () const
< DD > < I > Get the camera < / I >
< DT >
< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.76.18" > setFineGrainedErrorDetection< / A > < / B > (const bool flag)
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< DD > < I > Set the hint to OpenGL routines to do fine grained OpenGL error checking< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > const bool < B > < A HREF = "#DOC.2.76.19" > getFineGrainedErrorDetection< / A > < / B > () const
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< DD > < I > Get the hint to OpenGL routines to do fine grained OpenGL error checking< / I >
< / DL > < / P >
< / DL >
< HR > < H3 > Inherited from < A HREF = "Referenced.html" > Referenced< / A > :< / H3 >
< DL >
< P > < DL >
< DT > < H3 > Public Methods< / H3 > < DD > < DT >
< IMG ALT = "o" SRC = icon2.gif > inline <!1> < A HREF = "Referenced.html" > Referenced< / A > & < B > operator = < / B > (<!1> < A HREF = "Referenced.html" > Referenced< / A > & )
< DT >
< IMG ALT = "o" SRC = icon2.gif > inline void < B > ref< / B > () const
< DT >
< IMG ALT = "o" SRC = icon2.gif > inline void < B > unref< / B > () const
< DT >
< IMG ALT = "o" SRC = icon2.gif > inline const int < B > referenceCount< / B > () const
< / DL > < / P >
< P > < DL >
< DT > < H3 > Protected Fields< / H3 > < DD > < DT >
< IMG ALT = "o" SRC = icon2.gif > mutable int < B > _refCount< / B >
< / DL > < / P >
< / DL >
< A NAME = "DOC.DOCU" > < / A >
< HR >
< H2 > Documentation< / H2 >
< BLOCKQUOTE > State class for managing a state stack.
Lazy state updating is used to minize state changes.< / BLOCKQUOTE >
< DL >
< A NAME = "State" > < / A >
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< A NAME = "DOC.2.76.1" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > State()< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "~State" > < / A >
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< A NAME = "DOC.2.76.2" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > virtual ~State()< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "pushStateSet" > < / A >
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< A NAME = "DOC.2.76.3" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void pushStateSet(const <!1> < A HREF = "StateSet.html" > StateSet< / A > * dstate)< / B > < / TT >
< DD > push stateset onto state stack
< DL > < DT > < DD > < / DL > < P >
< A NAME = "popStateSet" > < / A >
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< A NAME = "DOC.2.76.4" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void popStateSet()< / B > < / TT >
< DD > pop drawstate off state stack
< DL > < DT > < DD > < / DL > < P >
< A NAME = "reset" > < / A >
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< A NAME = "DOC.2.76.5" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void reset()< / B > < / TT >
< DD > reset the state object to an empty stack
< DL > < DT > < DD > < / DL > < P >
< A NAME = "apply_mode" > < / A >
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< A NAME = "DOC.2.76.6" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const bool apply_mode(const StateAttribute::GLMode mode, const bool enabled)< / B > < / TT >
< DD > apply an OpenGL mode if required.
< DL > < DT > < DD > < / DL > < P >
< A NAME = "apply_attribute" > < / A >
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< A NAME = "DOC.2.76.7" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const bool apply_attribute(const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)< / B > < / TT >
< DD > apply an attribute if required.
< DL > < DT > < DD > < / DL > < P >
< A NAME = "apply" > < / A >
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< A NAME = "DOC.2.76.8" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void apply(const <!1> < A HREF = "StateSet.html" > StateSet< / A > * dstate)< / B > < / TT >
< DD > apply stateset
< DL > < DT > < DD > < / DL > < P >
< A NAME = "apply" > < / A >
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< A NAME = "DOC.2.76.9" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void apply()< / B > < / TT >
< DD > apply the state
< DL > < DT > < DD > < / DL > < P >
< A NAME = "have_applied" > < / A >
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< A NAME = "DOC.2.76.10" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void have_applied(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)< / B > < / TT >
< DD > mode has been set externally, update state to reflect this setting
< DL > < DT > < DD > < / DL > < P >
< A NAME = "have_applied" > < / A >
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< A NAME = "DOC.2.76.11" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void have_applied(const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)< / B > < / TT >
< DD > attribute has been applied externally, update state to reflect this setting
< DL > < DT > < DD > < / DL > < P >
< A NAME = "setContextID" > < / A >
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< A NAME = "DOC.2.76.12" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void setContextID(unsigned int contextID)< / B > < / TT >
< DD > Set the current OpenGL context uniqueID.
Note, it is the application developers responsiblity to
set up unique ID for each OpenGL context. This value is
then used by osg::StateAttribure's and osg::Drawable's to
help manage OpenGL display list and texture binds appropriate
for each context.
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getContextID" > < / A >
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< A NAME = "DOC.2.76.13" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const unsigned int getContextID() const < / B > < / TT >
< DD > Get the current OpenGL context unique ID
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "setFrameStamp" > < / A >
< A NAME = "DOC.2.76.14" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void setFrameStamp(<!1> < A HREF = "FrameStamp.html" > FrameStamp< / A > * fs)< / B > < / TT >
< DD > Set the frame stamp for the current frame
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getFrameStamp" > < / A >
< A NAME = "DOC.2.76.15" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const <!1> < A HREF = "FrameStamp.html" > FrameStamp< / A > * getFrameStamp() const < / B > < / TT >
< DD > Set the frame stamp for the current frame
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "setCamera" > < / A >
< A NAME = "DOC.2.76.16" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void setCamera(<!1> < A HREF = "Camera.html" > Camera< / A > * camera)< / B > < / TT >
< DD > Set the camera. Note, nothing is applied, the camera is just used
used in the State object to pass the current camera to Drawables
during rendering.
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "getCamera" > < / A >
< A NAME = "DOC.2.76.17" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const <!1> < A HREF = "Camera.html" > Camera< / A > * getCamera() const < / B > < / TT >
< DD > Get the camera
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< DL > < DT > < DD > < / DL > < P >
< A NAME = "setFineGrainedErrorDetection" > < / A >
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< A NAME = "DOC.2.76.18" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void setFineGrainedErrorDetection(const bool flag)< / B > < / TT >
< DD > Set the hint to OpenGL routines to do fine grained OpenGL error checking
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getFineGrainedErrorDetection" > < / A >
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< A NAME = "DOC.2.76.19" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const bool getFineGrainedErrorDetection() const < / B > < / TT >
< DD > Get the hint to OpenGL routines to do fine grained OpenGL error checking
< DL > < DT > < DD > < / DL > < P > < DL >
< A NAME = "ModeStack" > < / A >
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< A NAME = "DOC.2.76.23.1" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > ModeStack()< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "changed" > < / A >
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< A NAME = "DOC.2.76.23.2" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > bool changed< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "last_applied_value" > < / A >
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< A NAME = "DOC.2.76.23.3" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > bool last_applied_value< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "valueVec" > < / A >
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< A NAME = "DOC.2.76.23.4" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > ValueVec valueVec< / B > < / TT >
< DL > < DT > < DD > < / DL > < P > < / DL >
< DL >
< A NAME = "AttributeStack" > < / A >
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< A NAME = "DOC.2.76.24.1" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > AttributeStack()< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "changed" > < / A >
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< A NAME = "DOC.2.76.24.2" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > bool changed< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "last_applied_attribute" > < / A >
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< A NAME = "DOC.2.76.24.3" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * last_applied_attribute< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "attributeVec" > < / A >
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< A NAME = "DOC.2.76.24.4" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > AttributeVec attributeVec< / B > < / TT >
< DL > < DT > < DD > < / DL > < P > < / DL >
< / DL >
< HR > < DL > < DT > < B > This class has no child classes.< / B > < / DL >
< DL > < DT > < DD > < / DL > < P > < P > < I > < A HREF = "index.html" > Alphabetic index< / A > < / I > < I > < A HREF = "HIER.html" > HTML hierarchy of classes< / A > or < A HREF = "HIERjava.html" > Java< / A > < / I > < / P > < HR >
< BR >
This page was generated with the help of < A HREF = "http://docpp.sourceforge.net" > DOC++< / A > .
< / BODY >
< / HTML >