OpenSceneGraph/doc/doc++/osg/Material.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Material</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Material</A></H2></H2><BLOCKQUOTE>Material - encapsulates OpenGL glMaterial state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CMaterial,MMaterial.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.72.1">Material</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.72.2">Material</A></B>(const <!1><A HREF="Material.html#DOC.2.72.2">Material</A>&amp; mat, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
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<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.72.3">META_StateAttribute</A></B>(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Material.html">Material</A>, <!1><A HREF="StateAttribute.html#DOC.2.125.6.4">MATERIAL</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual int <B><A HREF="#DOC.2.72.4">compare</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; sa) const
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<DD><I>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.72.5">getAssociatedModes</A></B>(std::vector&lt;<!1><A HREF="StateAttribute.html#DOC.2.125.1">GLMode</A>&gt;&amp; modes) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.72.6">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.72.9">setColorMode</A></B>(const <!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> mode)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> <B><A HREF="#DOC.2.72.10">getColorMode</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.11">setAmbient</A></B>( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.72.12">getAmbient</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.13">getAmbientFrontAndBack</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.14">setDiffuse</A></B>( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.72.15">getDiffuse</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.16">getDiffuseFrontAndBack</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.17">setSpecular</A></B>( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )
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<DD><I>Set specular value of specified face(s) of the material, valid specular[03] range is 00 to 10</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.72.18">getSpecular</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const
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<DD><I>Get the specular value for specified face</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.19">getSpecularFrontAndBack</A></B>() const
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<DD><I>Get the whether specular values are equal for front and back faces</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.20">setEmission</A></B>( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; emission )
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<DD><I>Set emission value of specified face(s) of the material, valid emmison[03] range is 00 to 10</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.72.21">getEmission</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const
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<DD><I>Get the emmsion value for specified face</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.22">getEmissionFrontAndBack</A></B>() const
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<DD><I>Get the whether emission values are equal for front and back faces</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.23">setShininess</A></B>( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float shininess )
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<DD><I>Set shininess of specified face(s) of the material, valid shininess range is 00 to 1280</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.72.24">getShininess</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const
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<DD><I>Get the shininess value for specified face</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.25">getShininessFrontAndBack</A></B>() const
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<DD><I>Get the whether shininess values are equal for front and back faces</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.26">setTransparency</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float trans)
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<DD><I>Set the alpha value of ambient,diffuse,specular and emission colors, of specified face, to 1-transparency.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.27">setAlpha</A></B>(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float alpha)
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<DD><I>Set the alpha value of ambient,diffuse,specular and emission colors.</I>
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</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.72.7">Face</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.72.8">ColorMode</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> <B><A HREF="#DOC.2.72.29">_colorMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.72.30">_ambientFrontAndBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.31">_ambientFront</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.32">_ambientBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.72.33">_diffuseFrontAndBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.34">_diffuseFront</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.35">_diffuseBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.72.36">_specularFrontAndBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.37">_specularFront</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.38">_specularBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.72.39">_emissionFrontAndBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.40">_emissionFront</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.72.41">_emissionBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.72.42">_shininessFrontAndBack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.72.43">_shininessFront</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.72.44">_shininessBack</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.72.28">~Material</A></B>()
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</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="Object.html">Object</A>* <B>cloneType</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="Object.html">Object</A>* <B>clone</B>(const <!1><A HREF="CopyOp.html">CopyOp</A>&amp;) const
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>isSameKindAs</B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>libraryName</B>() const
<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>className</B>() const
<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.125.5">Type</A> <B>getType</B>() const
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>isTextureAttribute</B>() const
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<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>operator < </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
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<IMG ALT="o" SRC=icon2.gif>bool <B>operator == </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
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<IMG ALT="o" SRC=icon2.gif>bool <B>operator != </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
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<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
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<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>Type</B>
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<IMG ALT="o" SRC=icon2.gif>enum <B>Types</B>
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</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>setDataVariance</B>(const <!1><A HREF="Object.html#DOC.2.90.8">DataVariance</A> dv)
<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Object.html#DOC.2.90.8">DataVariance</A> <B>getDataVariance</B>() const
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(<!1><A HREF="Referenced.html">Referenced</A>* obj)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Referenced.html">Referenced</A>* <B>getUserData</B>() const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>DataVariance</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Object.html#DOC.2.90.8">DataVariance</A> <B>_dataVariance</B>
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<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Referenced.html">Referenced</A>&gt; <B>_userData</B>
</DL></P>
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</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>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<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 void <B>unref_nodelete</B>() const
<DT>
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<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>Material - encapsulates OpenGL glMaterial state</BLOCKQUOTE>
<DL>
<A NAME="Material"></A>
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<A NAME="DOC.2.72.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Material()</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="Material"></A>
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<A NAME="DOC.2.72.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Material(const <!1><A HREF="Material.html#DOC.2.72.2">Material</A>&amp; mat, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
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<DD>Copy constructor using CopyOp to manage deep vs shallow copy
<DL><DT><DD></DL><P>
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<A NAME="META_StateAttribute"></A>
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<A NAME="DOC.2.72.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_StateAttribute(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Material.html">Material</A>, <!1><A HREF="StateAttribute.html#DOC.2.125.6.4">MATERIAL</A>)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="compare"></A>
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<A NAME="DOC.2.72.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual int compare(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; sa) const </B></TT>
<DD>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs
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<DL><DT><DD></DL><P>
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<A NAME="getAssociatedModes"></A>
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<A NAME="DOC.2.72.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void getAssociatedModes(std::vector&lt;<!1><A HREF="StateAttribute.html#DOC.2.125.1">GLMode</A>&gt;&amp; modes) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="apply"></A>
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<A NAME="DOC.2.72.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Face"></A>
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<A NAME="DOC.2.72.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Face</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="FRONT"></A>
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<A NAME="DOC.2.72.7.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BACK"></A>
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<A NAME="DOC.2.72.7.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BACK</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRONT_AND_BACK"></A>
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<A NAME="DOC.2.72.7.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT_AND_BACK</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="ColorMode"></A>
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<A NAME="DOC.2.72.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ColorMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="AMBIENT"></A>
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<A NAME="DOC.2.72.8.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AMBIENT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DIFFUSE"></A>
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<A NAME="DOC.2.72.8.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DIFFUSE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SPECULAR"></A>
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<A NAME="DOC.2.72.8.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SPECULAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EMISSION"></A>
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<A NAME="DOC.2.72.8.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EMISSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="AMBIENT_AND_DIFFUSE"></A>
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<A NAME="DOC.2.72.8.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AMBIENT_AND_DIFFUSE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OFF"></A>
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<A NAME="DOC.2.72.8.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setColorMode"></A>
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<A NAME="DOC.2.72.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setColorMode(const <!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> mode)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getColorMode"></A>
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<A NAME="DOC.2.72.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> getColorMode() const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="setAmbient"></A>
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<A NAME="DOC.2.72.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAmbient( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getAmbient"></A>
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<A NAME="DOC.2.72.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getAmbient(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getAmbientFrontAndBack"></A>
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<A NAME="DOC.2.72.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getAmbientFrontAndBack() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDiffuse"></A>
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<A NAME="DOC.2.72.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDiffuse( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getDiffuse"></A>
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<A NAME="DOC.2.72.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getDiffuse(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getDiffuseFrontAndBack"></A>
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<A NAME="DOC.2.72.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getDiffuseFrontAndBack() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setSpecular"></A>
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<A NAME="DOC.2.72.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSpecular( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )</B></TT>
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<DD>Set specular value of specified face(s) of the material,
valid specular[03] range is 00 to 10
<DL><DT><DD></DL><P>
<A NAME="getSpecular"></A>
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<A NAME="DOC.2.72.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getSpecular(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const </B></TT>
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<DD>Get the specular value for specified face
<DL><DT><DD></DL><P>
<A NAME="getSpecularFrontAndBack"></A>
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<A NAME="DOC.2.72.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getSpecularFrontAndBack() const </B></TT>
<DD>Get the whether specular values are equal for front and back faces
<DL><DT><DD></DL><P>
<A NAME="setEmission"></A>
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<A NAME="DOC.2.72.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setEmission( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; emission )</B></TT>
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<DD>Set emission value of specified face(s) of the material,
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valid emmison[03] range is 00 to 10
<DL><DT><DD></DL><P>
<A NAME="getEmission"></A>
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<A NAME="DOC.2.72.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getEmission(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const </B></TT>
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<DD>Get the emmsion value for specified face
<DL><DT><DD></DL><P>
<A NAME="getEmissionFrontAndBack"></A>
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<A NAME="DOC.2.72.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getEmissionFrontAndBack() const </B></TT>
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<DD>Get the whether emission values are equal for front and back faces
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<DL><DT><DD></DL><P>
<A NAME="setShininess"></A>
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<A NAME="DOC.2.72.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setShininess( const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float shininess )</B></TT>
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<DD>Set shininess of specified face(s) of the material, valid shininess range is 00 to 1280
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<DL><DT><DD></DL><P>
<A NAME="getShininess"></A>
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<A NAME="DOC.2.72.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getShininess(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face) const </B></TT>
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<DD>Get the shininess value for specified face
<DL><DT><DD></DL><P>
<A NAME="getShininessFrontAndBack"></A>
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<A NAME="DOC.2.72.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getShininessFrontAndBack() const </B></TT>
<DD>Get the whether shininess values are equal for front and back faces
<DL><DT><DD></DL><P>
<A NAME="setTransparency"></A>
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<A NAME="DOC.2.72.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTransparency(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float trans)</B></TT>
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<DD>Set the alpha value of ambient,diffuse,specular and emission colors,
of specified face, to 1-transparency. Valid transparency range is 0.0 to 1.0.
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<DL><DT><DD></DL><P>
<A NAME="setAlpha"></A>
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<A NAME="DOC.2.72.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAlpha(const <!1><A HREF="Material.html#DOC.2.72.7">Face</A> face, float alpha)</B></TT>
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<DD>Set the alpha value of ambient,diffuse,specular and emission colors.
Valid transparency range is 0.0 to 1.0.
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<DL><DT><DD></DL><P>
<A NAME="~Material"></A>
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<A NAME="DOC.2.72.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Material()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_colorMode"></A>
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<A NAME="DOC.2.72.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Material.html#DOC.2.72.8">ColorMode</A> _colorMode</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_ambientFrontAndBack"></A>
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<A NAME="DOC.2.72.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _ambientFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambientFront"></A>
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<A NAME="DOC.2.72.31"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambientFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambientBack"></A>
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<A NAME="DOC.2.72.32"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambientBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseFrontAndBack"></A>
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<A NAME="DOC.2.72.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _diffuseFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseFront"></A>
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<A NAME="DOC.2.72.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuseFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseBack"></A>
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<A NAME="DOC.2.72.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuseBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularFrontAndBack"></A>
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<A NAME="DOC.2.72.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _specularFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularFront"></A>
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<A NAME="DOC.2.72.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specularFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularBack"></A>
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<A NAME="DOC.2.72.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specularBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionFrontAndBack"></A>
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<A NAME="DOC.2.72.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _emissionFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionFront"></A>
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<A NAME="DOC.2.72.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _emissionFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionBack"></A>
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<A NAME="DOC.2.72.41"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _emissionBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessFrontAndBack"></A>
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<A NAME="DOC.2.72.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _shininessFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessFront"></A>
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<A NAME="DOC.2.72.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _shininessFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessBack"></A>
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<A NAME="DOC.2.72.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _shininessBack</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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