OpenSceneGraph/doc/doc++/osg/Depth.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HEAD>
<TITLE>class SG_EXPORT osg::Depth</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Depth</A></H2></H2><BLOCKQUOTE>Encapsulate OpenGL glDepthFunc/Mask/Range functions</BLOCKQUOTE>
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<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,CDepth,MDepth.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.2.27.1">Depth</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.27.2">Depth</A></B>(const <!1><A HREF="Depth.html#DOC.2.27.2">Depth</A>&amp; dp, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
<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.2.27.3">META_StateAttribute</A></B>(<!1><A HREF="Depth.html">Depth</A>, <!1><A HREF="StateAttribute.html#DOC.2.101.6.33">DEPTH</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual int <B><A HREF="#DOC.2.27.4">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.2.27.5">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.101.2">GLModeValue</A> value) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.7">setFunction</A></B>(const <!1><A HREF="Depth.html#DOC.2.27.6">Function</A> func)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Depth.html#DOC.2.27.6">Function</A> <B><A HREF="#DOC.2.27.8">getFunction</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.9">setWriteMask</A></B>(const bool mask)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.27.10">getWriteMask</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.11">setRange</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">zFar</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const double <B><A HREF="#DOC.2.27.12">getZNear</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const double <B><A HREF="#DOC.2.27.13">getZFar</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.27.14">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
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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.2.27.6">Function</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="Depth.html#DOC.2.27.6">Function</A> <B><A HREF="#DOC.2.27.16">_func</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.27.17">_depthWriteMask</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.27.18">_zNear</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.27.19">_zFar</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.2.27.15">~Depth</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>
<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.2.101.5">Type</A> <B>getType</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
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>operator == </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
<DT>
<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>
<DT>
<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>
</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
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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>
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<BLOCKQUOTE>Encapsulate OpenGL glDepthFunc/Mask/Range functions</BLOCKQUOTE>
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<DL>
<A NAME="Depth"></A>
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<A NAME="DOC.2.27.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Depth()</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="Depth"></A>
<A NAME="DOC.2.27.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Depth(const <!1><A HREF="Depth.html#DOC.2.27.2">Depth</A>&amp; dp, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
<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.2.27.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_StateAttribute(<!1><A HREF="Depth.html">Depth</A>, <!1><A HREF="StateAttribute.html#DOC.2.101.6.33">DEPTH</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.2.27.4"></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>
<A NAME="setStateSetModes"></A>
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<A NAME="DOC.2.27.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.101.2">GLModeValue</A> value) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="Function"></A>
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<A NAME="DOC.2.27.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Function</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="NEVER"></A>
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<A NAME="DOC.2.27.6.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEVER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LESS"></A>
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<A NAME="DOC.2.27.6.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LESS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EQUAL"></A>
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<A NAME="DOC.2.27.6.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LEQUAL"></A>
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<A NAME="DOC.2.27.6.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GREATER"></A>
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<A NAME="DOC.2.27.6.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GREATER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTEQUAL"></A>
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<A NAME="DOC.2.27.6.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GEQUAL"></A>
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<A NAME="DOC.2.27.6.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ALWAYS"></A>
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<A NAME="DOC.2.27.6.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
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<A NAME="DOC.2.27.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction(const <!1><A HREF="Depth.html#DOC.2.27.6">Function</A> func)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getFunction"></A>
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<A NAME="DOC.2.27.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Depth.html#DOC.2.27.6">Function</A> getFunction() const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="setWriteMask"></A>
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<A NAME="DOC.2.27.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setWriteMask(const bool mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getWriteMask"></A>
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<A NAME="DOC.2.27.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getWriteMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRange"></A>
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<A NAME="DOC.2.27.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setRange(const double <!1><A HREF="Camera.html#DOC.2.20.22">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.23">zFar</A>)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="getZNear"></A>
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<A NAME="DOC.2.27.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const double getZNear() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getZFar"></A>
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<A NAME="DOC.2.27.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const double getZFar() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
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<A NAME="DOC.2.27.14"></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="~Depth"></A>
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<A NAME="DOC.2.27.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Depth()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_func"></A>
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<A NAME="DOC.2.27.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Depth.html#DOC.2.27.6">Function</A> _func</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_depthWriteMask"></A>
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<A NAME="DOC.2.27.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _depthWriteMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zNear"></A>
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<A NAME="DOC.2.27.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zNear</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zFar"></A>
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<A NAME="DOC.2.27.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zFar</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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