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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" >
< param name = before value = "M,M" >
< param name = after value = "Md_,M" >
< param name = indent value = "0,1" >
< param name = arrowdir value = "down" >
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< 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.2.95.1" > 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.2.95.2" > ~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.2.95.3" > 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.2.95.4" > 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.2.95.5" > captureCurrentState< / A > < / B > (<!1> < A HREF = "StateSet.html" > StateSet< / A > & stateset) const
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< DD > < I > copy the modes and attributes which captures the current state< / I >
< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.6" > 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 void < B > < A HREF = "#DOC.2.95.7" > applyProjectionMatrix< / A > < / B > (const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > * matrix)
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > & < B > < A HREF = "#DOC.2.95.8" > getProjectionMatrix< / 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.2.95.9" > applyModelViewMatrix< / A > < / B > (const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > * matrix)
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > & < B > < A HREF = "#DOC.2.95.10" > getModelViewMatrix< / A > < / B > () const
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > <!1> < A HREF = "Polytope.html" > Polytope< / A > < B > < A HREF = "#DOC.2.95.11" > getViewFrustum< / 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.2.95.12" > apply< / A > < / B > (const <!1> < A HREF = "StateSet.html" > StateSet< / A > * dstate)
< DD > < I > Apply stateset< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.13" > apply< / A > < / B > ()
< DD > < I > Apply the state< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const bool < B > < A HREF = "#DOC.2.95.14" > applyMode< / A > < / B > (const StateAttribute::GLMode mode, const bool enabled)
< DD > < I > Apply an OpenGL mode if required.< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const bool < B > < A HREF = "#DOC.2.95.15" > applyAttribute< / A > < / B > (const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)
< DD > < I > Apply an attribute if required.< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.16" > haveAppliedMode< / A > < / B > (const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
< DD > < I > Mode has been set externally, update state to reflect this setting< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.17" > haveAppliedMode< / A > < / B > (const StateAttribute::GLMode mode)
< DD > < I > Mode has been set externally, therefore dirty the associated mode in osg::State so it is applied on next call to osg::State::apply()< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.18" > haveAppliedAttribute< / A > < / B > (const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)
< DD > < I > Attribute has been applied externally, update state to reflect this setting< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > void < B > < A HREF = "#DOC.2.95.19" > haveAppliedAttribute< / A > < / B > (const StateAttribute::Type type)
< DD > < I > Attribute has been applied externally, and therefore this attribute type has been dirtied and will need to be re-appplied on next osg::Stateapply().< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > const bool < B > < A HREF = "#DOC.2.95.20" > getLastAppliedMode< / A > < / B > (const StateAttribute::GLMode mode) const
< DD > < I > Get whether the current specified mode is enabled (true) or disabled (false)< / I >
< DT >
< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * < B > < A HREF = "#DOC.2.95.21" > getLastAppliedAttribute< / A > < / B > (const StateAttribute::Type type) const
< DD > < I > Get the current specified attribute, return NULL is one has not yet been applied< / I >
< DT >
< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline void < B > < A HREF = "#DOC.2.95.22" > 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.2.95.23" > 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.2.95.24" > setFrameStamp< / A > < / B > (<!1> < A HREF = "FrameStamp.html" > FrameStamp< / A > * fs)
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< 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.2.95.25" > getFrameStamp< / A > < / B > () const
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< 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.2.95.26" > setDisplaySettings< / A > < / B > (<!1> < A HREF = "DisplaySettings.html" > DisplaySettings< / A > * vs)
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< DD > < I > Set the DisplaySettings.< / I >
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< DT >
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< IMG ALT = "[more]" BORDER = 0 SRC = icon1.gif > inline const <!1> < A HREF = "DisplaySettings.html" > DisplaySettings< / A > * < B > < A HREF = "#DOC.2.95.27" > getDisplaySettings< / A > < / B > () const
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< DD > < I > Get the DisplaySettings < / I >
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< / 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 >
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< 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 > State class for managing a state stack.
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Lazy state updating is used to minimize state changes.< / BLOCKQUOTE >
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< DL >
< A NAME = "State" > < / A >
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< A NAME = "DOC.2.95.1" > < / 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.2.95.2" > < / 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.2.95.3" > < / 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.2.95.4" > < / 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 >
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< A NAME = "captureCurrentState" > < / A >
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< A NAME = "DOC.2.95.5" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void captureCurrentState(<!1> < A HREF = "StateSet.html" > StateSet< / A > & stateset) const < / B > < / TT >
< DD > copy the modes and attributes which captures the current state
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "reset" > < / A >
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< A NAME = "DOC.2.95.6" > < / 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 >
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< A NAME = "applyProjectionMatrix" > < / A >
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< A NAME = "DOC.2.95.7" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void applyProjectionMatrix(const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > * matrix)< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getProjectionMatrix" > < / A >
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< A NAME = "DOC.2.95.8" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > & getProjectionMatrix() const < / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "applyModelViewMatrix" > < / A >
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< A NAME = "DOC.2.95.9" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void applyModelViewMatrix(const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > * matrix)< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getModelViewMatrix" > < / A >
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< A NAME = "DOC.2.95.10" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const <!1> < A HREF = "Matrix.html" > osg::Matrix< / A > & getModelViewMatrix() const < / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "getViewFrustum" > < / A >
< A NAME = "DOC.2.95.11" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > <!1> < A HREF = "Polytope.html" > Polytope< / A > getViewFrustum() const < / B > < / TT >
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "apply" > < / A >
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< A NAME = "DOC.2.95.12" > < / 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 >
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< DD > Apply stateset
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< DL > < DT > < DD > < / DL > < P >
< A NAME = "apply" > < / A >
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< A NAME = "DOC.2.95.13" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void apply()< / B > < / TT >
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< DD > Apply the state
< DL > < DT > < DD > < / DL > < P >
< A NAME = "applyMode" > < / A >
< A NAME = "DOC.2.95.14" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const bool applyMode(const StateAttribute::GLMode mode, const bool enabled)< / B > < / TT >
< DD > Apply an OpenGL mode if required.
< DL > < DT > < DD > < / DL > < P >
< A NAME = "applyAttribute" > < / A >
< A NAME = "DOC.2.95.15" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const bool applyAttribute(const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)< / B > < / TT >
< DD > Apply an attribute if required.
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "haveAppliedMode" > < / A >
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< A NAME = "DOC.2.95.16" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void haveAppliedMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)< / B > < / TT >
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< DD > Mode has been set externally, update state to reflect this setting
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "haveAppliedMode" > < / A >
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< A NAME = "DOC.2.95.17" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void haveAppliedMode(const StateAttribute::GLMode mode)< / B > < / TT >
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< DD > Mode has been set externally, therefore dirty the associated mode in osg::State
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so it is applied on next call to osg::State::apply()
< DL > < DT > < DD > < / DL > < P >
< A NAME = "haveAppliedAttribute" > < / A >
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< A NAME = "DOC.2.95.18" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void haveAppliedAttribute(const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * attribute)< / B > < / TT >
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< DD > Attribute has been applied externally, update state to reflect this setting
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "haveAppliedAttribute" > < / A >
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< A NAME = "DOC.2.95.19" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > void haveAppliedAttribute(const StateAttribute::Type type)< / B > < / TT >
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< DD > Attribute has been applied externally,
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and therefore this attribute type has been dirtied
and will need to be re-appplied on next osg::Stateapply().
note, if you have an osg::StateAttribute which you have applied externally
then use the have_applied(attribute) method as this will the osg::State to
track the current state more accuratly and enable lazy state updating such
that only changed state will be applied.
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "getLastAppliedMode" > < / A >
< A NAME = "DOC.2.95.20" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const bool getLastAppliedMode(const StateAttribute::GLMode mode) const < / B > < / TT >
< DD > Get whether the current specified mode is enabled (true) or disabled (false)
< DL > < DT > < DD > < / DL > < P >
< A NAME = "getLastAppliedAttribute" > < / A >
< A NAME = "DOC.2.95.21" > < / A >
< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > const <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > * getLastAppliedAttribute(const StateAttribute::Type type) const < / B > < / TT >
< DD > Get the current specified attribute, return NULL is one has not yet been applied
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "setContextID" > < / A >
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< A NAME = "DOC.2.95.22" > < / 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.
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Note, it is the application developers responsibility to
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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.2.95.23" > < / 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 >
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< A NAME = "DOC.2.95.24" > < / A >
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< 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 >
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< A NAME = "DOC.2.95.25" > < / A >
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< 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 = "setDisplaySettings" > < / A >
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< A NAME = "DOC.2.95.26" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline void setDisplaySettings(<!1> < A HREF = "DisplaySettings.html" > DisplaySettings< / A > * vs)< / B > < / TT >
< DD > Set the DisplaySettings. Note, nothing is applied, the visual settings are just used
used in the State object to pass the current visual settings to Drawables
during rendering.
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< DL > < DT > < DD > < / DL > < P >
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< A NAME = "getDisplaySettings" > < / A >
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< A NAME = "DOC.2.95.27" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > inline const <!1> < A HREF = "DisplaySettings.html" > DisplaySettings< / A > * getDisplaySettings() const < / B > < / TT >
< DD > Get the DisplaySettings
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< DL > < DT > < DD > < / DL > < P > < DL >
< A NAME = "ModeStack" > < / A >
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< A NAME = "DOC.2.95.34.1" > < / 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.2.95.34.2" > < / 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.2.95.34.3" > < / 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 >
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< A NAME = "global_default_value" > < / A >
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< A NAME = "DOC.2.95.34.4" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > bool global_default_value< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "valueVec" > < / A >
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< A NAME = "DOC.2.95.34.5" > < / 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.2.95.35.1" > < / 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.2.95.35.2" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > bool changed< / B > < / TT >
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< DD > apply an attribute if required, passing in attribute and appropriate attribute stack
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< DL > < DT > < DD > < / DL > < P >
< A NAME = "last_applied_attribute" > < / A >
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< A NAME = "DOC.2.95.35.3" > < / 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 >
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< A NAME = "global_default_attribute" > < / A >
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< A NAME = "DOC.2.95.35.4" > < / A >
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< DT > < IMG ALT = "o" BORDER = 0 SRC = icon2.gif > < TT > < B > <!1> < A HREF = "ref_ptr.html" > ref_ptr< / A > < <!1> < A HREF = "StateAttribute.html" > StateAttribute< / A > > global_default_attribute< / B > < / TT >
< DL > < DT > < DD > < / DL > < P >
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< A NAME = "attributeVec" > < / A >
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< A NAME = "DOC.2.95.35.5" > < / 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 > .
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