OpenSceneGraph/doc/doc++/osg/Stencil.html
2003-10-02 14:28:30 +00:00

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<TITLE>class SG_EXPORT osg::Stencil</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.10">
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<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Stencil</A></H2></H2><BLOCKQUOTE>Encapsulate OpenGL glStencilFunc/Op/Mask functions</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,CStencil,MStencil.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>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.197.1">Stencil</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.197.2">Stencil</A></B>(const <!1><A HREF="Stencil.html#DOC.2.197.2">Stencil</A>&amp; stencil, 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>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.197.3">META_StateAttribute</A></B>(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Stencil.html">Stencil</A>, <!1><A HREF="StateAttribute.html#DOC.2.195.6.30">STENCIL</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual int <B><A HREF="#DOC.2.197.4">compare</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; sa) const
<DD><I>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.197.5">getAssociatedModes</A></B>(std::vector&lt;<!1><A HREF="StateAttribute.html#DOC.2.195.1">GLMode</A>&gt;&amp; modes) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.197.7">setFunction</A></B>(<!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> func, int <!1><A HREF="Referenced.html#DOC.2.164.6">ref</A>, unsigned int mask)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> <B><A HREF="#DOC.2.197.8">getFunction</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.197.9">getFunctionRef</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned int <B><A HREF="#DOC.2.197.10">getFunctionMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.197.12">setOperation</A></B>(<!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> sfail, <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> zfail, <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> zpass)
<DD><I>set the operations to apply when the various stencil and depth tests fail or pass.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.13">getStencilFailOperation</A></B>() const
<DD><I>get the operation when the stencil test fails</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.14">getStencilPassAndDepthFailOperation</A></B>() const
<DD><I>get the operation when the stencil test passes but the depth test fails</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.15">getStencilPassAndDepthPassOperation</A></B>() const
<DD><I>get the operation when both the stencil test and the depth test pass</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.197.16">setWriteMask</A></B>(unsigned int mask)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned int <B><A HREF="#DOC.2.197.17">getWriteMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.197.18">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.197.6">Function</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.197.11">Operation</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> <B><A HREF="#DOC.2.197.20">_func</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.197.21">_funcRef</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.197.22">_funcMask</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.23">_sfail</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.24">_zfail</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> <B><A HREF="#DOC.2.197.25">_zpass</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.197.26">_writeMask</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.197.19">~Stencil</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<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
<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>libraryName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>className</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="StateAttribute.html#DOC.2.195.5">Type</A> <B>getType</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>isTextureAttribute</B>() 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>
<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>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>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>Type</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Types</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setDataVariance</B>(<!1><A HREF="Object.html#DOC.2.136.8">DataVariance</A> dv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Object.html#DOC.2.136.8">DataVariance</A> <B>getDataVariance</B>() const
<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>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Object.html#DOC.2.136.8">DataVariance</A> <B>_dataVariance</B>
<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>
</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>static void <B>setDeleteHandler</B>(<!1><A HREF="DeleteHandler.html">DeleteHandler</A>* handler)
<DT>
<IMG ALT="o" SRC=icon2.gif>static <!1><A HREF="DeleteHandler.html">DeleteHandler</A>* <B>getDeleteHandler</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref_nodelete</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline int <B>referenceCount</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</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>Encapsulate OpenGL glStencilFunc/Op/Mask functions</BLOCKQUOTE>
<DL>
<A NAME="Stencil"></A>
<A NAME="DOC.2.197.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Stencil()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Stencil"></A>
<A NAME="DOC.2.197.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Stencil(const <!1><A HREF="Stencil.html#DOC.2.197.2">Stencil</A>&amp; stencil, 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>
<A NAME="META_StateAttribute"></A>
<A NAME="DOC.2.197.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_StateAttribute(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Stencil.html">Stencil</A>, <!1><A HREF="StateAttribute.html#DOC.2.195.6.30">STENCIL</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="compare"></A>
<A NAME="DOC.2.197.4"></A>
<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
<DL><DT><DD></DL><P>
<A NAME="getAssociatedModes"></A>
<A NAME="DOC.2.197.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void getAssociatedModes(std::vector&lt;<!1><A HREF="StateAttribute.html#DOC.2.195.1">GLMode</A>&gt;&amp; modes) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Function"></A>
<A NAME="DOC.2.197.6"></A>
<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>
<A NAME="DOC.2.197.6.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEVER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LESS"></A>
<A NAME="DOC.2.197.6.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LESS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EQUAL"></A>
<A NAME="DOC.2.197.6.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LEQUAL"></A>
<A NAME="DOC.2.197.6.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GREATER"></A>
<A NAME="DOC.2.197.6.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GREATER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTEQUAL"></A>
<A NAME="DOC.2.197.6.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GEQUAL"></A>
<A NAME="DOC.2.197.6.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ALWAYS"></A>
<A NAME="DOC.2.197.6.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
<A NAME="DOC.2.197.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction(<!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> func, int <!1><A HREF="Referenced.html#DOC.2.164.6">ref</A>, unsigned int mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunction"></A>
<A NAME="DOC.2.197.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> getFunction() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunctionRef"></A>
<A NAME="DOC.2.197.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getFunctionRef() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunctionMask"></A>
<A NAME="DOC.2.197.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned int getFunctionMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Operation"></A>
<A NAME="DOC.2.197.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Operation</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="KEEP"></A>
<A NAME="DOC.2.197.11.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> KEEP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ZERO"></A>
<A NAME="DOC.2.197.11.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ZERO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="REPLACE"></A>
<A NAME="DOC.2.197.11.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> REPLACE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="INCR"></A>
<A NAME="DOC.2.197.11.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INCR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DECR"></A>
<A NAME="DOC.2.197.11.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DECR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="INVERT"></A>
<A NAME="DOC.2.197.11.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INVERT</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setOperation"></A>
<A NAME="DOC.2.197.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setOperation(<!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> sfail, <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> zfail, <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> zpass)</B></TT>
<DD>set the operations to apply when the various stencil and depth
tests fail or pass. First parameter is to control the operation
when the stencil test fails. The second parameter is to control the
operation when the stencil test passes, but depth test fails. The
third parameter controls the operation when both the stencil test
and depth pass. Ordering of parameter is the same as if using
glStencilOp(,,).
<DL><DT><DD></DL><P>
<A NAME="getStencilFailOperation"></A>
<A NAME="DOC.2.197.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> getStencilFailOperation() const </B></TT>
<DD>get the operation when the stencil test fails
<DL><DT><DD></DL><P>
<A NAME="getStencilPassAndDepthFailOperation"></A>
<A NAME="DOC.2.197.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> getStencilPassAndDepthFailOperation() const </B></TT>
<DD>get the operation when the stencil test passes but the depth test fails
<DL><DT><DD></DL><P>
<A NAME="getStencilPassAndDepthPassOperation"></A>
<A NAME="DOC.2.197.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> getStencilPassAndDepthPassOperation() const </B></TT>
<DD>get the operation when both the stencil test and the depth test pass
<DL><DT><DD></DL><P>
<A NAME="setWriteMask"></A>
<A NAME="DOC.2.197.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setWriteMask(unsigned int mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getWriteMask"></A>
<A NAME="DOC.2.197.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned int getWriteMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.197.18"></A>
<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="~Stencil"></A>
<A NAME="DOC.2.197.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Stencil()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_func"></A>
<A NAME="DOC.2.197.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.197.6">Function</A> _func</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_funcRef"></A>
<A NAME="DOC.2.197.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _funcRef</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_funcMask"></A>
<A NAME="DOC.2.197.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _funcMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_sfail"></A>
<A NAME="DOC.2.197.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> _sfail</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zfail"></A>
<A NAME="DOC.2.197.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> _zfail</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zpass"></A>
<A NAME="DOC.2.197.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.197.11">Operation</A> _zpass</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_writeMask"></A>
<A NAME="DOC.2.197.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _writeMask</B></TT>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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