472 lines
21 KiB
HTML
472 lines
21 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HTML>
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<HEAD>
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<TITLE>class SG_EXPORT osg::StateAttribute</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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</HEAD>
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::StateAttribute</A></H2></H2><BLOCKQUOTE>Base class for state attribuets</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=755>
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<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CViewport,MViewport.html,CTransparency,MTransparency.html,CTexture,MTexture.html,CTexMat,MTexMat.html,CTexGen,MTexGen.html,CTexEnv,MTexEnv.html,CStencil,MStencil.html,CShadeModel,MShadeModel.html,CPolygonOffset,MPolygonOffset.html,CPolygonMode,MPolygonMode.html,CPoint,MPoint.html,CMaterial,MMaterial.html,CLineWidth,MLineWidth.html,CLight,MLight.html,CFrontFace,MFrontFace.html,CFog,MFog.html,CDepth,MDepth.html,CCullFace,MCullFace.html,CColorMatrix,MColorMatrix.html,CColorMask,MColorMask.html,CClipPlane,MClipPlane.html,CAlphaFunc,MAlphaFunc.html">
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<param name=before value="M,M,M,M|_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,Mr_">
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<param name=after value="Md_SP,Md_,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M">
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<param name=indent value="0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.101.7">StateAttribute</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.101.8">StateAttribute</A></B>(const <!1><A HREF="StateAttribute.html#DOC.2.101.8">StateAttribute</A>& sa, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.101.9">cloneType</A></B>() const = 0
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<DD><I>Clone the type of an attribute, with Object* return type.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.101.10">clone</A></B>(const <!1><A HREF="CopyOp.html">CopyOp</A>&) const = 0
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<DD><I>Clone an attribute, with Object* return type.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.101.11">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
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<DD><I>return true if this and obj are of the same kind of object</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.101.12">className</A></B>() const
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<DD><I>return the name of the attribute's class type</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.101.5">Type</A> <B><A HREF="#DOC.2.101.13">getType</A></B>() const = 0
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<DD><I>return the Type identifier of the attribute's class type</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual int <B><A HREF="#DOC.2.101.14">compare</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>& sa) const = 0
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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>bool <B><A HREF="#DOC.2.101.15">operator < </A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.101.16">operator == </A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.101.17">operator != </A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.101.18">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&, const <!1><A HREF="StateAttribute.html#DOC.2.101.2">GLModeValue</A>) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.101.19">apply</A></B>(<!1><A HREF="State.html">State</A>&) const = 0
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<DD><I>apply the OpenGL state attributes.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.101.20">compile</A></B>(<!1><A HREF="State.html">State</A>&) const
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<DD><I>default to nothing to compile - all state is applied immediately.</I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef GLenum <B><A HREF="#DOC.2.101.1">GLMode</A></B>
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<DD><I>GLMode is the value used in glEnable/glDisable(mode) </I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.101.2">GLModeValue</A></B>
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<DD><I>GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.101.3">OverrideValue</A></B>
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<DD><I>Override is used to specified the override behavior of StateAttributes from from parent to children.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.101.4">Values</A></B>
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<DD><I>list values which can be used in to set either GLModeValues or OverrideValues.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.101.5">Type</A></B>
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<DD><I>Type identifier to differentiate between different state types.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.101.6">Types</A></B>
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<DD><I>Values of StateAttribute::Type used to aid identification of different StateAttribute subclasses.</I>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.101.21">~StateAttribute</A></B>()
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
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<DL>
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</DL>
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<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>& <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>Base class for state attribuets</BLOCKQUOTE>
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<DL>
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<A NAME="GLMode"></A>
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<A NAME="DOC.2.101.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef GLenum GLMode</B></TT>
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<DD>GLMode is the value used in glEnable/glDisable(mode)
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<DL><DT><DD></DL><P>
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<A NAME="GLModeValue"></A>
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<A NAME="DOC.2.101.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int GLModeValue</B></TT>
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<DD>GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).
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GLMoveValue is also used to specify the override behavior of modes from parent to children.
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See enum Value description for more details.
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<DL><DT><DD></DL><P>
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<A NAME="OverrideValue"></A>
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<A NAME="DOC.2.101.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int OverrideValue</B></TT>
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<DD>Override is used to specified the override behavior of StateAttributes
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from from parent to children.
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See enum Value description for more details.
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<DL><DT><DD></DL><P>
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<A NAME="Values"></A>
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<A NAME="DOC.2.101.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Values</B></TT>
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<DD>list values which can be used in to set either GLModeValues
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or OverrideValues. When using in conjunction with GLModeValues
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all Values have meaning. When using in conjection with
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StateAttribute OverrideValue only OFF,OVERRIDE and INHERIT
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are meaningful. However, they are useful when using GLModeValue
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and OverrideValue in conjunction with each other as when using
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StateSet::setAttributeAndModes(..).
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<DL><DT><DD></DL><P><DL>
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<A NAME="OFF"></A>
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<A NAME="DOC.2.101.4.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
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<DD>means that associated GLMode and Override is disabled
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<DL><DT><DD></DL><P>
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<A NAME="ON"></A>
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<A NAME="DOC.2.101.4.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ON</B></TT>
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<DD>means that associated GLMode is enabled and Override is disabled
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<DL><DT><DD></DL><P>
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<A NAME="OVERRIDE"></A>
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<A NAME="DOC.2.101.4.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE</B></TT>
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<DD>Overriding of GLMode's or StateAttributes is enabled
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<DL><DT><DD></DL><P>
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<A NAME="OVERRIDE_OFF"></A>
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<A NAME="DOC.2.101.4.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_OFF</B></TT>
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<DD>Equivilant to OFF | OVERRIDE
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<DL><DT><DD></DL><P>
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<A NAME="OVERRIDE_ON"></A>
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<A NAME="DOC.2.101.4.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_ON</B></TT>
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<DD>Equivilant to ON | OVERRIDE
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<DL><DT><DD></DL><P>
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<A NAME="INHERIT"></A>
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<A NAME="DOC.2.101.4.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INHERIT</B></TT>
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<DD>means that GLMode or StateAttribute should in inherited from above
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<DL><DT><DD></DL><P></DL>
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<A NAME="Type"></A>
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<A NAME="DOC.2.101.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int Type</B></TT>
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<DD>Type identifier to differentiate between different state types.
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<DL><DT><DD></DL><P>
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<A NAME="Types"></A>
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<A NAME="DOC.2.101.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Types</B></TT>
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<DD>Values of StateAttribute::Type used to aid identification
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of different StateAttribute subclasses. Each subclass defines
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it own value in the virtual Type getType() method. When
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extending the osg's StateAttribute's simply define your
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own Type value which is unique, using the StateAttribute::Type
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enum as a guide of what values to use. If your new subclass
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needs to override a standard StateAttriubte then simple use
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that types value.
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<DL><DT><DD></DL><P><DL>
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<A NAME="TEXTURE"></A>
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<A NAME="DOC.2.101.6.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXTURE_0"></A>
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<A NAME="DOC.2.101.6.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_0</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXTURE_1"></A>
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<A NAME="DOC.2.101.6.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_1</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXTURE_2"></A>
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<A NAME="DOC.2.101.6.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_2</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXTURE_3"></A>
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<A NAME="DOC.2.101.6.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_3</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="MATERIAL"></A>
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<A NAME="DOC.2.101.6.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MATERIAL</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ALPHAFUNC"></A>
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<A NAME="DOC.2.101.6.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALPHAFUNC</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ANTIALIAS"></A>
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<A NAME="DOC.2.101.6.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ANTIALIAS</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="COLORTABLE"></A>
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<A NAME="DOC.2.101.6.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COLORTABLE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CULLFACE"></A>
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<A NAME="DOC.2.101.6.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CULLFACE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="FOG"></A>
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<A NAME="DOC.2.101.6.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FOG</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="FRONTFACE"></A>
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<A NAME="DOC.2.101.6.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONTFACE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT"></A>
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<A NAME="DOC.2.101.6.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_0"></A>
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<A NAME="DOC.2.101.6.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_0</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_1"></A>
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<A NAME="DOC.2.101.6.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_1</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_2"></A>
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<A NAME="DOC.2.101.6.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_2</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_3"></A>
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<A NAME="DOC.2.101.6.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_3</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_4"></A>
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<A NAME="DOC.2.101.6.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_4</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_5"></A>
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<A NAME="DOC.2.101.6.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_5</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_6"></A>
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<A NAME="DOC.2.101.6.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_6</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LIGHT_7"></A>
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<A NAME="DOC.2.101.6.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHT_7</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="POINT"></A>
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<A NAME="DOC.2.101.6.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINT</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="LINEWIDTH"></A>
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<A NAME="DOC.2.101.6.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEWIDTH</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="SHADEMODEL"></A>
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<A NAME="DOC.2.101.6.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SHADEMODEL</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="POLYGONMODE"></A>
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<A NAME="DOC.2.101.6.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POLYGONMODE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="POLYGONOFFSET"></A>
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<A NAME="DOC.2.101.6.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POLYGONOFFSET</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXENV"></A>
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<A NAME="DOC.2.101.6.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXENV</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXGEN"></A>
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<A NAME="DOC.2.101.6.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXGEN</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TEXMAT"></A>
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<A NAME="DOC.2.101.6.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXMAT</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="TRANSPARENCY"></A>
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<A NAME="DOC.2.101.6.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRANSPARENCY</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="STENCIL"></A>
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<A NAME="DOC.2.101.6.31"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> STENCIL</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="COLORMASK"></A>
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<A NAME="DOC.2.101.6.32"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COLORMASK</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="DEPTH"></A>
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<A NAME="DOC.2.101.6.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEPTH</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="VIEWPORT"></A>
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<A NAME="DOC.2.101.6.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> VIEWPORT</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CLIPPLANE"></A>
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<A NAME="DOC.2.101.6.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CLIPPLANE_0"></A>
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<A NAME="DOC.2.101.6.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_0</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CLIPPLANE_1"></A>
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<A NAME="DOC.2.101.6.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_1</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CLIPPLANE_2"></A>
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<A NAME="DOC.2.101.6.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_2</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="CLIPPLANE_3"></A>
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<A NAME="DOC.2.101.6.39"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_3</B></TT>
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|
<DL><DT><DD></DL><P>
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|
<A NAME="CLIPPLANE_4"></A>
|
|
<A NAME="DOC.2.101.6.40"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_4</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="CLIPPLANE_5"></A>
|
|
<A NAME="DOC.2.101.6.41"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_5</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="COLORMATRIX"></A>
|
|
<A NAME="DOC.2.101.6.42"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COLORMATRIX</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
|
|
<A NAME="StateAttribute"></A>
|
|
<A NAME="DOC.2.101.7"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateAttribute()</B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="StateAttribute"></A>
|
|
<A NAME="DOC.2.101.8"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateAttribute(const <!1><A HREF="StateAttribute.html#DOC.2.101.8">StateAttribute</A>& sa, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)</B></TT>
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|
<DL><DT><DD></DL><P>
|
|
<A NAME="cloneType"></A>
|
|
<A NAME="DOC.2.101.9"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* cloneType() const = 0</B></TT>
|
|
<DD>Clone the type of an attribute, with Object* return type.
|
|
Must be defined by derived classes.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="clone"></A>
|
|
<A NAME="DOC.2.101.10"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone(const <!1><A HREF="CopyOp.html">CopyOp</A>&) const = 0</B></TT>
|
|
<DD>Clone an attribute, with Object* return type.
|
|
Must be defined by derived classes.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="isSameKindAs"></A>
|
|
<A NAME="DOC.2.101.11"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
|
|
<DD>return true if this and obj are of the same kind of object
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="className"></A>
|
|
<A NAME="DOC.2.101.12"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
|
|
<DD>return the name of the attribute's class type
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="getType"></A>
|
|
<A NAME="DOC.2.101.13"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.101.5">Type</A> getType() const = 0</B></TT>
|
|
<DD>return the Type identifier of the attribute's class type
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="compare"></A>
|
|
<A NAME="DOC.2.101.14"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual int compare(const <!1><A HREF="StateAttribute.html">StateAttribute</A>& sa) const = 0</B></TT>
|
|
<DD>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator < "></A>
|
|
<A NAME="DOC.2.101.15"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator < (const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator == "></A>
|
|
<A NAME="DOC.2.101.16"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator == (const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="operator != "></A>
|
|
<A NAME="DOC.2.101.17"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator != (const <!1><A HREF="StateAttribute.html">StateAttribute</A>& rhs) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="setStateSetModes"></A>
|
|
<A NAME="DOC.2.101.18"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&, const <!1><A HREF="StateAttribute.html#DOC.2.101.2">GLModeValue</A>) const </B></TT>
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="apply"></A>
|
|
<A NAME="DOC.2.101.19"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&) const = 0</B></TT>
|
|
<DD>apply the OpenGL state attributes.
|
|
The global state for the current OpenGL context is passed
|
|
in to allow the StateAttribute to obtain details on the
|
|
the current context and state.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="compile"></A>
|
|
<A NAME="DOC.2.101.20"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void compile(<!1><A HREF="State.html">State</A>&) const </B></TT>
|
|
<DD>default to nothing to compile - all state is applied immediately.
|
|
<DL><DT><DD></DL><P>
|
|
<A NAME="~StateAttribute"></A>
|
|
<A NAME="DOC.2.101.21"></A>
|
|
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~StateAttribute()</B></TT>
|
|
<DL><DT><DD></DL><P></DL>
|
|
<HR>
|
|
<DL><DT><B>Direct child classes:
|
|
</B><DD><A HREF="Viewport.html">Viewport</A><BR>
|
|
<A HREF="Transparency.html">Transparency</A><BR>
|
|
<A HREF="Texture.html">Texture</A><BR>
|
|
<A HREF="TexMat.html">TexMat</A><BR>
|
|
<A HREF="TexGen.html">TexGen</A><BR>
|
|
<A HREF="TexEnv.html">TexEnv</A><BR>
|
|
<A HREF="Stencil.html">Stencil</A><BR>
|
|
<A HREF="ShadeModel.html">ShadeModel</A><BR>
|
|
<A HREF="PolygonOffset.html">PolygonOffset</A><BR>
|
|
<A HREF="PolygonMode.html">PolygonMode</A><BR>
|
|
<A HREF="Point.html">Point</A><BR>
|
|
<A HREF="Material.html">Material</A><BR>
|
|
<A HREF="LineWidth.html">LineWidth</A><BR>
|
|
<A HREF="Light.html">Light</A><BR>
|
|
<A HREF="FrontFace.html">FrontFace</A><BR>
|
|
<A HREF="Fog.html">Fog</A><BR>
|
|
<A HREF="Depth.html">Depth</A><BR>
|
|
<A HREF="CullFace.html">CullFace</A><BR>
|
|
<A HREF="ColorMatrix.html">ColorMatrix</A><BR>
|
|
<A HREF="ColorMask.html">ColorMask</A><BR>
|
|
<A HREF="ClipPlane.html">ClipPlane</A><BR>
|
|
<A HREF="AlphaFunc.html">AlphaFunc</A><BR>
|
|
</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>
|
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<BR>
|
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This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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