Updated wrappers
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@@ -29,9 +29,10 @@ BEGIN_ENUM_REFLECTOR(osg::FrontFace::Mode)
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I_EnumLabel(osg::FrontFace::COUNTER_CLOCKWISE);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osg::FrontFace)
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BEGIN_ABSTRACT_OBJECT_REFLECTOR(osg::FrontFace)
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I_BaseType(osg::StateAttribute);
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I_ConstructorWithDefaults1(IN, osg::FrontFace::Mode, face, osg::FrontFace::COUNTER_CLOCKWISE,
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Properties::NON_EXPLICIT,
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____FrontFace__Mode,
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"",
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"");
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@@ -40,42 +41,52 @@ BEGIN_OBJECT_REFLECTOR(osg::FrontFace)
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"Copy constructor using CopyOp to manage deep vs shallow copy. ",
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"");
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I_Method0(osg::Object *, cloneType,
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Properties::VIRTUAL,
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__osg_Object_P1__cloneType,
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"Clone the type of an attribute, with Object* return type. ",
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"Must be defined by derived classes. ");
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I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,
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Properties::VIRTUAL,
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__osg_Object_P1__clone__C5_osg_CopyOp_R1,
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"Clone an attribute, with Object* return type. ",
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"Must be defined by derived classes. ");
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I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
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Properties::VIRTUAL,
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__bool__isSameKindAs__C5_osg_Object_P1,
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"Return true if this and obj are of the same kind of object. ",
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"");
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I_Method0(const char *, libraryName,
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Properties::VIRTUAL,
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__C5_char_P1__libraryName,
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"Return the name of the attribute's library. ",
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"");
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I_Method0(const char *, className,
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Properties::VIRTUAL,
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__C5_char_P1__className,
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"Return the name of the attribute's class type. ",
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"");
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I_Method0(osg::StateAttribute::Type, getType,
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Properties::VIRTUAL,
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__Type__getType,
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"Return the Type identifier of the attribute's class type. ",
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"");
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I_Method1(int, compare, IN, const osg::StateAttribute &, sa,
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Properties::VIRTUAL,
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__int__compare__C5_StateAttribute_R1,
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"return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. ",
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"");
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I_Method1(void, setMode, IN, osg::FrontFace::Mode, mode,
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Properties::NON_VIRTUAL,
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__void__setMode__Mode,
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"",
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"");
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I_Method0(osg::FrontFace::Mode, getMode,
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Properties::NON_VIRTUAL,
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__Mode__getMode,
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"",
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"");
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I_Method1(void, apply, IN, osg::State &, state,
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Properties::VIRTUAL,
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__void__apply__State_R1,
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"apply the OpenGL state attributes. ",
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"The render info for the current OpenGL context is passed in to allow the StateAttribute to obtain details on the the current context and state.");
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