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OpenSceneGraph/doc/doc++/osg/StateSet.html
Robert Osfield f8ffc692be Updated docs.
2002-06-05 12:35:59 +00:00

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<TITLE>class SG_EXPORT osg::StateSet</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::StateSet</A></H2></H2><BLOCKQUOTE> Encapsulates OpenGL state modes and attributes.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateSet,MStateSet.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<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.2.100.1">StateSet</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.100.2">StateSet</A></B>(const <!1><A HREF="StateSet.html#DOC.2.100.2">StateSet</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.100.3">cloneType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.100.4">clone</A></B>(const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.100.5">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.100.6">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.100.7">compare</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs, bool compareAttributeContents=false) 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>bool <B><A HREF="#DOC.2.100.8">operator < </A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.100.9">operator == </A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.100.10">operator != </A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.11">setGlobalDefaults</A></B>()
<DD><I>set all the modes to on or off so that it defines a complete state, typically used for a default global state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.12">setAllToInherit</A></B>()
<DD><I>set all the modes to inherit, typically used to signify nodes which inherit all of their modes for the global state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.13">merge</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs)
<DD><I>merge this stateset with stateset rhs, this overrides the rhs if OVERRIDE is specified, otherwise rhs takes precedence</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.15">setMode</A></B>(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
<DD><I>set this StateSet to contain specified GLMode and value</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.16">setModeToInherit</A></B>(const StateAttribute::GLMode mode)
<DD><I>set this StateSet to inherit specified GLMode type from parents.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const StateAttribute::GLModeValue <B><A HREF="#DOC.2.100.17">getMode</A></B>(const StateAttribute::GLMode mode) const
<DD><I>get specified GLModeValue for specified GLMode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A>&amp; <B><A HREF="#DOC.2.100.18">getModeList</A></B>()
<DD><I>return the list of all GLModes contained in this StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A>&amp; <B><A HREF="#DOC.2.100.19">getModeList</A></B>() const
<DD><I>return the const list of all GLModes contained in this const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.22">setAttribute</A></B>(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF)
<DD><I>set this StateSet to contain specified attribute and override flag</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.23">setAttributeAndModes</A></B>(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::GLModeValue value=StateAttribute::ON)
<DD><I>set this StateSet to contain specified attribute and set the associated GLMode's to specified value</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.24">setAttributeToInherit</A></B>(const StateAttribute::Type type)
<DD><I>set this StateSet to inherit specified attribute type from parents.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateAttribute.html">StateAttribute</A>* <B><A HREF="#DOC.2.100.25">getAttribute</A></B>(const StateAttribute::Type type)
<DD><I>get specified StateAttribute for specified type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* <B><A HREF="#DOC.2.100.26">getAttribute</A></B>(const StateAttribute::Type type) const
<DD><I>get specified const StateAttribute for specified type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateSet.html#DOC.2.100.20">RefAttributePair</A>* <B><A HREF="#DOC.2.100.27">getAttributePair</A></B>(const StateAttribute::Type type) const
<DD><I>get specified RefAttributePair for specified type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A>&amp; <B><A HREF="#DOC.2.100.28">getAttributeList</A></B>()
<DD><I>return the list of all StateAttributes contained in this StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A>&amp; <B><A HREF="#DOC.2.100.29">getAttributeList</A></B>() const
<DD><I>return the const list of all StateAttributes contained in this const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.31">setRenderingHint</A></B>(const int hint)
<DD><I>set the RenderingHint of the StateSet.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.100.32">getRenderingHint</A></B>() const
<DD><I>get the RenderingHint of the StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.34">setRenderBinDetails</A></B>(const int binNum, const std::string&amp; binName, const <!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> mode=<!1><A HREF="StateSet.html#DOC.2.100.33.2">USE_RENDERBIN_DETAILS</A>)
<DD><I>set the render bin details</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.35">setRendingBinToInherit</A></B>()
<DD><I>set the render bin details to inherit</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> <B><A HREF="#DOC.2.100.36">getRenderBinMode</A></B>() const
<DD><I>get the render bin mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.100.37">useRenderBinDetails</A></B>() const
<DD><I>get whether the render bin details are set and should be used</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.100.38">getBinNumber</A></B>() const
<DD><I>get the render bin number</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.2.100.39">getBinName</A></B>() const
<DD><I>get the render bin name</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.100.40">compile</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>call compile on all StateAttributes contained within this StateSet</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; <B><A HREF="#DOC.2.100.14">ModeList</A></B>
<DD><I>a container to map GLModes to their respective GLModeValues</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::pair&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateAttribute.html">StateAttribute</A>&gt;,StateAttribute::OverrideValue&gt; <B><A HREF="#DOC.2.100.20">RefAttributePair</A></B>
<DD><I>simple pairing between an attribute and its override flag</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;StateAttribute::Type,<!1><A HREF="StateSet.html#DOC.2.100.20">RefAttributePair</A>&gt; <B><A HREF="#DOC.2.100.21">AttributeList</A></B>
<DD><I>a container to map StateAttribyte::Types to their respective RefAttributePair</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.100.30">RenderingHint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.100.33">RenderBinMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A> <B><A HREF="#DOC.2.100.43">_modeList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A> <B><A HREF="#DOC.2.100.44">_attributeList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.100.45">_renderingHint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> <B><A HREF="#DOC.2.100.46">_binMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.100.47">_binNum</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.100.48">_binName</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.2.100.41">~StateSet</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html">StateSet</A>&amp; <B><A HREF="#DOC.2.100.42">operator = </A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp;)
</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>(const <!1><A HREF="Object.html#DOC.2.78.7">DataVariance</A> dv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Object.html#DOC.2.78.7">DataVariance</A> <B>getDataVariance</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.2.78.7">DataVariance</A> <B>_dataVariance</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 void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref_nodelete</B>() const
<DT>
<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>
Encapsulates OpenGL state modes and attributes.
Used to specific textures etc of osg::Drawable's which hold references
to a single osg::StateSet. StateSet can be shared between Drawable's
and is recommend if possible as it minimize expensive state changes
in the graphics pipeline.</BLOCKQUOTE>
<DL>
<A NAME="StateSet"></A>
<A NAME="DOC.2.100.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="StateSet"></A>
<A NAME="DOC.2.100.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateSet(const <!1><A HREF="StateSet.html#DOC.2.100.2">StateSet</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="cloneType"></A>
<A NAME="DOC.2.100.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* cloneType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.100.4"></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>&amp; copyop) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.100.5"></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>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.100.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="compare"></A>
<A NAME="DOC.2.100.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int compare(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs, bool compareAttributeContents=false) const </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.2.100.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator < (const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.100.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator == (const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.100.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator != (const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setGlobalDefaults"></A>
<A NAME="DOC.2.100.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setGlobalDefaults()</B></TT>
<DD>set all the modes to on or off so that it defines a
complete state, typically used for a default global state
<DL><DT><DD></DL><P>
<A NAME="setAllToInherit"></A>
<A NAME="DOC.2.100.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAllToInherit()</B></TT>
<DD>set all the modes to inherit, typically used to signify
nodes which inherit all of their modes for the global state
<DL><DT><DD></DL><P>
<A NAME="merge"></A>
<A NAME="DOC.2.100.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void merge(const <!1><A HREF="StateSet.html">StateSet</A>&amp; rhs)</B></TT>
<DD>merge this stateset with stateset rhs, this overrides
the rhs if OVERRIDE is specified, otherwise rhs takes precedence
<DL><DT><DD></DL><P>
<A NAME="ModeList"></A>
<A NAME="DOC.2.100.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; ModeList</B></TT>
<DD>a container to map GLModes to their respective GLModeValues
<DL><DT><DD></DL><P>
<A NAME="setMode"></A>
<A NAME="DOC.2.100.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)</B></TT>
<DD>set this StateSet to contain specified GLMode and value
<DL><DT><DD></DL><P>
<A NAME="setModeToInherit"></A>
<A NAME="DOC.2.100.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setModeToInherit(const StateAttribute::GLMode mode)</B></TT>
<DD>set this StateSet to inherit specified GLMode type from parents.
has the effect of deleting any GlMode of specified type from StateSet.
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.100.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const StateAttribute::GLModeValue getMode(const StateAttribute::GLMode mode) const </B></TT>
<DD>get specified GLModeValue for specified GLMode.
returns INHERIT if no GLModeValue is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getModeList"></A>
<A NAME="DOC.2.100.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A>&amp; getModeList()</B></TT>
<DD>return the list of all GLModes contained in this StateSet
<DL><DT><DD></DL><P>
<A NAME="getModeList"></A>
<A NAME="DOC.2.100.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A>&amp; getModeList() const </B></TT>
<DD>return the const list of all GLModes contained in this const StateSet
<DL><DT><DD></DL><P>
<A NAME="RefAttributePair"></A>
<A NAME="DOC.2.100.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::pair&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateAttribute.html">StateAttribute</A>&gt;,StateAttribute::OverrideValue&gt; RefAttributePair</B></TT>
<DD>simple pairing between an attribute and its override flag
<DL><DT><DD></DL><P>
<A NAME="AttributeList"></A>
<A NAME="DOC.2.100.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;StateAttribute::Type,<!1><A HREF="StateSet.html#DOC.2.100.20">RefAttributePair</A>&gt; AttributeList</B></TT>
<DD>a container to map StateAttribyte::Types to their respective RefAttributePair
<DL><DT><DD></DL><P>
<A NAME="setAttribute"></A>
<A NAME="DOC.2.100.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttribute(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF)</B></TT>
<DD>set this StateSet to contain specified attribute and override flag
<DL><DT><DD></DL><P>
<A NAME="setAttributeAndModes"></A>
<A NAME="DOC.2.100.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttributeAndModes(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::GLModeValue value=StateAttribute::ON)</B></TT>
<DD>set this StateSet to contain specified attribute and set the associated GLMode's to specified value
<DL><DT><DD></DL><P>
<A NAME="setAttributeToInherit"></A>
<A NAME="DOC.2.100.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttributeToInherit(const StateAttribute::Type type)</B></TT>
<DD>set this StateSet to inherit specified attribute type from parents.
has the effect of deleting any state attributes of specified type from StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttribute"></A>
<A NAME="DOC.2.100.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateAttribute.html">StateAttribute</A>* getAttribute(const StateAttribute::Type type)</B></TT>
<DD>get specified StateAttribute for specified type.
returns NULL if no type is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttribute"></A>
<A NAME="DOC.2.100.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* getAttribute(const StateAttribute::Type type) const </B></TT>
<DD>get specified const StateAttribute for specified type.
returns NULL if no type is contained within const StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttributePair"></A>
<A NAME="DOC.2.100.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateSet.html#DOC.2.100.20">RefAttributePair</A>* getAttributePair(const StateAttribute::Type type) const </B></TT>
<DD>get specified RefAttributePair for specified type.
returns NULL if no type is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttributeList"></A>
<A NAME="DOC.2.100.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A>&amp; getAttributeList()</B></TT>
<DD>return the list of all StateAttributes contained in this StateSet
<DL><DT><DD></DL><P>
<A NAME="getAttributeList"></A>
<A NAME="DOC.2.100.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A>&amp; getAttributeList() const </B></TT>
<DD>return the const list of all StateAttributes contained in this const StateSet
<DL><DT><DD></DL><P>
<A NAME="RenderingHint"></A>
<A NAME="DOC.2.100.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum RenderingHint</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="DEFAULT_BIN"></A>
<A NAME="DOC.2.100.30.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEFAULT_BIN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OPAQUE_BIN"></A>
<A NAME="DOC.2.100.30.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OPAQUE_BIN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRANSPARENT_BIN"></A>
<A NAME="DOC.2.100.30.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRANSPARENT_BIN</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setRenderingHint"></A>
<A NAME="DOC.2.100.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderingHint(const int hint)</B></TT>
<DD>set the RenderingHint of the StateSet.
RenderingHint is used by osgUtil::Renderer to determine which
draw bin to drop associated osg::Drawables in. For opaque
objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
should be used for objects which need to be depth sorted.
<DL><DT><DD></DL><P>
<A NAME="getRenderingHint"></A>
<A NAME="DOC.2.100.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getRenderingHint() const </B></TT>
<DD>get the RenderingHint of the StateSet
<DL><DT><DD></DL><P>
<A NAME="RenderBinMode"></A>
<A NAME="DOC.2.100.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum RenderBinMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="INHERIT_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.100.33.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INHERIT_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.100.33.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OVERRIDE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.100.33.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ENCLOSE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.100.33.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ENCLOSE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setRenderBinDetails"></A>
<A NAME="DOC.2.100.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderBinDetails(const int binNum, const std::string&amp; binName, const <!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> mode=<!1><A HREF="StateSet.html#DOC.2.100.33.2">USE_RENDERBIN_DETAILS</A>)</B></TT>
<DD>set the render bin details
<DL><DT><DD></DL><P>
<A NAME="setRendingBinToInherit"></A>
<A NAME="DOC.2.100.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRendingBinToInherit()</B></TT>
<DD>set the render bin details to inherit
<DL><DT><DD></DL><P>
<A NAME="getRenderBinMode"></A>
<A NAME="DOC.2.100.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> getRenderBinMode() const </B></TT>
<DD>get the render bin mode
<DL><DT><DD></DL><P>
<A NAME="useRenderBinDetails"></A>
<A NAME="DOC.2.100.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool useRenderBinDetails() const </B></TT>
<DD>get whether the render bin details are set and should be used
<DL><DT><DD></DL><P>
<A NAME="getBinNumber"></A>
<A NAME="DOC.2.100.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getBinNumber() const </B></TT>
<DD>get the render bin number
<DL><DT><DD></DL><P>
<A NAME="getBinName"></A>
<A NAME="DOC.2.100.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getBinName() const </B></TT>
<DD>get the render bin name
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.100.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void compile(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>call compile on all StateAttributes contained within this StateSet
<DL><DT><DD></DL><P>
<A NAME="~StateSet"></A>
<A NAME="DOC.2.100.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~StateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.100.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html">StateSet</A>&amp; operator = (const <!1><A HREF="StateSet.html">StateSet</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modeList"></A>
<A NAME="DOC.2.100.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.100.14">ModeList</A> _modeList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_attributeList"></A>
<A NAME="DOC.2.100.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.100.21">AttributeList</A> _attributeList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderingHint"></A>
<A NAME="DOC.2.100.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _renderingHint</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binMode"></A>
<A NAME="DOC.2.100.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.100.33">RenderBinMode</A> _binMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binNum"></A>
<A NAME="DOC.2.100.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _binNum</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binName"></A>
<A NAME="DOC.2.100.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _binName</B></TT>
<DL><DT><DD></DL><P></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>
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