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<DL>
<DD><p>Sets the threshold value for alpha testing. If the alpha component of a fragment is less than the alpha threshold, the fragment is not rendered. Consequently, if the threshold is 1.0, only fragments with the maximum alpha value (1.0) will be drawn, and if the threshold is 0.0, all fragments will be drawn.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>threshold</CODE> - the new alpha threshold; must be [0, 1]<DT><B>Throws:</B><DD><CODE>java.lang.IllegalArgumentException</CODE> - if <code>threshold</code> is         negative or greater than 1.0<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#getAlphaThreshold()"><CODE>getAlphaThreshold</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getAlphaThreshold()"><!-- --></A><H3>
getAlphaThreshold</H3>
<PRE>
public float <B>getAlphaThreshold</B>()</PRE>
<DL>
<DD><p>Retrieves the current alpha testing threshold.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD>the current alpha threshold [0, 1]<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#setAlphaThreshold(float)"><CODE>setAlphaThreshold</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="setAlphaWriteEnable(boolean)"><!-- --></A><H3>
setAlphaWriteEnable</H3>
<PRE>
public void <B>setAlphaWriteEnable</B>(boolean&nbsp;enable)</PRE>
<DL>
<DD><p>Enables or disables writing of fragment alpha values into the color buffer.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>enable</CODE> - <i>true</i> to enable alpha write; <i>false</i>        to disable it<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#setColorWriteEnable(boolean)"><CODE>setColorWriteEnable</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="isAlphaWriteEnabled()"><!-- --></A><H3>
isAlphaWriteEnabled</H3>
<PRE>
public boolean <B>isAlphaWriteEnabled</B>()</PRE>
<DL>
<DD><p>Queries whether alpha writing is enabled.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD><i>true</i> if alpha writing is enabled; <i>false</i>         if it's disabled<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#isColorWriteEnabled()"><CODE>isColorWriteEnabled</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="setColorWriteEnable(boolean)"><!-- --></A><H3>
setColorWriteEnable</H3>
<PRE>
public void <B>setColorWriteEnable</B>(boolean&nbsp;enable)</PRE>
<DL>
<DD><p>Enables or disables writing of fragment color values into the color buffer.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>enable</CODE> - <i>true</i> to enable color write; <i>false</i>        to disable it<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#setAlphaWriteEnable(boolean)"><CODE>setAlphaWriteEnable</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="isColorWriteEnabled()"><!-- --></A><H3>
isColorWriteEnabled</H3>
<PRE>
public boolean <B>isColorWriteEnabled</B>()</PRE>
<DL>
<DD><p>Queries whether color writing is enabled.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD><i>true</i> if color writing is enabled; <i>false</i>         if it's disabled<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#isAlphaWriteEnabled()"><CODE>isAlphaWriteEnabled</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="setDepthWriteEnable(boolean)"><!-- --></A><H3>
setDepthWriteEnable</H3>
<PRE>
public void <B>setDepthWriteEnable</B>(boolean&nbsp;enable)</PRE>
<DL>
<DD><p>Enables or disables writing of fragment depth values into the depth buffer. If depth buffering is not enabled in the current Graphics3D, this setting has no effect; nothing will be written anyway.</p> <p>If both depth testing and depth writing are enabled, and a fragment passes the depth test, that fragment's depth value is written to the depth buffer at the corresponding position.</p> <p>If depth testing is disabled and depth writing is enabled, a fragment's depth value is always written to the depth buffer.</p> <p>If depth writing is disabled, a fragment's depth value is never written to the depth buffer.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>enable</CODE> - <i>true</i> to enable depth write; <i>false</i>        to disable it</DL>
</DD>
</DL>
<HR>

<A NAME="isDepthWriteEnabled()"><!-- --></A><H3>
isDepthWriteEnabled</H3>
<PRE>
public boolean <B>isDepthWriteEnabled</B>()</PRE>
<DL>
<DD><p>Queries whether depth writing is enabled.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD><i>true</i> if depth writing is enabled; <i>false</i>         if it's disabled</DL>
</DD>
</DL>
<HR>

<A NAME="setDepthTestEnable(boolean)"><!-- --></A><H3>
setDepthTestEnable</H3>
<PRE>
public void <B>setDepthTestEnable</B>(boolean&nbsp;enable)</PRE>
<DL>
<DD><p>Enables or disables depth testing. If depth testing is enabled, a fragment is written to the frame buffer if and only if its depth component is less than or equal to the corresponding value in the depth buffer. If there is no depth buffer in the current rendering target, this setting has no effect; the fragment will be written anyway.</p>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>enable</CODE> - <i>true</i> to enable depth test; <i>false</i> to        disable it</DL>
</DD>
</DL>
<HR>

<A NAME="isDepthTestEnabled()"><!-- --></A><H3>
isDepthTestEnabled</H3>
<PRE>
public boolean <B>isDepthTestEnabled</B>()</PRE>
<DL>
<DD><p>Queries whether depth testing is enabled.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD><i>true</i> if depth testing is enabled; <i>false</i>         if it's disabled</DL>
</DD>
</DL>
<HR>

<A NAME="setDepthOffset(float, float)"><!-- --></A><H3>
setDepthOffset</H3>
<PRE>
public void <B>setDepthOffset</B>(float&nbsp;factor,                           float&nbsp;units)</PRE>
<DL>
<DD><p>Defines a value that is added to the screen space Z coordinate of a pixel immediately before depth test and depth write. The depth offset is computed for each polygon with the following formula:</p> <blockquote> offset = m * factor + r * units<br> r = smallest distinguishable depth buffer increment<br> m = maximum depth slope (Z gradient) of the triangle<br> </blockquote>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>factor</CODE> - slope dependent depth offset<DD><CODE>units</CODE> - constant depth offset<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#getDepthOffsetFactor()"><CODE>getDepthOffsetFactor</CODE></A>, <A HREF="../../../javax/microedition/m3g/CompositingMode.html#getDepthOffsetUnits()"><CODE>getDepthOffsetUnits</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getDepthOffsetFactor()"><!-- --></A><H3>
getDepthOffsetFactor</H3>
<PRE>
public float <B>getDepthOffsetFactor</B>()</PRE>
<DL>
<DD><p>Retrieves the current depth offset slope factor. This is the <code>factor</code> parameter set in <code>setDepthOffset</code>.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD>the current depth offset factor<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#setDepthOffset(float, float)"><CODE>setDepthOffset</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="getDepthOffsetUnits()"><!-- --></A><H3>
getDepthOffsetUnits</H3>
<PRE>
public float <B>getDepthOffsetUnits</B>()</PRE>
<DL>
<DD><p>Retrieves the current constant depth offset. This is the <code>units</code> parameter set in <code>setDepthOffset</code>.</p>
<P>
<DD><DL>
<DT><B>Returns:</B><DD>the current depth offset in depth units<DT><B>See Also:</B><DD><A HREF="../../../javax/microedition/m3g/CompositingMode.html#setDepthOffset(float, float)"><CODE>setDepthOffset</CODE></A></DL>
</DD>
</DL>
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<EM><B>Nov 19, 2003</B></EM></EM>
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