📄 technique.cpp
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// ***************************************************************************//// Generated automatically by genwrapper.// Please DO NOT EDIT this file!//// ***************************************************************************#include <osgIntrospection/ReflectionMacros>#include <osgIntrospection/TypedMethodInfo>#include <osgIntrospection/StaticMethodInfo>#include <osgIntrospection/Attributes>#include <osg/NodeVisitor>#include <osg/State>#include <osg/StateSet>#include <osgFX/Effect>#include <osgFX/Technique>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_ABSTRACT_OBJECT_REFLECTOR(osgFX::Technique) I_DeclaringFile("osgFX/Technique"); I_BaseType(osg::Referenced); I_Constructor0(____Technique, "", ""); I_Method0(const char *, techniqueName, Properties::VIRTUAL, __C5_char_P1__techniqueName, "get the name of this Technique ", ""); I_Method0(const char *, techniqueDescription, Properties::VIRTUAL, __C5_char_P1__techniqueDescription, "get a brief description of this Technique ", ""); I_Method1(void, getRequiredExtensions, IN, std::vector< std::string > &, x, Properties::VIRTUAL, __void__getRequiredExtensions__std_vectorT1_std_string__R1, "collect the GL extension strings which are required for this technique to work properly. ", "This method is called from the default implementation of validate(). "); I_Method1(bool, validate, IN, osg::State &, x, Properties::VIRTUAL, __bool__validate__osg_State_R1, "tests whether this technique is valid for the current rendering context. ", "The default behavior is to call getRequiredExtensions() and check for extension availability. "); I_Method0(int, getNumPasses, Properties::NON_VIRTUAL, __int__getNumPasses, "get the number of rendering passes defined in this Technique ", ""); I_Method1(osg::StateSet *, getPassStateSet, IN, int, i, Properties::NON_VIRTUAL, __osg_StateSet_P1__getPassStateSet__int, "get the StateSet object associated to the i-th pass ", ""); I_Method1(const osg::StateSet *, getPassStateSet, IN, int, i, Properties::NON_VIRTUAL, __C5_osg_StateSet_P1__getPassStateSet__int, "get the const StateSet object associated to the i-th pass ", ""); I_Method2(void, traverse, IN, osg::NodeVisitor &, nv, IN, osgFX::Effect *, fx, Properties::VIRTUAL, __void__traverse__osg_NodeVisitor_R1__Effect_P1, "traverse children with multipass if necessary. ", "By default this method simply calls the protected method traverse_implementation(); you can override it to change the default behavior. Don't call this method directly as it is called by osgFX::Effect "); I_ProtectedConstructor1(IN, const osgFX::Technique &, x, Properties::NON_EXPLICIT, ____Technique__C5_Technique_R1, "", ""); I_ProtectedMethod0(void, dirtyPasses, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__dirtyPasses, "force rebuilding of pass nodes on next traversal ", ""); I_ProtectedMethodWithDefaults1(void, addPass, IN, osg::StateSet *, ss, 0, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addPass__osg_StateSet_P1, "create a new pass node, add it to the technique and associate a StateSet ", ""); I_ProtectedMethod1(osg::Node *, getOverrideChild, IN, int, x, Properties::VIRTUAL, Properties::NON_CONST, __osg_Node_P1__getOverrideChild__int, "optional: return a node that overrides the child node on a specified pass ", ""); I_ProtectedMethod0(void, define_passes, Properties::PURE_VIRTUAL, Properties::NON_CONST, __void__define_passes, "define the rendering passes that make up this technique. ", "You must implement this method in derived classes to add the required passes. "); I_ProtectedMethod2(void, traverse_implementation, IN, osg::NodeVisitor &, nv, IN, osgFX::Effect *, fx, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__traverse_implementation__osg_NodeVisitor_R1__Effect_P1, "traverse children with multipass if necessary. ", "Don't call this method directly unless you are in a customized version of traverse(). ");END_REFLECTOR
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