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📄 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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