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📄 globjectsvisitor.cpp

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💻 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/Drawable>#include <osg/Geode>#include <osg/GraphicsContext>#include <osg/Node>#include <osg/RenderInfo>#include <osg/State>#include <osg/StateSet>#include <osgUtil/GLObjectsVisitor>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osgUtil::GLObjectsOperation)	I_DeclaringFile("osgUtil/GLObjectsVisitor");	I_BaseType(osg::GraphicsOperation);	I_ConstructorWithDefaults1(IN, osgUtil::GLObjectsVisitor::Mode, mode, osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS|osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES|osgUtil::GLObjectsVisitor::CHECK_BLACK_LISTED_MODES,	                           Properties::NON_EXPLICIT,	                           ____GLObjectsOperation__GLObjectsVisitor_Mode,	                           "",	                           "");	I_ConstructorWithDefaults2(IN, osg::Node *, subgraph, , IN, osgUtil::GLObjectsVisitor::Mode, mode, osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS|osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES|osgUtil::GLObjectsVisitor::CHECK_BLACK_LISTED_MODES,	                           ____GLObjectsOperation__osg_Node_P1__GLObjectsVisitor_Mode,	                           "",	                           "");END_REFLECTORTYPE_NAME_ALIAS(unsigned int, osgUtil::GLObjectsVisitor::Mode)BEGIN_ENUM_REFLECTOR(osgUtil::GLObjectsVisitor::ModeValues)	I_DeclaringFile("osgUtil/GLObjectsVisitor");	I_EnumLabel(osgUtil::GLObjectsVisitor::SWITCH_ON_DISPLAY_LISTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::SWITCH_OFF_DISPLAY_LISTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES);	I_EnumLabel(osgUtil::GLObjectsVisitor::RELEASE_DISPLAY_LISTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::RELEASE_STATE_ATTRIBUTES);	I_EnumLabel(osgUtil::GLObjectsVisitor::SWITCH_ON_VERTEX_BUFFER_OBJECTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::SWITCH_OFF_VERTEX_BUFFER_OBJECTS);	I_EnumLabel(osgUtil::GLObjectsVisitor::CHECK_BLACK_LISTED_MODES);END_REFLECTORBEGIN_OBJECT_REFLECTOR(osgUtil::GLObjectsVisitor)	I_DeclaringFile("osgUtil/GLObjectsVisitor");	I_BaseType(osg::NodeVisitor);	I_ConstructorWithDefaults1(IN, osgUtil::GLObjectsVisitor::Mode, mode, osgUtil::GLObjectsVisitor::COMPILE_DISPLAY_LISTS|osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES|osgUtil::GLObjectsVisitor::CHECK_BLACK_LISTED_MODES,	                           Properties::NON_EXPLICIT,	                           ____GLObjectsVisitor__Mode,	                           "Construct a GLObjectsVisitor to traverse all children, operating on node according to specified mode, such as to compile or release display list/texture objects etc. ",	                           "Default mode is to compile GL objects. ");	I_Method0(void, reset,	          Properties::VIRTUAL,	          __void__reset,	          "Method to call to reset visitor. ",	          "Useful if your visitor accumulates state during a traversal, and you plan to reuse the visitor. To flush that state for the next traversal: call reset() prior to each traversal. ");	I_Method1(void, setMode, IN, osgUtil::GLObjectsVisitor::Mode, mode,	          Properties::NON_VIRTUAL,	          __void__setMode__Mode,	          "Set the operational mode of what operations to do on the scene graph. ",	          "");	I_Method0(osgUtil::GLObjectsVisitor::Mode, getMode,	          Properties::NON_VIRTUAL,	          __Mode__getMode,	          "Get the operational mode. ",	          "");	I_Method1(void, setState, IN, osg::State *, state,	          Properties::NON_VIRTUAL,	          __void__setState__osg_State_P1,	          "Set the State to use during traversal. ",	          "");	I_Method0(osg::State *, getState,	          Properties::NON_VIRTUAL,	          __osg_State_P1__getState,	          "",	          "");	I_Method1(void, setRenderInfo, IN, osg::RenderInfo &, renderInfo,	          Properties::NON_VIRTUAL,	          __void__setRenderInfo__osg_RenderInfo_R1,	          "",	          "");	I_Method0(osg::RenderInfo &, getRenderInfo,	          Properties::NON_VIRTUAL,	          __osg_RenderInfo_R1__getRenderInfo,	          "",	          "");	I_Method1(void, apply, IN, osg::Node &, node,	          Properties::VIRTUAL,	          __void__apply__osg_Node_R1,	          "Simply traverse using standard NodeVisitor traverse method. ",	          "");	I_Method1(void, apply, IN, osg::Geode &, node,	          Properties::VIRTUAL,	          __void__apply__osg_Geode_R1,	          "For each Geode visited set the display list usage according to the _displayListMode. ",	          "");	I_Method1(void, apply, IN, osg::Drawable &, drawable,	          Properties::NON_VIRTUAL,	          __void__apply__osg_Drawable_R1,	          "",	          "");	I_Method1(void, apply, IN, osg::StateSet &, stateset,	          Properties::NON_VIRTUAL,	          __void__apply__osg_StateSet_R1,	          "",	          "");	I_SimpleProperty(osgUtil::GLObjectsVisitor::Mode, Mode, 	                 __Mode__getMode, 	                 __void__setMode__Mode);	I_SimpleProperty(osg::RenderInfo &, RenderInfo, 	                 __osg_RenderInfo_R1__getRenderInfo, 	                 __void__setRenderInfo__osg_RenderInfo_R1);	I_SimpleProperty(osg::State *, State, 	                 __osg_State_P1__getState, 	                 __void__setState__osg_State_P1);END_REFLECTOR

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