📄 stateset.cpp
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__void__removeTextureAttribute__unsigned_int__StateAttribute_P1, "remove texture attribute from StateSet. ", ""); I_Method2(osg::StateAttribute *, getTextureAttribute, IN, unsigned int, unit, IN, osg::StateAttribute::Type, type, Properties::NON_VIRTUAL, __StateAttribute_P1__getTextureAttribute__unsigned_int__StateAttribute_Type, "Get specified Texture related StateAttribute for specified type. ", "Returns NULL if no type is contained within StateSet. "); I_Method2(const osg::StateAttribute *, getTextureAttribute, IN, unsigned int, unit, IN, osg::StateAttribute::Type, type, Properties::NON_VIRTUAL, __C5_StateAttribute_P1__getTextureAttribute__unsigned_int__StateAttribute_Type, "Get specified Texture related const StateAttribute for specified type. ", "Returns NULL if no type is contained within const StateSet. "); I_Method2(const osg::StateSet::RefAttributePair *, getTextureAttributePair, IN, unsigned int, unit, IN, osg::StateAttribute::Type, type, Properties::NON_VIRTUAL, __C5_RefAttributePair_P1__getTextureAttributePair__unsigned_int__StateAttribute_Type, "Get specified Texture related RefAttributePair for specified type. ", "Returns NULL if no type is contained within StateSet. "); I_Method1(void, setTextureAttributeList, IN, osg::StateSet::TextureAttributeList &, tal, Properties::NON_VIRTUAL, __void__setTextureAttributeList__TextureAttributeList_R1, "Set the list of all Texture related StateAttributes contained in this StateSet. ", ""); I_Method0(osg::StateSet::TextureAttributeList &, getTextureAttributeList, Properties::NON_VIRTUAL, __TextureAttributeList_R1__getTextureAttributeList, "Return the list of all Texture related StateAttributes contained in this StateSet. ", ""); I_Method0(const osg::StateSet::TextureAttributeList &, getTextureAttributeList, Properties::NON_VIRTUAL, __C5_TextureAttributeList_R1__getTextureAttributeList, "Return the const list of all Texture related StateAttributes contained in this const StateSet. ", ""); I_Method2(void, setAssociatedModes, IN, const osg::StateAttribute *, attribute, IN, osg::StateAttribute::GLModeValue, value, Properties::NON_VIRTUAL, __void__setAssociatedModes__C5_StateAttribute_P1__StateAttribute_GLModeValue, "", ""); I_Method1(void, removeAssociatedModes, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__removeAssociatedModes__C5_StateAttribute_P1, "", ""); I_Method3(void, setAssociatedTextureModes, IN, unsigned int, unit, IN, const osg::StateAttribute *, attribute, IN, osg::StateAttribute::GLModeValue, value, Properties::NON_VIRTUAL, __void__setAssociatedTextureModes__unsigned_int__C5_StateAttribute_P1__StateAttribute_GLModeValue, "", ""); I_Method2(void, removeAssociatedTextureModes, IN, unsigned int, unit, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__removeAssociatedTextureModes__unsigned_int__C5_StateAttribute_P1, "", ""); I_MethodWithDefaults2(void, addUniform, IN, osg::Uniform *, uniform, , IN, osg::StateAttribute::OverrideValue, value, osg::StateAttribute::ON, Properties::NON_VIRTUAL, __void__addUniform__Uniform_P1__StateAttribute_OverrideValue, "Set this StateSet to contain specified uniform and override flag. ", ""); I_Method1(void, removeUniform, IN, const std::string &, name, Properties::NON_VIRTUAL, __void__removeUniform__C5_std_string_R1, "remove uniform of specified name from StateSet. ", ""); I_Method1(void, removeUniform, IN, osg::Uniform *, uniform, Properties::NON_VIRTUAL, __void__removeUniform__Uniform_P1, "remove Uniform from StateSet. ", ""); I_Method1(osg::Uniform *, getUniform, IN, const std::string &, name, Properties::NON_VIRTUAL, __Uniform_P1__getUniform__C5_std_string_R1, "Get Uniform for specified name. ", "Returns NULL if no matching Uniform is contained within StateSet. "); I_MethodWithDefaults3(osg::Uniform *, getOrCreateUniform, IN, const std::string &, name, , IN, osg::Uniform::Type, type, , IN, unsigned int, numElements, 1, Properties::NON_VIRTUAL, __Uniform_P1__getOrCreateUniform__C5_std_string_R1__Uniform_Type__unsigned_int, "Get Uniform for specified name, if one is not available create it, add it to this StateSet and return a pointer to it. ", ""); I_Method1(const osg::Uniform *, getUniform, IN, const std::string &, name, Properties::NON_VIRTUAL, __C5_Uniform_P1__getUniform__C5_std_string_R1, "Get const Uniform for specified name. ", "Returns NULL if no matching Uniform is contained within StateSet. "); I_Method1(const osg::StateSet::RefUniformPair *, getUniformPair, IN, const std::string &, name, Properties::NON_VIRTUAL, __C5_RefUniformPair_P1__getUniformPair__C5_std_string_R1, "Get specified RefUniformPair for specified Uniform name. ", "Returns NULL if no Uniform is contained within StateSet. "); I_Method1(void, setUniformList, IN, osg::StateSet::UniformList &, al, Properties::NON_VIRTUAL, __void__setUniformList__UniformList_R1, "set the list of all Uniforms contained in this StateSet. ", ""); I_Method0(osg::StateSet::UniformList &, getUniformList, Properties::NON_VIRTUAL, __UniformList_R1__getUniformList, "return the list of all Uniforms contained in this StateSet. ", ""); I_Method0(const osg::StateSet::UniformList &, getUniformList, Properties::NON_VIRTUAL, __C5_UniformList_R1__getUniformList, "return the const list of all Uniforms contained in this const StateSet. ", ""); I_Method1(void, setRenderingHint, IN, int, hint, Properties::NON_VIRTUAL, __void__setRenderingHint__int, "Set the RenderingHint of this StateSet. ", "RenderingHint is used by the renderer to determine which draw bin to drop associated osg::Drawables in. Typically, users will set this to either StateSet::OPAQUE_BIN or StateSet::TRANSPARENT_BIN. Drawables in the opaque bin are sorted by their StateSet, so that the number of expensive changes in the OpenGL state is minimized. Drawables in the transparent bin are sorted by depth, so that objects farther from the viewer are rendered first (and hence alpha blending works nicely for translucent objects). "); I_Method0(int, getRenderingHint, Properties::NON_VIRTUAL, __int__getRenderingHint, "Get the RenderingHint of this StateSet. ", ""); I_MethodWithDefaults3(void, setRenderBinDetails, IN, int, binNum, , IN, const std::string &, binName, , IN, osg::StateSet::RenderBinMode, mode, osg::StateSet::USE_RENDERBIN_DETAILS, Properties::NON_VIRTUAL, __void__setRenderBinDetails__int__C5_std_string_R1__RenderBinMode, "Set the render bin details. ", ""); I_Method0(void, setRenderBinToInherit, Properties::NON_VIRTUAL, __void__setRenderBinToInherit, "Set the render bin details to inherit. ", ""); I_Method0(bool, useRenderBinDetails, Properties::NON_VIRTUAL, __bool__useRenderBinDetails, "Get whether the render bin details are set and should be used. ", ""); I_Method1(void, setRenderBinMode, IN, osg::StateSet::RenderBinMode, mode, Properties::NON_VIRTUAL, __void__setRenderBinMode__RenderBinMode, "Set the render bin mode. ", ""); I_Method0(osg::StateSet::RenderBinMode, getRenderBinMode, Properties::NON_VIRTUAL, __RenderBinMode__getRenderBinMode, "Get the render bin mode. ", ""); I_Method1(void, setBinNumber, IN, int, num, Properties::NON_VIRTUAL, __void__setBinNumber__int, "Set the render bin number. ", ""); I_Method0(int, getBinNumber, Properties::NON_VIRTUAL, __int__getBinNumber, "Get the render bin number. ", ""); I_Method1(void, setBinName, IN, const std::string &, name, Properties::NON_VIRTUAL, __void__setBinName__C5_std_string_R1, "Set the render bin name. ", ""); I_Method0(const std::string &, getBinName, Properties::NON_VIRTUAL, __C5_std_string_R1__getBinName, "Get the render bin name. ", ""); I_Method1(void, setNestRenderBins, IN, bool, val, Properties::NON_VIRTUAL, __void__setNestRenderBins__bool, "By default render bins will be nested within each other dependent upon where they are set in the scene graph. ", "This can be problematic if a transparent render bin is attached to an opaque render bin which is attached to another transparent render bin as these render bins will be sorted separately, giving the wrong draw ordering for back-to-front transparency. Therefore, to prevent render bins being nested, call setNestRenderBins(false). "); I_Method0(bool, getNestRenderBins, Properties::NON_VIRTUAL, __bool__getNestRenderBins, "Get whether associated RenderBin should be nested within parents RenderBin. ", ""); I_Method1(void, setUpdateCallback, IN, osg::StateSet::Callback *, ac, Properties::NON_VIRTUAL, __void__setUpdateCallback__Callback_P1, "Set the Update Callback which allows users to attach customize the updating of an object during the update traversal. ", ""); I_Method0(osg::StateSet::Callback *, getUpdateCallback, Properties::NON_VIRTUAL, __Callback_P1__getUpdateCallback, "Get the non const Update Callback. ", ""); I_Method0(const osg::StateSet::Callback *, getUpdateCallback, Properties::NON_VIRTUAL, __C5_Callback_P1__getUpdateCallback, "Get the const Update Callback. ", ""); I_Method0(bool, requiresUpdateTraversal, Properties::NON_VIRTUAL, __bool__requiresUpdateTraversal, "Return whether this StateSet has update callbacks associated with it, and therefore must be traversed. ", ""); I_Method0(unsigned int, getNumChildrenRequiringUpdateTraversal, Properties::NON_VIRTUAL, __unsigned_int__getNumChildrenRequiringUpdateTraversal, "Get the number of Objects of this StateSet which require Update traversal, since they have an Update Callback attached to them or their children. ", ""); I_Method1(void, runUpdateCallbacks, IN, osg::NodeVisitor *, nv, Properties::NON_VIRTUAL, __void__runUpdateCallbacks__osg_NodeVisitor_P1, "Run the update callbacks attached directly to this StateSet or to its children. ", ""); I_Method1(void, setEventCallback, IN, osg::StateSet::Callback *, ac, Properties::NON_VIRTUAL, __void__setEventCallback__Callback_P1, "Set the Event Callback which allows users to attach customize the updating of an object during the event traversal. ", ""); I_Method0(osg::StateSet::Callback *, getEventCallback, Properties::NON_VIRTUAL, __Callback_P1__getEventCallback, "Get the non const Event Callback. ", ""); I_Method0(const osg::StateSet::Callback *, getEventCallback, Properties::NON_VIRTUAL, __C5_Callback_P1__getEventCallback, "Get the const Event Callback. ", ""); I_Method0(bool, requiresEventTraversal, Properties::NON_VIRTUAL, __bool__requiresEventTraversal, "Return whether this StateSet has event callbacks associated with it, and therefore must be traversed. ", ""); I_Method0(unsigned int, getNumChildrenRequiringEventTraversal, Properties::NON_VIRTUAL, __unsigned_int__getNumChildrenRequiringEventTraversal, "Get the number of Objects of this StateSet which require Event traversal, since they have an Eevnt Callback attached to them or their children. ", ""); I_Method1(void, runEventCallbacks, IN, osg::NodeVisitor *, nv, Properties::NON_VIRTUAL, __void__runEventCallbacks__osg_NodeVisitor_P1, "Run the event callbacks attached directly to this StateSet or to its children. ", ""); I_Method1(bool, checkValidityOfAssociatedModes, IN, osg::State &, state, Properties::NON_VIRTUAL, __bool__checkValidityOfAssociatedModes__State_R1, "Check the modes associated with this StateSet are supported by current OpenGL drivers, and if not set the associated mode in osg::State to be black listed/invalid. ", "Return true if all associated modes are valid. "); I_Method1(void, setThreadSafeRefUnref, IN, bool, threadSafe, Properties::VIRTUAL, __void__setThreadSafeRefUnref__bool, "Set whether to use a mutex to ensure ref() and unref() are thread safe. ", ""); I_Method1(void, compileGLObjects, IN, osg::State &, state, Properties::NON_VIRTUAL, __void__compileGLObjects__State_R1, "call compile on all StateAttributes contained within this StateSet. ", ""); I_Method1(void, resizeGLObjectBuffers, IN, unsigned int, maxSize, Properties::VIRTUAL, __void__resizeGLObjectBuffers__unsigned_int, "Resize any per context GLObject buffers to specified size. ", ""); I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0, Properties::VIRTUAL, __void__releaseGLObjects__State_P1, "call release on all StateAttributes contained within this StateSet. ", ""); I_ProtectedMethod1(void, addParent, IN, osg::Object *, object, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addParent__osg_Object_P1, "", ""); I_ProtectedMethod1(void, removeParent, IN, osg::Object *, object, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__removeParent__osg_Object_P1, "", ""); I_ProtectedMethod1(osg::StateSet::ModeList &, getOrCreateTextureModeList, IN, unsigned int, unit, Properties::NON_VIRTUAL, Properties::NON_CONST, __ModeList_R1__getOrCreateTextureModeList__unsigned_int, "",
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