Defines the rendering state of the graphics device. More...
Inherits Ref.
Inherited by Material, Pass, and Technique.
Classes | |
class | StateBlock |
Defines a block of fixed-function render states that can be applied to a RenderState object. More... | |
Public Types | |
enum | DepthFunction |
Defines the supported depth compare functions. More... | |
enum | CullFaceSide |
Defines culling criteria for front-facing, back-facing and both-side facets. | |
enum | FrontFace |
Defines the winding of vertices in faces that are considered front facing. More... | |
enum | StencilFunction |
Defines the supported stencil compare functions. More... | |
enum | StencilOperation |
Defines the supported stencil operations to perform. More... | |
Public Member Functions | |
void | setTexture (Texture2D *texture) |
Texture that will use in the CC_Texture0 uniform. More... | |
var | setTexture ( var texture) |
Texture that will use in the CC_Texture0 uniform. More... | |
local | setTexture ( local texture) |
Texture that will use in the CC_Texture0 uniform. More... | |
Texture2D * | getTexture () const |
Returns the texture that is going to be used for CC_Texture0. More... | |
void | bind (Pass *pass) |
Binds the render state for this RenderState and any of its parents, top-down, for the given pass. | |
RenderState * | getTopmost (RenderState *below) |
Returns the topmost RenderState in the hierarchy below the given RenderState. | |
var | getTopmost ( var below) |
Returns the topmost RenderState in the hierarchy below the given RenderState. | |
local | getTopmost ( local below) |
Returns the topmost RenderState in the hierarchy below the given RenderState. | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
local | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. More... | |
Static Public Member Functions | |
static void | initialize () |
Static initializer that is called during game startup. | |
var | initialize () |
Static initializer that is called during game startup. | |
local | initialize () |
Static initializer that is called during game startup. | |
static void | finalize () |
Static finalizer that is called during game shutdown. | |
local | finalize () |
Static finalizer that is called during game shutdown. | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
Defines the rendering state of the graphics device.
enum DepthFunction |
Defines the supported depth compare functions.
Depth compare functions specify the comparison that takes place between the incoming pixel's depth value and the depth value already in the depth buffer. If the compare function passes, the new pixel will be drawn.
The initial depth compare function is DEPTH_LESS.
var DepthFunction |
Defines the supported depth compare functions.
Depth compare functions specify the comparison that takes place between the incoming pixel's depth value and the depth value already in the depth buffer. If the compare function passes, the new pixel will be drawn.
The initial depth compare function is DEPTH_LESS.
local DepthFunction |
Defines the supported depth compare functions.
Depth compare functions specify the comparison that takes place between the incoming pixel's depth value and the depth value already in the depth buffer. If the compare function passes, the new pixel will be drawn.
The initial depth compare function is DEPTH_LESS.
enum FrontFace |
Defines the winding of vertices in faces that are considered front facing.
The initial front face mode is set to FRONT_FACE_CCW.
var FrontFace |
Defines the winding of vertices in faces that are considered front facing.
The initial front face mode is set to FRONT_FACE_CCW.
local FrontFace |
Defines the winding of vertices in faces that are considered front facing.
The initial front face mode is set to FRONT_FACE_CCW.
enum StencilFunction |
Defines the supported stencil compare functions.
Stencil compare functions determine if a new pixel will be drawn.
The initial stencil compare function is STENCIL_ALWAYS.
var StencilFunction |
Defines the supported stencil compare functions.
Stencil compare functions determine if a new pixel will be drawn.
The initial stencil compare function is STENCIL_ALWAYS.
local StencilFunction |
Defines the supported stencil compare functions.
Stencil compare functions determine if a new pixel will be drawn.
The initial stencil compare function is STENCIL_ALWAYS.
enum StencilOperation |
Defines the supported stencil operations to perform.
Stencil operations determine what should happen to the pixel if the stencil test fails, passes, or passes but fails the depth test.
The initial stencil operation is STENCIL_OP_KEEP.
var StencilOperation |
Defines the supported stencil operations to perform.
Stencil operations determine what should happen to the pixel if the stencil test fails, passes, or passes but fails the depth test.
The initial stencil operation is STENCIL_OP_KEEP.
local StencilOperation |
Defines the supported stencil operations to perform.
Stencil operations determine what should happen to the pixel if the stencil test fails, passes, or passes but fails the depth test.
The initial stencil operation is STENCIL_OP_KEEP.
void setTexture | ( | Texture2D * | texture | ) |
Texture that will use in the CC_Texture0 uniform.
Added to be backwards compatible. Use Samplers from .material instead.
var setTexture | ( | var | texture | ) |
Texture that will use in the CC_Texture0 uniform.
Added to be backwards compatible. Use Samplers from .material instead.
local setTexture | ( | local | texture | ) |
Texture that will use in the CC_Texture0 uniform.
Added to be backwards compatible. Use Samplers from .material instead.
Texture2D* getTexture | ( | ) | const |
Returns the texture that is going to be used for CC_Texture0.
Added to be backwards compatible.
var getTexture | ( | ) |
Returns the texture that is going to be used for CC_Texture0.
Added to be backwards compatible.
local getTexture | ( | ) |
Returns the texture that is going to be used for CC_Texture0.
Added to be backwards compatible.