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- <li class="navelem"><b>gameplay</b> </li>
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- <li class="navelem"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> </li>
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- <a href="#pub-methods">Public Member Functions</a> |
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- <div class="title">gameplay::RenderState::StateBlock Class Reference</div> </div>
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- <!-- doxytag: class="gameplay::RenderState::StateBlock" --><!-- doxytag: inherits="gameplay::Ref" -->
- <p><code>#include <RenderState.h></code></p>
- <div class="dynheader">
- Inheritance diagram for gameplay::RenderState::StateBlock:</div>
- <div class="dyncontent">
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- <img src="classgameplay_1_1_render_state_1_1_state_block.png" usemap="#gameplay::RenderState::StateBlock_map" alt=""/>
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- <p><a href="classgameplay_1_1_render_state_1_1_state_block-members.html">List of all members.</a></p>
- <table class="memberdecls">
- <tr><td colspan="2"><h2><a name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a191c50f6e7f169acde2dcbd0c07a49a0">bind</a> ()</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af4bfded2e599153da115ff22b4e32e04">setBlend</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#ac4ee9e8ccbe486c6f69b7ec3b075de3c">setBlendSrc</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> blend)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a174fcec28b8503319d4d946fb49cc54f">setBlendDst</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> blend)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a81330b9196446698426da7243dee26ed">setCullFace</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa4f6baa6632cd157e1c0113998214976">setCullFaceSide</a> (<a class="el" href="classgameplay_1_1_render_state.html#af5a647a5c230188335553706ce8cd0ae">CullFaceSide</a> side)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a9515824d4fd6ce1800b2d9a1a39c8bd0">setFrontFace</a> (<a class="el" href="classgameplay_1_1_render_state.html#ac229ec6fafce34cc8943206a60b5fb25">FrontFace</a> winding)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aff72f5e76318a14b2d57be82bf96a348">setDepthTest</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a15b1a1b7b6879f67917c48a99d855c03">setDepthWrite</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af0475ad06648ecdc3752511a6749c969">setDepthFunction</a> (<a class="el" href="classgameplay_1_1_render_state.html#a81d6c171617af613da8d1b3a92ddf342">DepthFunction</a> func)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#afae711fc2366024b1b88b0b40bc03d6f">setStencilTest</a> (bool enabled)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a6a309f123d487039888e2f3228f8110d">setStencilWrite</a> (unsigned int mask)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#add9881da3928c75f0be7fdc90c436d55">setStencilFunction</a> (<a class="el" href="classgameplay_1_1_render_state.html#aca1ebcc53b145ec61e89cf79902dfe3f">StencilFunction</a> func, int ref, unsigned int mask)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a736ebe6e17df285b99991000e4559dc5">setStencilOperation</a> (<a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> sfail, <a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> dpfail, <a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> dppass)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa8a6436cf020ab69634defac5ef0c768">setState</a> (const char *name, const char *value)</td></tr>
- <tr><td colspan="2"><h2><a name="pub-static-methods"></a>
- Static Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#acff480f17e87da3b84dd42f8ec591b81">create</a> ()</td></tr>
- </table>
- <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
- <div class="textblock"><p>Defines a block of fixed-function render states that can be applied to a <a class="el" href="classgameplay_1_1_render_state.html">RenderState</a> object. </p>
- </div><hr/><h2>Member Function Documentation</h2>
- <a class="anchor" id="a191c50f6e7f169acde2dcbd0c07a49a0"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::bind" ref="a191c50f6e7f169acde2dcbd0c07a49a0" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a191c50f6e7f169acde2dcbd0c07a49a0">gameplay::RenderState::StateBlock::bind</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Binds the state in this <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> to the renderer.</p>
- <p>This method handles both setting and restoring of render states to ensure that only the state explicitly defined by this <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> is applied to the renderer. </p>
- </div>
- </div>
- <a class="anchor" id="acff480f17e87da3b84dd42f8ec591b81"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::create" ref="acff480f17e87da3b84dd42f8ec591b81" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a>* <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#acff480f17e87da3b84dd42f8ec591b81">gameplay::RenderState::StateBlock::create</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [static]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a new <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html">StateBlock</a> with default render state settings.
- </div>
- </div>
- <a class="anchor" id="af4bfded2e599153da115ff22b4e32e04"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlend" ref="af4bfded2e599153da115ff22b4e32e04" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af4bfded2e599153da115ff22b4e32e04">gameplay::RenderState::StateBlock::setBlend</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Toggles blending.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a174fcec28b8503319d4d946fb49cc54f"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlendDst" ref="a174fcec28b8503319d4d946fb49cc54f" args="(Blend blend)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a174fcec28b8503319d4d946fb49cc54f">gameplay::RenderState::StateBlock::setBlendDst</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> </td>
- <td class="paramname"><em>blend</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Explicitly sets the source used in the blend function for this render state.</p>
- <p>Note that the blend function is only applied when blending is enabled.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">blend</td><td>Specifies how the destination blending factors are computed. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ac4ee9e8ccbe486c6f69b7ec3b075de3c"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setBlendSrc" ref="ac4ee9e8ccbe486c6f69b7ec3b075de3c" args="(Blend blend)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#ac4ee9e8ccbe486c6f69b7ec3b075de3c">gameplay::RenderState::StateBlock::setBlendSrc</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac4da745bdd2aef1c14407a5ac3f75285">Blend</a> </td>
- <td class="paramname"><em>blend</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Explicitly sets the source used in the blend function for this render state.</p>
- <p>Note that the blend function is only applied when blending is enabled.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">blend</td><td>Specifies how the source blending factors are computed. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a81330b9196446698426da7243dee26ed"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setCullFace" ref="a81330b9196446698426da7243dee26ed" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a81330b9196446698426da7243dee26ed">gameplay::RenderState::StateBlock::setCullFace</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Explicitly enables or disables backface culling.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aa4f6baa6632cd157e1c0113998214976"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setCullFaceSide" ref="aa4f6baa6632cd157e1c0113998214976" args="(CullFaceSide side)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa4f6baa6632cd157e1c0113998214976">gameplay::RenderState::StateBlock::setCullFaceSide</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#af5a647a5c230188335553706ce8cd0ae">CullFaceSide</a> </td>
- <td class="paramname"><em>side</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the side of the facets to cull.</p>
- <p>When not explicitly set, the default is to cull back-facing facets.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">side</td><td>The side to cull. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="af0475ad06648ecdc3752511a6749c969"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthFunction" ref="af0475ad06648ecdc3752511a6749c969" args="(DepthFunction func)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#af0475ad06648ecdc3752511a6749c969">gameplay::RenderState::StateBlock::setDepthFunction</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a81d6c171617af613da8d1b3a92ddf342">DepthFunction</a> </td>
- <td class="paramname"><em>func</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the depth function to use when depth testing is enabled.</p>
- <p>When not explicitly set and when depth testing is enabled, the default depth function is DEPTH_LESS.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">func</td><td>The depth function. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aff72f5e76318a14b2d57be82bf96a348"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthTest" ref="aff72f5e76318a14b2d57be82bf96a348" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aff72f5e76318a14b2d57be82bf96a348">gameplay::RenderState::StateBlock::setDepthTest</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Toggles depth testing.</p>
- <p>By default, depth testing is disabled.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a15b1a1b7b6879f67917c48a99d855c03"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setDepthWrite" ref="a15b1a1b7b6879f67917c48a99d855c03" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a15b1a1b7b6879f67917c48a99d855c03">gameplay::RenderState::StateBlock::setDepthWrite</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Toggles depth writing.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a9515824d4fd6ce1800b2d9a1a39c8bd0"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setFrontFace" ref="a9515824d4fd6ce1800b2d9a1a39c8bd0" args="(FrontFace winding)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a9515824d4fd6ce1800b2d9a1a39c8bd0">gameplay::RenderState::StateBlock::setFrontFace</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#ac229ec6fafce34cc8943206a60b5fb25">FrontFace</a> </td>
- <td class="paramname"><em>winding</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the winding for front facing polygons.</p>
- <p>By default, counter-clockwise wound polygons are considered front facing.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">winding</td><td>The winding for front facing polygons. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aa8a6436cf020ab69634defac5ef0c768"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setState" ref="aa8a6436cf020ab69634defac5ef0c768" args="(const char *name, const char *value)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#aa8a6436cf020ab69634defac5ef0c768">gameplay::RenderState::StateBlock::setState</a> </td>
- <td>(</td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>name</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const char * </td>
- <td class="paramname"><em>value</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets a render state from the given name and value strings.</p>
- <p>This method attempts to interpret the passed in strings as render state name and value. This is normally used when loading render states from material files.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">name</td><td>Name of the render state to set. </td></tr>
- <tr><td class="paramname">value</td><td>Value of the specified render state. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="add9881da3928c75f0be7fdc90c436d55"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilFunction" ref="add9881da3928c75f0be7fdc90c436d55" args="(StencilFunction func, int ref, unsigned int mask)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#add9881da3928c75f0be7fdc90c436d55">gameplay::RenderState::StateBlock::setStencilFunction</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#aca1ebcc53b145ec61e89cf79902dfe3f">StencilFunction</a> </td>
- <td class="paramname"><em>func</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">int </td>
- <td class="paramname"><em>ref</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">unsigned int </td>
- <td class="paramname"><em>mask</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the stencil function.</p>
- <p>By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">func</td><td>The stencil function. </td></tr>
- <tr><td class="paramname">ref</td><td>The stencil reference value. </td></tr>
- <tr><td class="paramname">mask</td><td>The stencil mask. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a736ebe6e17df285b99991000e4559dc5"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilOperation" ref="a736ebe6e17df285b99991000e4559dc5" args="(StencilOperation sfail, StencilOperation dpfail, StencilOperation dppass)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a736ebe6e17df285b99991000e4559dc5">gameplay::RenderState::StateBlock::setStencilOperation</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> </td>
- <td class="paramname"><em>sfail</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> </td>
- <td class="paramname"><em>dpfail</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_render_state.html#a402b2c5df98658816279368884da9275">StencilOperation</a> </td>
- <td class="paramname"><em>dppass</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the stencil operation.</p>
- <p>By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">sfail</td><td>The stencil operation if the stencil test fails. </td></tr>
- <tr><td class="paramname">dpfail</td><td>The stencil operation if the stencil test passes, but the depth test fails. </td></tr>
- <tr><td class="paramname">dppass</td><td>The stencil operation if both the stencil test and depth test pass. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="afae711fc2366024b1b88b0b40bc03d6f"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilTest" ref="afae711fc2366024b1b88b0b40bc03d6f" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#afae711fc2366024b1b88b0b40bc03d6f">gameplay::RenderState::StateBlock::setStencilTest</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Toggles stencil testing.</p>
- <p>By default, stencil testing is disabled.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>true to enable, false to disable. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a6a309f123d487039888e2f3228f8110d"></a><!-- doxytag: member="gameplay::RenderState::StateBlock::setStencilWrite" ref="a6a309f123d487039888e2f3228f8110d" args="(unsigned int mask)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_render_state_1_1_state_block.html#a6a309f123d487039888e2f3228f8110d">gameplay::RenderState::StateBlock::setStencilWrite</a> </td>
- <td>(</td>
- <td class="paramtype">unsigned int </td>
- <td class="paramname"><em>mask</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the stencil writing mask.</p>
- <p>By default, the stencil writing mask is all 1's.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">mask</td><td>Bit mask controlling writing to individual stencil planes. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
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