Ogre::Technique Class Reference
[Materials]

Class representing an approach to rendering this particular Material. More...

#include <OgreTechnique.h>

Inheritance diagram for Ogre::Technique:
Inheritance graph
[legend]

List of all members.

Classes

struct  GPUDeviceNameRule
 Rule controlling whether technique is deemed supported based on GPU device name. More...
struct  GPUVendorRule
 Rule controlling whether technique is deemed supported based on GPU vendor. More...

Public Types

enum  IncludeOrExclude { INCLUDE = 0, EXCLUDE = 1 }
 

Directive used to manually control technique support based on the inclusion or exclusion of some factor.

More...
typedef vector< GPUVendorRule >
::type 
GPUVendorRuleList
typedef vector
< GPUDeviceNameRule >::type 
GPUDeviceNameRuleList
typedef VectorIterator< PassesPassIterator
typedef VectorIterator
< IlluminationPassList
IlluminationPassIterator
typedef ConstVectorIterator
< GPUVendorRuleList
GPUVendorRuleIterator
typedef ConstVectorIterator
< GPUDeviceNameRuleList
GPUDeviceNameRuleIterator

Public Member Functions

 Technique (Material *parent)
 Constructor.
 Technique (Material *parent, const Technique &oth)
 Copy constructor.
 ~Technique ()
bool isSupported (void) const
 Indicates if this technique is supported by the current graphics card.
String _compile (bool autoManageTextureUnits)
 Internal compilation method; see Material::compile.
bool checkGPURules (StringUtil::StrStreamType &errors)
 Internal method for checking GPU vendor / device rules.
bool checkHardwareSupport (bool autoManageTextureUnits, StringUtil::StrStreamType &compileErrors)
 Internal method for checking hardware support.
void _compileIlluminationPasses (void)
 Internal method for splitting the passes into illumination passes.
PasscreatePass (void)
 Creates a new Pass for this Technique.
PassgetPass (unsigned short index)
 Retrieves the Pass with the given index.
PassgetPass (const String &name)
 Retrieves the Pass matching name.
unsigned short getNumPasses (void) const
 Retrieves the number of passes.
void removePass (unsigned short index)
 Removes the Pass with the given index.
void removeAllPasses (void)
 Removes all Passes from this Technique.
bool movePass (const unsigned short sourceIndex, const unsigned short destinationIndex)
 Move a pass from source index to destination index.
const PassIterator getPassIterator (void)
 Gets an iterator over the passes in this Technique.
const IlluminationPassIterator getIlluminationPassIterator (void)
 Gets an iterator over the illumination-stage categorised passes.
MaterialgetParent (void) const
 Gets the parent Material.
Techniqueoperator= (const Technique &rhs)
 Overloaded operator to copy on Technique to another.
const StringgetResourceGroup (void) const
 Gets the resource group of the ultimate parent Material.
bool isTransparent (void) const
 Returns true if this Technique involves transparency.
bool isTransparentSortingEnabled (void) const
 Returns true if this Technique has transparent sorting enabled.
bool isTransparentSortingForced (void) const
 Returns true if this Technique has transparent sorting forced.
void _prepare (void)
 Internal prepare method, derived from call to Material::prepare.
void _unprepare (void)
 Internal unprepare method, derived from call to Material::unprepare.
void _load (void)
 Internal load method, derived from call to Material::load.
void _unload (void)
 Internal unload method, derived from call to Material::unload.
bool isLoaded (void) const
void _notifyNeedsRecompile (void)
 Tells the technique that it needs recompilation.
Ogre::MaterialPtr getShadowCasterMaterial () const
 return this material specific shadow casting specific material
void setShadowCasterMaterial (Ogre::MaterialPtr val)
 set this material specific shadow casting specific material
void setShadowCasterMaterial (const Ogre::String &name)
 set this material specific shadow casting specific material
Ogre::MaterialPtr getShadowReceiverMaterial () const
 return this material specific shadow receiving specific material
void setShadowReceiverMaterial (Ogre::MaterialPtr val)
 set this material specific shadow receiving specific material
void setShadowReceiverMaterial (const Ogre::String &name)
 set this material specific shadow receiving specific material
void setPointSize (Real ps)
 Sets the point size properties for every Pass in this Technique.
void setAmbient (Real red, Real green, Real blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void setAmbient (const ColourValue &ambient)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void setDiffuse (Real red, Real green, Real blue, Real alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void setDiffuse (const ColourValue &diffuse)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void setSpecular (Real red, Real green, Real blue, Real alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void setSpecular (const ColourValue &specular)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void setShininess (Real val)
 Sets the shininess properties of every Pass in every Technique.
void setSelfIllumination (Real red, Real green, Real blue)
 Sets the amount of self-illumination of every Pass in every Technique.
void setSelfIllumination (const ColourValue &selfIllum)
 Sets the amount of self-illumination of every Pass in every Technique.
void setDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not.
void setDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not.
void setDepthFunction (CompareFunction func)
 Sets the function used to compare depth values when depth checking is on.
void setColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass.
void setCullingMode (CullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'.
void setManualCullingMode (ManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware.
void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass.
void setShadingMode (ShadeOptions mode)
 Sets the type of light shading required.
void setFog (bool overrideScene, FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0)
 Sets the fogging mode applied to each pass.
void setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass.
void setTextureFiltering (TextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Pass.
void setTextureAnisotropy (unsigned int maxAniso)
 Sets the anisotropy level to be used for all textures.
void setSceneBlending (const SceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene.
void setSeparateSceneBlending (const SceneBlendType sbt, const SceneBlendType sbta)
 Sets the kind of blending every pass has with the existing contents of the scene, using individual factors both color and alpha channels.
void setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene.
void setSeparateSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha)
 Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors both color and alpha channels.
void setLodIndex (unsigned short index)
 Assigns a level-of-detail (LOD) index to this Technique.
unsigned short getLodIndex (void) const
 Gets the level-of-detail index assigned to this Technique.
void setSchemeName (const String &schemeName)
 Set the 'scheme name' for this technique.
const StringgetSchemeName (void) const
 Returns the scheme to which this technique is assigned.
unsigned short _getSchemeIndex (void) const
 Internal method for getting the scheme index.
bool isDepthWriteEnabled (void) const
 Is depth writing going to occur on this technique?
bool isDepthCheckEnabled (void) const
 Is depth checking going to occur on this technique?
bool hasColourWriteDisabled (void) const
 Exists colour writing disabled pass on this technique?
void setName (const String &name)
 Set the name of the technique.
const StringgetName (void) const
 Gets the name of the technique.
bool applyTextureAliases (const AliasTextureNamePairList &aliasList, const bool apply=true) const
 Applies texture names to Texture Unit State with matching texture name aliases.
void addGPUVendorRule (GPUVendor vendor, IncludeOrExclude includeOrExclude)
 Add a rule which manually influences the support for this technique based on a GPU vendor.
void addGPUVendorRule (const GPUVendorRule &rule)
 Add a rule which manually influences the support for this technique based on a GPU vendor.
void removeGPUVendorRule (GPUVendor vendor)
 Removes a matching vendor rule.
GPUVendorRuleIterator getGPUVendorRuleIterator () const
 Get an iterator over the currently registered vendor rules.
void addGPUDeviceNameRule (const String &devicePattern, IncludeOrExclude includeOrExclude, bool caseSensitive=false)
 Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.
void addGPUDeviceNameRule (const GPUDeviceNameRule &rule)
 Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.
void removeGPUDeviceNameRule (const String &devicePattern)
 Removes a matching device name rule.
GPUDeviceNameRuleIterator getGPUDeviceNameRuleIterator () const
 Get an iterator over the currently registered device name rules.
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class.
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class.
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
void * operator new (size_t sz)
void * operator new (size_t sz, void *ptr)
 placement operator new
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
void * operator new[] (size_t sz)
void operator delete (void *ptr)
void operator delete (void *ptr, void *)
void operator delete (void *ptr, const char *, int, const char *)
void operator delete[] (void *ptr)
void operator delete[] (void *ptr, const char *, int, const char *)

Protected Types

enum  IlluminationPassesState { IPS_COMPILE_DISABLED = -1, IPS_NOT_COMPILED = 0, IPS_COMPILED = 1 }
typedef vector< Pass * >::type Passes

Protected Member Functions

void clearIlluminationPasses (void)
 Internal method for clearing illumination pass list.
bool checkManuallyOrganisedIlluminationPasses ()
 Internal method - check for manually assigned illumination passes.

Protected Attributes

Passes mPasses
 List of primary passes.
IlluminationPassList mIlluminationPasses
 List of derived passes, categorised into IlluminationStage (ordered).
MaterialmParent
bool mIsSupported
IlluminationPassesState mIlluminationPassesCompilationPhase
unsigned short mLodIndex
 LOD level.
unsigned short mSchemeIndex
 Scheme index, derived from scheme name but the names are held on MaterialManager, for speed an index is used here.
String mName
MaterialPtr mShadowCasterMaterial
 When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function casting, mShadowCasterMaterial let you customize per material shadow caster behavior.
String mShadowCasterMaterialName
 When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function casting, mShadowCasterMaterial let you customize per material shadow caster behavior.There only material name is stored so that it can be loaded once all file parsed in a resource group.
MaterialPtr mShadowReceiverMaterial
 When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material shadow caster behavior.
String mShadowReceiverMaterialName
 When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material shadow caster behavior.
UserObjectBindings mUserObjectBindings
GPUVendorRuleList mGPUVendorRules
GPUDeviceNameRuleList mGPUDeviceNameRules

Detailed Description

Class representing an approach to rendering this particular Material.

Remarks:
Ogre will attempt to use the best technique supported by the active hardware, unless you specifically request a lower detail technique (say for distant rendering).

Definition at line 53 of file OgreTechnique.h.


Member Typedef Documentation

Definition at line 692 of file OgreTechnique.h.

Definition at line 143 of file OgreTechnique.h.

Definition at line 651 of file OgreTechnique.h.

Definition at line 142 of file OgreTechnique.h.

Definition at line 201 of file OgreTechnique.h.

typedef vector<Pass*>::type Ogre::Technique::Passes [protected]

Definition at line 64 of file OgreTechnique.h.

Definition at line 198 of file OgreTechnique.h.


Member Enumeration Documentation

Enumerator:
IPS_COMPILE_DISABLED 
IPS_NOT_COMPILED 
IPS_COMPILED 

Definition at line 57 of file OgreTechnique.h.

Directive used to manually control technique support based on the inclusion or exclusion of some factor.

Enumerator:
INCLUDE 

Inclusive - only support if present.

EXCLUDE 

Exclusive - do not support if present.

Definition at line 114 of file OgreTechnique.h.


Constructor & Destructor Documentation

Ogre::Technique::Technique ( Material parent  ) 

Constructor.

Ogre::Technique::Technique ( Material parent,
const Technique oth 
)

Copy constructor.

Ogre::Technique::~Technique (  ) 

Member Function Documentation

String Ogre::Technique::_compile ( bool  autoManageTextureUnits  ) 

Internal compilation method; see Material::compile.

Returns:
Any information explaining problems with the compile.
void Ogre::Technique::_compileIlluminationPasses ( void   ) 

Internal method for splitting the passes into illumination passes.

unsigned short Ogre::Technique::_getSchemeIndex ( void   )  const

Internal method for getting the scheme index.

void Ogre::Technique::_load ( void   ) 

Internal load method, derived from call to Material::load.

void Ogre::Technique::_notifyNeedsRecompile ( void   ) 

Tells the technique that it needs recompilation.

void Ogre::Technique::_prepare ( void   ) 

Internal prepare method, derived from call to Material::prepare.

void Ogre::Technique::_unload ( void   ) 

Internal unload method, derived from call to Material::unload.

void Ogre::Technique::_unprepare ( void   ) 

Internal unprepare method, derived from call to Material::unprepare.

void Ogre::Technique::addGPUDeviceNameRule ( const GPUDeviceNameRule rule  ) 

Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.

'*8800*').

Remarks:
You can use this facility to manually control whether a technique is considered supported, based on a GPU device name pattern. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. The pattern you supply can include wildcard characters ('*') if you only want to match part of the device name.
Note:
Any rule for the same device pattern will be removed before adding this one.
void Ogre::Technique::addGPUDeviceNameRule ( const String devicePattern,
IncludeOrExclude  includeOrExclude,
bool  caseSensitive = false 
)

Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.

'*8800*').

Remarks:
You can use this facility to manually control whether a technique is considered supported, based on a GPU device name pattern. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. The pattern you supply can include wildcard characters ('*') if you only want to match part of the device name.
Note:
Any rule for the same device pattern will be removed before adding this one.
Parameters:
devicePattern The GPU vendor
includeOrExclude Whether this is an inclusive or exclusive rule
caseSensitive Whether the match is case sensitive or not
void Ogre::Technique::addGPUVendorRule ( const GPUVendorRule rule  ) 

Add a rule which manually influences the support for this technique based on a GPU vendor.

Remarks:
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
Note:
Any rule for the same vendor will be removed before adding this one.
void Ogre::Technique::addGPUVendorRule ( GPUVendor  vendor,
IncludeOrExclude  includeOrExclude 
)

Add a rule which manually influences the support for this technique based on a GPU vendor.

Remarks:
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
Note:
Any rule for the same vendor will be removed before adding this one.
Parameters:
vendor The GPU vendor
includeOrExclude Whether this is an inclusive or exclusive rule
bool Ogre::Technique::applyTextureAliases ( const AliasTextureNamePairList aliasList,
const bool  apply = true 
) const

Applies texture names to Texture Unit State with matching texture name aliases.

All passes, and Texture Unit States within the technique are checked. If matching texture aliases are found then true is returned.

Parameters:
aliasList is a map container of texture alias, texture name pairs
apply set true to apply the texture aliases else just test to see if texture alias matches are found.
Returns:
True if matching texture aliases were found in the Technique.
bool Ogre::Technique::checkGPURules ( StringUtil::StrStreamType errors  ) 

Internal method for checking GPU vendor / device rules.

bool Ogre::Technique::checkHardwareSupport ( bool  autoManageTextureUnits,
StringUtil::StrStreamType compileErrors 
)

Internal method for checking hardware support.

bool Ogre::Technique::checkManuallyOrganisedIlluminationPasses (  )  [protected]

Internal method - check for manually assigned illumination passes.

void Ogre::Technique::clearIlluminationPasses ( void   )  [protected]

Internal method for clearing illumination pass list.

Pass* Ogre::Technique::createPass ( void   ) 

Creates a new Pass for this Technique.

Remarks:
A Pass is a single rendering pass, i.e. a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.
GPUDeviceNameRuleIterator Ogre::Technique::getGPUDeviceNameRuleIterator (  )  const

Get an iterator over the currently registered device name rules.

GPUVendorRuleIterator Ogre::Technique::getGPUVendorRuleIterator (  )  const

Get an iterator over the currently registered vendor rules.

const IlluminationPassIterator Ogre::Technique::getIlluminationPassIterator ( void   ) 

Gets an iterator over the illumination-stage categorised passes.

unsigned short Ogre::Technique::getLodIndex ( void   )  const

Gets the level-of-detail index assigned to this Technique.

Definition at line 557 of file OgreTechnique.h.

const String& Ogre::Technique::getName ( void   )  const

Gets the name of the technique.

Definition at line 601 of file OgreTechnique.h.

unsigned short Ogre::Technique::getNumPasses ( void   )  const

Retrieves the number of passes.

Material* Ogre::Technique::getParent ( void   )  const

Gets the parent Material.

Definition at line 205 of file OgreTechnique.h.

Pass* Ogre::Technique::getPass ( const String name  ) 

Retrieves the Pass matching name.

Returns 0 if name match is not found.

Pass* Ogre::Technique::getPass ( unsigned short  index  ) 

Retrieves the Pass with the given index.

const PassIterator Ogre::Technique::getPassIterator ( void   ) 

Gets an iterator over the passes in this Technique.

const String& Ogre::Technique::getResourceGroup ( void   )  const

Gets the resource group of the ultimate parent Material.

const String& Ogre::Technique::getSchemeName ( void   )  const

Returns the scheme to which this technique is assigned.

See also:
Technique::setSchemeName
Ogre::MaterialPtr Ogre::Technique::getShadowCasterMaterial (  )  const

return this material specific shadow casting specific material

Ogre::MaterialPtr Ogre::Technique::getShadowReceiverMaterial (  )  const

return this material specific shadow receiving specific material

const UserObjectBindings& Ogre::Technique::getUserObjectBindings (  )  const

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also:
UserObjectBindings::setUserAny.

Definition at line 706 of file OgreTechnique.h.

UserObjectBindings& Ogre::Technique::getUserObjectBindings (  ) 

Return an instance of user objects binding associated with this class.

You can use it to associate one or more custom objects with this class instance.

See also:
UserObjectBindings::setUserAny.

Definition at line 700 of file OgreTechnique.h.

bool Ogre::Technique::hasColourWriteDisabled ( void   )  const

Exists colour writing disabled pass on this technique?

bool Ogre::Technique::isDepthCheckEnabled ( void   )  const

Is depth checking going to occur on this technique?

bool Ogre::Technique::isDepthWriteEnabled ( void   )  const

Is depth writing going to occur on this technique?

bool Ogre::Technique::isLoaded ( void   )  const
bool Ogre::Technique::isSupported ( void   )  const

Indicates if this technique is supported by the current graphics card.

Remarks:
This will only be correct after the Technique has been compiled, which is usually done from Material::compile.
bool Ogre::Technique::isTransparent ( void   )  const

Returns true if this Technique involves transparency.

Remarks:
This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole Technique as transparent.
bool Ogre::Technique::isTransparentSortingEnabled ( void   )  const

Returns true if this Technique has transparent sorting enabled.

Remarks:
This basically boils down to whether the first pass has transparent sorting enabled or not
bool Ogre::Technique::isTransparentSortingForced ( void   )  const

Returns true if this Technique has transparent sorting forced.

Remarks:
This basically boils down to whether the first pass has transparent sorting forced or not
bool Ogre::Technique::movePass ( const unsigned short  sourceIndex,
const unsigned short  destinationIndex 
)

Move a pass from source index to destination index.

If successful then returns true.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 107 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
) [inherited]

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr  )  [inherited]

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
) [inherited]

Definition at line 118 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr  )  [inherited]

Definition at line 112 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
) [inherited]

placement operator new

Definition at line 78 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz  )  [inherited]

Definition at line 72 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

operator new, with debug line info

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz  )  [inherited]

Definition at line 90 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
) [inherited]

array operator new, with debug line info

Definition at line 85 of file OgreMemoryAllocatedObject.h.

Technique& Ogre::Technique::operator= ( const Technique rhs  ) 

Overloaded operator to copy on Technique to another.

void Ogre::Technique::removeAllPasses ( void   ) 

Removes all Passes from this Technique.

void Ogre::Technique::removeGPUDeviceNameRule ( const String devicePattern  ) 

Removes a matching device name rule.

See also:
addGPUDeviceNameRule
void Ogre::Technique::removeGPUVendorRule ( GPUVendor  vendor  ) 

Removes a matching vendor rule.

See also:
addGPUVendorRule
void Ogre::Technique::removePass ( unsigned short  index  ) 

Removes the Pass with the given index.

void Ogre::Technique::setAmbient ( const ColourValue ambient  ) 

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setAmbient
void Ogre::Technique::setAmbient ( Real  red,
Real  green,
Real  blue 
)

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setAmbient
void Ogre::Technique::setColourWriteEnabled ( bool  enabled  ) 

Sets whether or not colour buffer writing is enabled for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setColourWriteEnabled
void Ogre::Technique::setCullingMode ( CullingMode  mode  ) 

Sets the culling mode for each pass based on the 'vertex winding'.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setCullingMode
void Ogre::Technique::setDepthBias ( float  constantBias,
float  slopeScaleBias 
)

Sets the depth bias to be used for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthBias
void Ogre::Technique::setDepthCheckEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer checking on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthCheckEnabled
void Ogre::Technique::setDepthFunction ( CompareFunction  func  ) 

Sets the function used to compare depth values when depth checking is on.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthFunction
void Ogre::Technique::setDepthWriteEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer writing on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDepthWriteEnabled
void Ogre::Technique::setDiffuse ( const ColourValue diffuse  ) 

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDiffuse
void Ogre::Technique::setDiffuse ( Real  red,
Real  green,
Real  blue,
Real  alpha 
)

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setDiffuse
void Ogre::Technique::setFog ( bool  overrideScene,
FogMode  mode = FOG_NONE,
const ColourValue colour = ColourValue::White,
Real  expDensity = 0.001,
Real  linearStart = 0.0,
Real  linearEnd = 1.0 
)

Sets the fogging mode applied to each pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setFog
void Ogre::Technique::setLightingEnabled ( bool  enabled  ) 

Sets whether or not dynamic lighting is enabled for every Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setLightingEnabled
void Ogre::Technique::setLodIndex ( unsigned short  index  ) 

Assigns a level-of-detail (LOD) index to this Technique.

Remarks:
As noted previously, as well as providing fallback support for various graphics cards, multiple Technique objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power.
By default, all Techniques have a LOD index of 0, which means they are the highest level of detail. Increasing LOD indexes are lower levels of detail. You can assign more than one Technique to the same LOD index, meaning that the best Technique that is supported at that LOD index is used.
You should not leave gaps in the LOD sequence; Ogre will allow you to do this and will continue to function as if the LODs were sequential, but it will confuse matters.
void Ogre::Technique::setManualCullingMode ( ManualCullingMode  mode  ) 

Sets the manual culling mode, performed by CPU rather than hardware.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setManualCullingMode
void Ogre::Technique::setName ( const String name  ) 

Set the name of the technique.

Remarks:
The use of technique name is optional. Its useful in material scripts where a material could inherit from another material and only want to modify a particular technique.
void Ogre::Technique::setPointSize ( Real  ps  ) 

Sets the point size properties for every Pass in this Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setPointSize
void Ogre::Technique::setSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor 
)

Allows very fine control of blending every Pass with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSceneBlending
void Ogre::Technique::setSceneBlending ( const SceneBlendType  sbt  ) 

Sets the kind of blending every pass has with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSceneBlending
void Ogre::Technique::setSchemeName ( const String schemeName  ) 

Set the 'scheme name' for this technique.

Remarks:
Material schemes are used to control top-level switching from one set of techniques to another. For example, you might use this to define 'high', 'medium' and 'low' complexity levels on materials to allow a user to pick a performance / quality ratio. Another possibility is that you have a fully HDR-enabled pipeline for top machines, rendering all objects using unclamped shaders, and a simpler pipeline for others; this can be implemented using schemes.
Every technique belongs to a scheme - if you don't specify one, the Technique belongs to the scheme called 'Default', which is also the scheme used to render by default. The active scheme is set one of two ways - either by calling Viewport::setMaterialScheme, or by manually calling MaterialManager::setActiveScheme.
void Ogre::Technique::setSelfIllumination ( const ColourValue selfIllum  ) 

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSelfIllumination
void Ogre::Technique::setSelfIllumination ( Real  red,
Real  green,
Real  blue 
)

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSelfIllumination
void Ogre::Technique::setSeparateSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor,
const SceneBlendFactor  sourceFactorAlpha,
const SceneBlendFactor  destFactorAlpha 
)

Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors both color and alpha channels.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSeparateSceneBlending
void Ogre::Technique::setSeparateSceneBlending ( const SceneBlendType  sbt,
const SceneBlendType  sbta 
)

Sets the kind of blending every pass has with the existing contents of the scene, using individual factors both color and alpha channels.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSeparateSceneBlending
void Ogre::Technique::setShadingMode ( ShadeOptions  mode  ) 

Sets the type of light shading required.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setShadingMode
void Ogre::Technique::setShadowCasterMaterial ( const Ogre::String name  ) 

set this material specific shadow casting specific material

void Ogre::Technique::setShadowCasterMaterial ( Ogre::MaterialPtr  val  ) 

set this material specific shadow casting specific material

void Ogre::Technique::setShadowReceiverMaterial ( const Ogre::String name  ) 

set this material specific shadow receiving specific material

void Ogre::Technique::setShadowReceiverMaterial ( Ogre::MaterialPtr  val  ) 

set this material specific shadow receiving specific material

void Ogre::Technique::setShininess ( Real  val  ) 

Sets the shininess properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setShininess
void Ogre::Technique::setSpecular ( const ColourValue specular  ) 

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSpecular
void Ogre::Technique::setSpecular ( Real  red,
Real  green,
Real  blue,
Real  alpha 
)

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
Pass::setSpecular
void Ogre::Technique::setTextureAnisotropy ( unsigned int  maxAniso  ) 

Sets the anisotropy level to be used for all textures.

Note:
This property has been moved to the TextureUnitState class, which is accessible via the Technique and Pass. For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Technique, Pass and TextureUnitState instances and set the property there.
See also:
TextureUnitState::setTextureAnisotropy
void Ogre::Technique::setTextureFiltering ( TextureFilterOptions  filterType  ) 

Set texture filtering for every texture unit in every Pass.

Note:
This property actually exists on the TextureUnitState class For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Pass and TextureUnitState instances and set the property there.
See also:
TextureUnitState::setTextureFiltering

Member Data Documentation

Definition at line 146 of file OgreTechnique.h.

Definition at line 145 of file OgreTechnique.h.

List of derived passes, categorised into IlluminationStage (ordered).

Definition at line 68 of file OgreTechnique.h.

Definition at line 71 of file OgreTechnique.h.

Definition at line 70 of file OgreTechnique.h.

unsigned short Ogre::Technique::mLodIndex [protected]

LOD level.

Definition at line 73 of file OgreTechnique.h.

Definition at line 78 of file OgreTechnique.h.

Definition at line 69 of file OgreTechnique.h.

List of primary passes.

Definition at line 66 of file OgreTechnique.h.

unsigned short Ogre::Technique::mSchemeIndex [protected]

Scheme index, derived from scheme name but the names are held on MaterialManager, for speed an index is used here.

Definition at line 77 of file OgreTechnique.h.

When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function casting, mShadowCasterMaterial let you customize per material shadow caster behavior.

Definition at line 90 of file OgreTechnique.h.

When casting shadow, if not using default Ogre shadow casting material, or nor using fixed function casting, mShadowCasterMaterial let you customize per material shadow caster behavior.There only material name is stored so that it can be loaded once all file parsed in a resource group.

Definition at line 95 of file OgreTechnique.h.

When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material shadow caster behavior.

Definition at line 100 of file OgreTechnique.h.

When receiving shadow, if not using default Ogre shadow receiving material, or nor using fixed function texture projection receiving, mShadowReceiverMaterial let you customize per material shadow caster behavior.

There only material name is stored so that it can be loaded once all file parsed in a resource group.

Definition at line 105 of file OgreTechnique.h.

Definition at line 108 of file OgreTechnique.h.


The documentation for this class was generated from the following file:

Copyright © 2012 Torus Knot Software Ltd
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Last modified Fri May 25 23:41:03 2012