# Ogre::Pass Class Reference

Class defining a single pass of a Technique (of a Material), ie a single rendering call. More...

`#include <OgrePass.h>`

List of all members.

## Public Types

typedef std::set< Pass * > | PassSet
typedef VectorIterator< TextureUnitStates > | TextureUnitStateIterator

## Public Member Functions

| Pass (Technique *parent, unsigned short index)
| Default constructor.
| Pass (Technique *parent, unsigned short index, const Pass &oth)
| Copy constructor.
Pass & | operator= (const Pass &oth)
| Operator = overload.
| ~Pass ()
bool | isProgrammable (void) const
| Returns true if this pass is programmable ie includes either a vertex or fragment program.
bool | hasVertexProgram (void) const
| Returns true if this pass uses a programmable vertex pipeline.
bool | hasFragmentProgram (void) const
| Returns true if this pass uses a programmable fragment pipeline.
unsigned short | getIndex (void) const
| Gets the index of this Pass in the parent Technique.
void | setAmbient (Real red, Real green, Real blue)
| Sets the ambient colour reflectance properties of this pass.
void | setAmbient (const ColourValue &ambient)
| Sets the ambient colour reflectance properties of this pass.
void | setDiffuse (Real red, Real green, Real blue, Real alpha)
| Sets the diffuse colour reflectance properties of this pass.
void | setDiffuse (const ColourValue &diffuse)
| Sets the diffuse colour reflectance properties of this pass.
void | setSpecular (Real red, Real green, Real blue, Real alpha)
| Sets the specular colour reflectance properties of this pass.
void | setSpecular (const ColourValue &specular)
| Sets the specular colour reflectance properties of this pass.
void | setShininess (Real val)
| Sets the shininess of the pass, affecting the size of specular highlights.
void | setSelfIllumination (Real red, Real green, Real blue)
| Sets the amount of self-illumination an object has.
void | setSelfIllumination (const ColourValue &selfIllum)
| Sets the amount of self-illumination an object has.
void | setVertexColourTracking (TrackVertexColourType tracking)
| Sets which material properties follow the vertex colour.
const ColourValue & | getAmbient (void) const
| Gets the ambient colour reflectance of the pass.
const ColourValue & | getDiffuse (void) const
| Gets the diffuse colour reflectance of the pass.
const ColourValue & | getSpecular (void) const
| Gets the specular colour reflectance of the pass.
const ColourValue & | getSelfIllumination (void) const
| Gets the self illumination colour of the pass.
Real | getShininess (void) const
| Gets the 'shininess' property of the pass (affects specular highlights).
TrackVertexColourType | getVertexColourTracking (void) const
| Gets which material properties follow the vertex colour.
TextureUnitState * | createTextureUnitState (void)
| Inserts a new TextureUnitState object into the Pass.
TextureUnitState * | createTextureUnitState (const String &textureName, unsigned short texCoordSet=0)
| Inserts a new TextureUnitState object into the Pass.
void | addTextureUnitState (TextureUnitState *state)
| Adds the passed in TextureUnitState, to the existing Pass.
TextureUnitState * | getTextureUnitState (unsigned short index)
| Retrieves a pointer to a texture unit state so it may be modified.
TextureUnitStateIterator | getTextureUnitStateIterator (void)
| Get an iterator over the TextureUnitStates contained in this Pass.
void | removeTextureUnitState (unsigned short index)
| Removes the indexed texture unit state from this pass.
void | removeAllTextureUnitStates (void)
| Removes all texture unit settings.
size_t | getNumTextureUnitStates (void) const
| Returns the number of texture unit settings.
void | setSceneBlending (const SceneBlendType sbt)
| Sets the kind of blending this pass has with the existing contents of the scene.
void | setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
| Allows very fine control of blending this Pass with the existing contents of the scene.
SceneBlendFactor | getSourceBlendFactor () const
| Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).
SceneBlendFactor | getDestBlendFactor () const
| Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).
bool | isTransparent (void) const
| Returns true if this pass has some element of transparency.
void | setDepthCheckEnabled (bool enabled)
| Sets whether or not this pass renders with depth-buffer checking on or not.
bool | getDepthCheckEnabled (void) const
| Returns whether or not this pass renders with depth-buffer checking on or not.
void | setDepthWriteEnabled (bool enabled)
| Sets whether or not this pass renders with depth-buffer writing on or not.
bool | getDepthWriteEnabled (void) const
| Returns whether or not this 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.
CompareFunction | getDepthFunction (void) const
| Returns 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 this Pass.
bool | getColourWriteEnabled (void) const
| Determines if colour buffer writing is enabled for this pass.
void | setCullingMode (CullingMode mode)
| Sets the culling mode for this pass based on the 'vertex winding'.
CullingMode | getCullingMode (void) const
| Returns the culling mode for geometry rendered with this pass.
void | setManualCullingMode (ManualCullingMode mode)
| Sets the manual culling mode, performed by CPU rather than hardware.
ManualCullingMode | getManualCullingMode (void) const
| Retrieves the manual culling mode for this pass.
void | setLightingEnabled (bool enabled)
| Sets whether or not dynamic lighting is enabled.
bool | getLightingEnabled (void) const
| Returns whether or not dynamic lighting is enabled.
void | setMaxSimultaneousLights (unsigned short maxLights)
| Sets the maximum number of lights to be used by this pass.
unsigned short | getMaxSimultaneousLights (void) const
| Gets the maximum number of lights to be used by this pass.
void | setShadingMode (ShadeOptions mode)
| Sets the type of light shading required.
ShadeOptions | getShadingMode (void) const
| Returns the type of light shading to be used.
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 this pass.
bool | getFogOverride (void) const
| Returns true if this pass is to override the scene fog settings.
FogMode | getFogMode (void) const
| Returns the fog mode for this pass.
const ColourValue & | getFogColour (void) const
| Returns the fog colour for the scene.
Real | getFogStart (void) const
| Returns the fog start distance for this pass.
Real | getFogEnd (void) const
| Returns the fog end distance for this pass.
Real | getFogDensity (void) const
| Returns the fog density for this pass.
void | setDepthBias (ushort bias)
| Sets the depth bias to be used for this material.
ushort | getDepthBias (void) const
| Retrieves the depth bias value as set by setDepthValue.
void | setAlphaRejectSettings (CompareFunction func, unsigned char value)
| Sets the way the pass will have use alpha to totally reject pixels from the pipeline.
void | setAlphaRejectFunction (CompareFunction func)
| Sets the alpha reject function.
void | setAlphaRejectValue (unsigned char val)
| Gets the alpha reject value.
CompareFunction | getAlphaRejectFunction (void) const
| Gets the alpha reject function.
unsigned char | getAlphaRejectValue (void) const
| Gets the alpha reject value.
void | setRunOncePerLight (bool enabled, bool onlyForOneLightType=true, Light::LightTypes lightType=Light::LT_POINT)
| Sets whether or not this pass should be run once per light which can affect the object being rendered.
bool | getRunOncePerLight (void) const
| Does this pass run once for every light in range?
bool | getRunOnlyForOneLightType (void) const
| Does this pass run only for a single light type (if getRunOncePerLight is true).
Light::LightTypes | getOnlyLightType () const
| Gets the single light type this pass runs for if getRunOncePerLight and getRunOnlyForOneLightType are both true.
Technique * | getParent (void)
| Gets the parent Technique.
const String & | getResourceGroup (void) const
| Gets the resource group of the ultimate parent Material.
void | setVertexProgram (const String &name, bool resetParams=true)
| Sets the details of the vertex program to use.
void | setVertexProgramParameters (GpuProgramParametersSharedPtr params)
| Sets the vertex program parameters.
const String & | getVertexProgramName (void) const
| Gets the name of the vertex program used by this pass.
GpuProgramParametersSharedPtr | getVertexProgramParameters (void)
| Gets the vertex program parameters used by this pass.
const GpuProgramPtr & | getVertexProgram (void)
| Gets the vertex program used by this pass, only available after _load().
void | setShadowCasterVertexProgram (const String &name)
| Sets the details of the vertex program to use when rendering as a shadow caster.
void | setShadowCasterVertexProgramParameters (GpuProgramParametersSharedPtr params)
| Sets the vertex program parameters for rendering as a shadow caster.
const String & | getShadowCasterVertexProgramName (void) const
| Gets the name of the vertex program used by this pass when rendering shadow casters.
GpuProgramParametersSharedPtr | getShadowCasterVertexProgramParameters (void)
| Gets the vertex program parameters used by this pass when rendering shadow casters.
const GpuProgramPtr & | getShadowCasterVertexProgram (void)
| Gets the vertex program used by this pass when rendering shadow casters, only available after _load().
void | setShadowReceiverVertexProgram (const String &name)
| Sets the details of the vertex program to use when rendering as a shadow receiver.
void | setShadowReceiverVertexProgramParameters (GpuProgramParametersSharedPtr params)
| Sets the vertex program parameters for rendering as a shadow receiver.
const String & | getShadowReceiverVertexProgramName (void) const
| Gets the name of the vertex program used by this pass when rendering shadow receivers.
GpuProgramParametersSharedPtr | getShadowReceiverVertexProgramParameters (void)
| Gets the vertex program parameters used by this pass when rendering shadow receivers.
const GpuProgramPtr & | getShadowReceiverVertexProgram (void)
| Gets the vertex program used by this pass when rendering shadow receivers, only available after _load().
void | setFragmentProgram (const String &name, bool resetParams=true)
| Sets the details of the fragment program to use.
void | setFragmentProgramParameters (GpuProgramParametersSharedPtr params)
| Sets the vertex program parameters.
const String & | getFragmentProgramName (void) const
| Gets the name of the fragment program used by this pass.
GpuProgramParametersSharedPtr | getFragmentProgramParameters (void)
| Gets the vertex program parameters used by this pass.
const GpuProgramPtr & | getFragmentProgram (void)
| Gets the vertex program used by this pass, only available after _load().
Pass * | _split (unsigned short numUnits)
| Splits this Pass to one which can be handled in the number of texture units specified.
void | _notifyIndex (unsigned short index)
| Internal method to adjust pass index.
void | _load (void)
| Internal method for loading this pass.
void | _unload (void)
| Internal method for unloading this pass.
bool | isLoaded (void) const
unsigned long | getHash (void) const
| Gets the 'hash' of this pass, ie a precomputed number to use for sorting.
void | _dirtyHash (void)
| Mark the hash as dirty.
void | _recalculateHash (void)
| Internal method for recalculating the hash.
void | _notifyNeedsRecompile (void)
| Tells the pass that it needs recompilation.
void | _updateAutoParamsNoLights (const AutoParamDataSource &source)
| Update any automatic parameters (except lights) on this pass.
void | _updateAutoParamsLightsOnly (const AutoParamDataSource &source)
| Update any automatic light parameters on this pass.
void | setTextureFiltering (TextureFilterOptions filterType)
| Set texture filtering for every texture unit.
void | setTextureAnisotropy (unsigned int maxAniso)
| Sets the anisotropy level to be used for all textures.
void | queueForDeletion (void)
| Queue this pass for deletion when appropriate.
bool | isAmbientOnly (void) const
| Returns whether this pass is ambient only.

## Static Public Member Functions

const PassSet & | getDirtyHashList (void)
| Static method to retrieve all the Passes which need their hash values recalculated.
const PassSet & | getPassGraveyard (void)
| Static method to retrieve all the Passes which are pending deletion.
void | clearDirtyHashList (void)
| Static method to reset the list of passes which need their hash values recalculated.
void | processPendingPassUpdates (void)
| Process all dirty and pending deletion passes.

## Protected Types

typedef std::vector< TextureUnitState * > | TextureUnitStates
| Storage of texture unit states.

## Protected Attributes

Technique * | mParent
unsigned short | mIndex
unsigned long | mHash
ColourValue | mAmbient
ColourValue | mDiffuse
ColourValue | mSpecular
ColourValue | mEmissive
Real | mShininess
TrackVertexColourType | mTracking
SceneBlendFactor | mSourceBlendFactor
SceneBlendFactor | mDestBlendFactor
bool | mDepthCheck
bool | mDepthWrite
CompareFunction | mDepthFunc
ushort | mDepthBias
bool | mColourWrite
CompareFunction | mAlphaRejectFunc
unsigned char | mAlphaRejectVal
CullingMode | mCullMode
ManualCullingMode | mManualCullMode
bool | mLightingEnabled
| Lighting enabled?
unsigned short | mMaxSimultaneousLights
| Max simultaneous lights.
bool | mRunOncePerLight
| Run this pass once per light?
bool | mRunOnlyForOneLightType
Light::LightTypes | mOnlyLightType
ShadeOptions | mShadeOptions
| Shading options.
bool | mFogOverride
FogMode | mFogMode
ColourValue | mFogColour
Real | mFogStart
Real | mFogEnd
Real | mFogDensity
TextureUnitStates | mTextureUnitStates
GpuProgramUsage * | mVertexProgramUsage
GpuProgramUsage * | mShadowCasterVertexProgramUsage
GpuProgramUsage * | mShadowReceiverVertexProgramUsage
GpuProgramUsage * | mFragmentProgramUsage
bool | mQueuedForDeletion

## Static Protected Attributes

PassSet | msDirtyHashList
| List of Passes whose hashes need recalculating.
PassSet | msPassGraveyard
| The place where passes go to die.

## Detailed Description

Class defining a single pass of a Technique (of a Material), ie a single rendering call.

Remarks:
  Rendering can be repeated with many passes for more complex effects. Each pass is either a fixed-function pass (meaning it does not use a vertex or fragment program) or a programmable pass (meaning it does use either a vertex and fragment program, or both).

  Programmable passes are complex to define, because they require custom programs and you have to set all constant inputs to the programs (like the position of lights, any base material colours you wish to use etc), but they do give you much total flexibility over the algorithms used to render your pass, and you can create some effects which are impossible with a fixed-function pass. On the other hand, you can define a fixed-function pass in very little time, and you can use a range of fixed-function effects like environment mapping very easily, plus your pass will be more likely to be compatible with older hardware. There are pros and cons to both, just remember that if you use a programmable pass to create some great effects, allow more time for definition and testing.

Definition at line 55 of file OgrePass.h.

## Member Typedef Documentation

typedef std::set<Pass*> Ogre::Pass::PassSet

| Definition at line 136 of file OgrePass.h. Referenced by getDirtyHashList(), and getPassGraveyard().

typedef VectorIterator<TextureUnitStates> Ogre::Pass::TextureUnitStateIterator

| Definition at line 320 of file OgrePass.h.

typedef std::vector<TextureUnitState*> Ogre::Pass::TextureUnitStates `[protected]`

| Storage of texture unit states. Definition at line 122 of file OgrePass.h.

## Constructor & Destructor Documentation

Ogre::Pass::Pass | ( | Technique * | parent,
|  | unsigned short | index
| ) |

| Default constructor.

Ogre::Pass::Pass | ( | Technique * | parent,
|  | unsigned short | index,
|  | const Pass & | oth
| ) |

| Copy constructor.

Ogre::Pass::~Pass | ( |  | ) |

## Member Function Documentation

void Ogre::Pass::_dirtyHash | ( | void |  | ) |

| Mark the hash as dirty.

void Ogre::Pass::_load | ( | void |  | ) |

| Internal method for loading this pass.

void Ogre::Pass::_notifyIndex | ( | unsigned short | index | ) |

| Internal method to adjust pass index.

void Ogre::Pass::_notifyNeedsRecompile | ( | void |  | ) |

| Tells the pass that it needs recompilation.

void Ogre::Pass::_recalculateHash | ( | void |  | ) |

Internal method for recalculating the hash.

Remarks:
  Do not call this unless you are sure the old hash is not still being used by anything. If in doubt, call _dirtyHash if you want to force recalculation of the has next time.

Pass* Ogre::Pass::_split | ( | unsigned short | numUnits | ) |

Splits this Pass to one which can be handled in the number of texture units specified.

Remarks:
  Only works on non-programmable passes, programmable passes cannot be split, it's up to the author to ensure that there is a fallback Technique for less capable cards.

Parameters:

  numUnits | The target number of texture units

Returns:
  A new Pass which contains the remaining units, and a scene_blend setting appropriate to approximate the multitexture. This Pass will be attached to the parent Technique of this Pass.

void Ogre::Pass::_unload | ( | void |  | ) |

| Internal method for unloading this pass.

void Ogre::Pass::_updateAutoParamsLightsOnly | ( | const AutoParamDataSource & | source | ) |

| Update any automatic light parameters on this pass.

void Ogre::Pass::_updateAutoParamsNoLights | ( | const AutoParamDataSource & | source | ) |

| Update any automatic parameters (except lights) on this pass.

void Ogre::Pass::addTextureUnitState | ( | TextureUnitState * | state | ) |

| Adds the passed in TextureUnitState, to the existing Pass.

void Ogre::Pass::clearDirtyHashList | ( | void |  | ) | `[static]`

Static method to reset the list of passes which need their hash values recalculated.

Remarks:
  For performance, the dirty list is not updated progressively as the hashes are recalculated, instead we expect the processor of the dirty hash list to clear the list when they are done.

Definition at line 926 of file OgrePass.h.

TextureUnitState* Ogre::Pass::createTextureUnitState | ( | const String & | textureName,
|  | unsigned short | texCoordSet = 0
| ) |

Inserts a new TextureUnitState object into the Pass.

Remarks:
  This unit is is added on top of all previous units.

Parameters:

  name | The basic name of the texture e.g. brickwall.jpg, stonefloor.png
  texCoordSet | The index of the texture coordinate set to use.

Note:
  Applies to both fixed-function and programmable passes.

TextureUnitState* Ogre::Pass::createTextureUnitState | ( | void |  | ) |

Inserts a new TextureUnitState object into the Pass.

Remarks:
  This unit is is added on top of all previous units.

CompareFunction Ogre::Pass::getAlphaRejectFunction | ( | void |  | ) | const

| Gets the alpha reject function. See setAlphaRejectSettings for more information. Definition at line 640 of file OgrePass.h. References Ogre::CompareFunction.

unsigned char Ogre::Pass::getAlphaRejectValue | ( | void |  | ) | const

| Gets the alpha reject value. See setAlphaRejectSettings for more information. Definition at line 644 of file OgrePass.h.

const ColourValue& Ogre::Pass::getAmbient | ( | void |  | ) | const

| Gets the ambient colour reflectance of the pass.

bool Ogre::Pass::getColourWriteEnabled | ( | void |  | ) | const

| Determines if colour buffer writing is enabled for this pass.

CullingMode Ogre::Pass::getCullingMode | ( | void |  | ) | const

| Returns the culling mode for geometry rendered with this pass. See setCullingMode for more information.

ushort Ogre::Pass::getDepthBias | ( | void |  | ) | const

| Retrieves the depth bias value as set by setDepthValue.

bool Ogre::Pass::getDepthCheckEnabled | ( | void |  | ) | const

Returns whether or not this pass renders with depth-buffer checking on or not.

See also:
  setDepthCheckEnabled

CompareFunction Ogre::Pass::getDepthFunction | ( | void |  | ) | const

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

See also:
  setDepthFunction

bool Ogre::Pass::getDepthWriteEnabled | ( | void |  | ) | const

Returns whether or not this pass renders with depth-buffer writing on or not.

See also:
  setDepthWriteEnabled

SceneBlendFactor Ogre::Pass::getDestBlendFactor | ( |  | ) | const

| Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).

const ColourValue& Ogre::Pass::getDiffuse | ( | void |  | ) | const

| Gets the diffuse colour reflectance of the pass.

const PassSet& Ogre::Pass::getDirtyHashList | ( | void |  | ) | `[static]`

| Static method to retrieve all the Passes which need their hash values recalculated. Definition at line 913 of file OgrePass.h. References PassSet.

const ColourValue& Ogre::Pass::getFogColour | ( | void |  | ) | const

| Returns the fog colour for the scene.

Real Ogre::Pass::getFogDensity | ( | void |  | ) | const

Returns the fog density for this pass.

Note:
  Only valid if getFogOverride is true.

Real Ogre::Pass::getFogEnd | ( | void |  | ) | const

Returns the fog end distance for this pass.

Note:
  Only valid if getFogOverride is true.

FogMode Ogre::Pass::getFogMode | ( | void |  | ) | const

Returns the fog mode for this pass.

Note:
  Only valid if getFogOverride is true.

bool Ogre::Pass::getFogOverride | ( | void |  | ) | const

| Returns true if this pass is to override the scene fog settings.

Real Ogre::Pass::getFogStart | ( | void |  | ) | const

Returns the fog start distance for this pass.

Note:
  Only valid if getFogOverride is true.

const GpuProgramPtr& Ogre::Pass::getFragmentProgram | ( | void |  | ) |

| Gets the vertex program used by this pass, only available after _load().

const String& Ogre::Pass::getFragmentProgramName | ( | void |  | ) | const

| Gets the name of the fragment program used by this pass.

GpuProgramParametersSharedPtr Ogre::Pass::getFragmentProgramParameters | ( | void |  | ) |

| Gets the vertex program parameters used by this pass.

unsigned long Ogre::Pass::getHash | ( | void |  | ) | const

Gets the 'hash' of this pass, ie a precomputed number to use for sorting.

Remarks:
  This hash is used to sort passes, and for this reason the pass is hashed using firstly its index (so that all passes are rendered in order), then by the textures which it's TextureUnitState instances are using.

Referenced by Ogre::RenderPriorityGroup::TransparentQueueItemLess::operator()(), and Ogre::RenderPriorityGroup::SolidQueueItemLess::operator()().

unsigned short Ogre::Pass::getIndex | ( | void |  | ) | const

| Gets the index of this Pass in the parent Technique. Definition at line 161 of file OgrePass.h.

bool Ogre::Pass::getLightingEnabled | ( | void |  | ) | const

| Returns whether or not dynamic lighting is enabled.

ManualCullingMode Ogre::Pass::getManualCullingMode | ( | void |  | ) | const

Retrieves the manual culling mode for this pass.

See also:
  setManualCullingMode

unsigned short Ogre::Pass::getMaxSimultaneousLights | ( | void |  | ) | const

| Gets the maximum number of lights to be used by this pass.

size_t Ogre::Pass::getNumTextureUnitStates | ( | void |  | ) | const

| Returns the number of texture unit settings. Definition at line 336 of file OgrePass.h.

Light::LightTypes Ogre::Pass::getOnlyLightType | ( |  | ) | const

| Gets the single light type this pass runs for if getRunOncePerLight and getRunOnlyForOneLightType are both true. Definition at line 689 of file OgrePass.h.

Technique* Ogre::Pass::getParent | ( | void |  | ) |

| Gets the parent Technique. Definition at line 692 of file OgrePass.h.

const PassSet& Ogre::Pass::getPassGraveyard | ( | void |  | ) | `[static]`

| Static method to retrieve all the Passes which are pending deletion. Definition at line 917 of file OgrePass.h. References PassSet.

const String& Ogre::Pass::getResourceGroup | ( | void |  | ) | const

| Gets the resource group of the ultimate parent Material.

bool Ogre::Pass::getRunOncePerLight | ( | void |  | ) | const

| Does this pass run once for every light in range? Definition at line 684 of file OgrePass.h.

bool Ogre::Pass::getRunOnlyForOneLightType | ( | void |  | ) | const

| Does this pass run only for a single light type (if getRunOncePerLight is true). Definition at line 686 of file OgrePass.h.

const ColourValue& Ogre::Pass::getSelfIllumination | ( | void |  | ) | const

| Gets the self illumination colour of the pass.

ShadeOptions Ogre::Pass::getShadingMode | ( | void |  | ) | const

| Returns the type of light shading to be used.

const GpuProgramPtr& Ogre::Pass::getShadowCasterVertexProgram | ( | void |  | ) |

| Gets the vertex program used by this pass when rendering shadow casters, only available after _load().

const String& Ogre::Pass::getShadowCasterVertexProgramName | ( | void |  | ) | const

| Gets the name of the vertex program used by this pass when rendering shadow casters.

GpuProgramParametersSharedPtr Ogre::Pass::getShadowCasterVertexProgramParameters | ( | void |  | ) |

| Gets the vertex program parameters used by this pass when rendering shadow casters.

const GpuProgramPtr& Ogre::Pass::getShadowReceiverVertexProgram | ( | void |  | ) |

| Gets the vertex program used by this pass when rendering shadow receivers, only available after _load().

const String& Ogre::Pass::getShadowReceiverVertexProgramName | ( | void |  | ) | const

| Gets the name of the vertex program used by this pass when rendering shadow receivers.

GpuProgramParametersSharedPtr Ogre::Pass::getShadowReceiverVertexProgramParameters | ( | void |  | ) |

| Gets the vertex program parameters used by this pass when rendering shadow receivers.

Real Ogre::Pass::getShininess | ( | void |  | ) | const

| Gets the 'shininess' property of the pass (affects specular highlights).

SceneBlendFactor Ogre::Pass::getSourceBlendFactor | ( |  | ) | const

| Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).

const ColourValue& Ogre::Pass::getSpecular | ( | void |  | ) | const

| Gets the specular colour reflectance of the pass.

TextureUnitState* Ogre::Pass::getTextureUnitState | ( | unsigned short | index | ) |

| Retrieves a pointer to a texture unit state so it may be modified.

TextureUnitStateIterator Ogre::Pass::getTextureUnitStateIterator | ( | void |  | ) |

| Get an iterator over the TextureUnitStates contained in this Pass.

TrackVertexColourType Ogre::Pass::getVertexColourTracking | ( | void |  | ) | const

| Gets which material properties follow the vertex colour.

const GpuProgramPtr& Ogre::Pass::getVertexProgram | ( | void |  | ) |

| Gets the vertex program used by this pass, only available after _load().

const String& Ogre::Pass::getVertexProgramName | ( | void |  | ) | const

| Gets the name of the vertex program used by this pass.

GpuProgramParametersSharedPtr Ogre::Pass::getVertexProgramParameters | ( | void |  | ) |

| Gets the vertex program parameters used by this pass.

bool Ogre::Pass::hasFragmentProgram | ( | void |  | ) | const

| Returns true if this pass uses a programmable fragment pipeline. Definition at line 158 of file OgrePass.h.

bool Ogre::Pass::hasVertexProgram | ( | void |  | ) | const

| Returns true if this pass uses a programmable vertex pipeline. Definition at line 155 of file OgrePass.h.

bool Ogre::Pass::isAmbientOnly | ( | void |  | ) | const

| Returns whether this pass is ambient only.

bool Ogre::Pass::isLoaded | ( | void |  | ) | const

bool Ogre::Pass::isProgrammable | ( | void |  | ) | const

| Returns true if this pass is programmable ie includes either a vertex or fragment program. Definition at line 152 of file OgrePass.h.

bool Ogre::Pass::isTransparent | ( | void |  | ) | const

| Returns true if this pass has some element of transparency.

Pass& Ogre::Pass::operator= | ( | const Pass & | oth | ) |

| Operator = overload.

void Ogre::Pass::processPendingPassUpdates | ( | void |  | ) | `[static]`

| Process all dirty and pending deletion passes.

void Ogre::Pass::queueForDeletion | ( | void |  | ) |

| Queue this pass for deletion when appropriate.

void Ogre::Pass::removeAllTextureUnitStates | ( | void |  | ) |

| Removes all texture unit settings.

void Ogre::Pass::removeTextureUnitState | ( | unsigned short | index | ) |

Removes the indexed texture unit state from this pass.

Remarks:
  Note that removing a texture which is not the topmost will have a larger performance impact.

void Ogre::Pass::setAlphaRejectFunction | ( | CompareFunction | func | ) |

| Sets the alpha reject function. See setAlphaRejectSettings for more information.

void Ogre::Pass::setAlphaRejectSettings | ( | CompareFunction | func,
|  | unsigned char | value
| ) |

Sets the way the pass will have use alpha to totally reject pixels from the pipeline.

Remarks:
  The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels.

Parameters:

  func | The comparison which must pass for the pixel to be written.
  value | 1 byte value against which alpha values will be tested(0-255)

Note:
  This option applies in both the fixed function and the programmable pipeline.

void Ogre::Pass::setAlphaRejectValue | ( | unsigned char | val | ) |

| Gets the alpha reject value. See setAlphaRejectSettings for more information.

void Ogre::Pass::setAmbient | ( | const ColourValue & | ambient | ) |

Sets the ambient colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setAmbient | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |

Sets the ambient colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setColourWriteEnabled | ( | bool | enabled | ) |

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

Remarks:
  For some effects, you might wish to turn off the colour write operation when rendering geometry; this means that only the depth buffer will be updated (provided you have depth buffer writing enabled, which you probably will do, although you may wish to only update the stencil buffer for example - stencil buffer state is managed at the RenderSystem level only, not the Material since you are likely to want to manage it at a higher level).

void Ogre::Pass::setCullingMode | ( | CullingMode | mode | ) |

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

Remarks:
  A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.

  You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain.

void Ogre::Pass::setDepthBias | ( | ushort | bias | ) |

Sets the depth bias to be used for this material.

Remarks:
  When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).

  A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top.

Parameters:

  bias | The bias value, should be between 0 and 16.

void Ogre::Pass::setDepthCheckEnabled | ( | bool | enabled | ) |

Sets whether or not this pass renders with depth-buffer checking on or not.

Remarks:
  If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer the depth buffer is checked to see if the pixel is in front of all other pixels written at that point. If not, the pixel is not written.

  If depth checking is off, pixels are written no matter what has been rendered before. Also see setDepthFunction for more advanced depth check configuration.

See also:
  setDepthFunction

void Ogre::Pass::setDepthFunction | ( | CompareFunction | func | ) |

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

Remarks:
  If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth value of the pixel to be written and the current contents of the buffer. This comparison is normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance) than the current contents. If you wish you can change this comparison using this method.

void Ogre::Pass::setDepthWriteEnabled | ( | bool | enabled | ) |

Sets whether or not this pass renders with depth-buffer writing on or not.

Remarks:
  If depth-buffer writing is on, whenever a pixel is written to the frame buffer the depth buffer is updated with the depth value of that new pixel, thus affecting future rendering operations if future pixels are behind this one.

  If depth writing is off, pixels are written without updating the depth buffer Depth writing should normally be on but can be turned off when rendering static backgrounds or when rendering a collection of transparent objects at the end of a scene so that they overlap each other correctly.

void Ogre::Pass::setDiffuse | ( | const ColourValue & | diffuse | ) |

Sets the diffuse colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the Light class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from Light objects.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setDiffuse | ( | Real | red,
|  | Real | green,
|  | Real | blue,
|  | Real | alpha
| ) |

Sets the diffuse colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the Light class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from Light objects.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::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 this pass.

Remarks:
  Fogging is an effect that is applied as polys are rendered. Sometimes, you want fog to be applied to an entire scene. Other times, you want it to be applied to a few polygons only. This pass-level specification of fog parameters lets you easily manage both.

  The SceneManager class also has a setFog method which applies scene-level fog. This method lets you change the fog behaviour for this pass compared to the standard scene-level fog.

Parameters:

  overrideScene | If true, you authorise this pass to override the scene's fog params with it's own settings. If you specify false, so other parameters are necessary, and this is the default behaviour for passs.
  mode | Only applicable if overrideScene is true. You can disable fog which is turned on for the rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as defined in the enum FogMode.
  colour | The colour of the fog. Either set this to the same as your viewport background colour, or to blend in with a skydome or skybox.
  expDensity | The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 0.001.
  linearStart | Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR.
  linearEnd | Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR.

void Ogre::Pass::setFragmentProgram | ( | const String & | name,
|  | bool | resetParams = true
| ) |

Sets the details of the fragment program to use.

Remarks:
  Only applicable to programmable passes, this sets the details of the fragment program to use in this pass. The program will not be loaded until the parent Material is loaded.

Parameters:

  name | The name of the program - this must have been created using GpuProgramManager by the time that this Pass is loaded. If this parameter is blank, any fragment program in this pass is disabled.
  resetParams | If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names.

void Ogre::Pass::setFragmentProgramParameters | ( | GpuProgramParametersSharedPtr | params | ) |

Sets the vertex program parameters.

Remarks:
  Only applicable to programmable passes.

void Ogre::Pass::setLightingEnabled | ( | bool | enabled | ) |

Sets whether or not dynamic lighting is enabled.

Parameters:

  enabled | If true, dynamic lighting is performed on geometry with normals supplied, geometry without normals will not be displayed.

  If false, no lighting is applied and all geometry will be full brightness.

void Ogre::Pass::setManualCullingMode | ( | ManualCullingMode | mode | ) |

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

In some situations you want to use manual culling of triangles rather than sending the triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's that use it (since it is best used on large groups of planar world geometry rather than on movable geometry since this would be expensive), but if used can cull geometry before it is sent to the hardware.

Note:
  The default for this setting is MANUAL_CULL_BACK.

Parameters:

  mode | The mode to use - see enum ManualCullingMode for details

void Ogre::Pass::setMaxSimultaneousLights | ( | unsigned short | maxLights | ) |

Sets the maximum number of lights to be used by this pass.

Remarks:
  During rendering, if lighting is enabled (or if the pass uses an automatic program parameter based on a light) the engine will request the nearest lights to the object being rendered in order to work out which ones to use. This parameter sets the limit on the number of lights which should apply to objects rendered with this pass.

void Ogre::Pass::setRunOncePerLight | ( | bool | enabled,
|  | bool | onlyForOneLightType = true,
|  | Light::LightTypes | lightType = Light::LT_POINT
| ) |

Sets whether or not this pass should be run once per light which can affect the object being rendered.

Remarks:
  The default behaviour for a pass (when this option is 'false'), is for a pass to be rendered only once, with all the lights which could affect this object set at the same time (up to the maximum lights allowed in the render system, which is typically 8).

  Setting this option to 'true' changes this behaviour, such that instead of trying to issue render this pass once per object, it is run once per light which can affect this object. In this case, only light index 0 is ever used, and is a different light every time the pass is issued, up to the total number of lights which is affecting this object. This has 2 advantages:
  - There is no limit on the number of lights which can be supported
  - It's easier to write vertex / fragment programs for this because a single program can be used for any number of lights
  However, this technique is a lot more expensive, and typically you will want an additional ambient pass, because if no lights are affecting the object it will not be rendered at all, which will look odd even if ambient light is zero (imagine if there are lit objects behind it - the objects silhouette would not show up). Therefore, use this option with care, and you would be well advised to provide a less expensive fallback technique for use in the distance.

Note:
  The number of times this pass runs is still limited by the maximum number of lights allowed as set in setMaxSimultaneousLights, so you will never get more passes than this.

Parameters:

  enabled | Whether this feature is enabled
  onlyForOneLightType | If true, the pass will only be run for a single type of light, other light types will be ignored.
  lightType | The single light type which will be considered for this pass

void Ogre::Pass::setSceneBlending | ( | const SceneBlendFactor | sourceFactor,
|  | const SceneBlendFactor | destFactor
| ) |

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

Remarks:
  Wheras the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the material as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects.

  This version of the method allows complete control over the blending operation, by specifying the source and destination blending factors. The result of the blending operation is: final = (texture * sourceFactor) + (pixel * destFactor)

  Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type.

Parameters:

  sourceFactor | The source factor in the above calculation, i.e. multiplied by the texture colour components.
  destFactor | The destination factor in the above calculation, i.e. multiplied by the pixel colour components.

Note:
  This method is applicable for both the fixed-function and programmable pipelines.

void Ogre::Pass::setSceneBlending | ( | const SceneBlendType | sbt | ) |

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

Remarks:
  Wheras the texture blending operations seen in the TextureUnitState class are concerned with blending between texture layers, this blending is about combining the output of the Pass as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. If all passes in a technique have a scene blend, then the whole technique is considered to be transparent.

  This method allows you to select one of a number of predefined blending types. If you require more control than this, use the alternative version of this method which allows you to specify source and destination blend factors.

Note:
  This method is applicable for both the fixed-function and programmable pipelines.

Parameters:

  sbt | One of the predefined SceneBlendType blending types

void Ogre::Pass::setSelfIllumination | ( | const ColourValue & | selfIllum | ) |

Sets the amount of self-illumination an object has.

Remarks:
  If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setSelfIllumination | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |

Sets the amount of self-illumination an object has.

Remarks:
  If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setShadingMode | ( | ShadeOptions | mode | ) |

Sets the type of light shading required.

Note:
  The default shading method is Gouraud shading.

void Ogre::Pass::setShadowCasterVertexProgram | ( | const String & | name | ) |

Sets the details of the vertex program to use when rendering as a shadow caster.

Remarks:
  Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour).

  Therefore, it is up to implemetors of vertex programs to provide an alternative vertex program which can be used to render the object to a shadow texture. Do all the same vertex transforms, but set the colour of the vertex to the ambient colour, as bound using the standard auto parameter binding mechanism.

Note:
  Some vertex programs will work without doing this, because Ogre ensures that all lights except for ambient are set black. However, the chances are that your vertex program is doing a lot of unnecessary work in this case, since the other lights are having no effect, and it is good practice to supply an alternative.

  This is only applicable to programmable passes.

  The default behaviour is for Ogre to switch to fixed-function rendering if an explict vertex program alternative is not set.

void Ogre::Pass::setShadowCasterVertexProgramParameters | ( | GpuProgramParametersSharedPtr | params | ) |

Sets the vertex program parameters for rendering as a shadow caster.

Remarks:
  Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters.

void Ogre::Pass::setShadowReceiverVertexProgram | ( | const String & | name | ) |

Sets the details of the vertex program to use when rendering as a shadow receiver.

Remarks:
  Texture-based shadows require that the shadow receiver is rendered using a projective texture. Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. So in this case, we need a vertex program which does the appropriate vertex transformation, but generates projective texture coordinates.

  Therefore, it is up to implemetors of vertex programs to provide an alternative vertex program which can be used to render the object as a shadow receiver. Do all the same vertex transforms, but generate 2 sets of texture coordinates using the auto parameter ACT_TEXTURE_VIEWPROJ_MATRIX, which Ogre will bind to the parameter name / index you supply as the second parameter to this method. 2 texture sets are needed because Ogre needs to use 2 texture units for some shadow effects.

Note:
  This is only applicable to programmable passes.

  The default behaviour is for Ogre to switch to fixed-function rendering if an explict vertex program alternative is not set.

void Ogre::Pass::setShadowReceiverVertexProgramParameters | ( | GpuProgramParametersSharedPtr | params | ) |

Sets the vertex program parameters for rendering as a shadow receiver.

Remarks:
  Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters.

void Ogre::Pass::setShininess | ( | Real | val | ) |

Sets the shininess of the pass, affecting the size of specular highlights.

Note:
  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setSpecular | ( | const ColourValue & | specular | ) |

Sets the specular colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the Light class in the scene) is reflected. The default is to reflect no specular light.

Note:
  The size of the specular highlights is determined by the separate 'shininess' property.

  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::setSpecular | ( | Real | red,
|  | Real | green,
|  | Real | blue,
|  | Real | alpha
| ) |

Sets the specular colour reflectance properties of this pass.

Remarks:
  The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the Light class in the scene) is reflected. The default is to reflect no specular light.

Note:
  The size of the specular highlights is determined by the separate 'shininess' property.

  This setting has no effect if dynamic lighting is disabled (see Pass::setLightingEnabled), or if this is a programmable pass.

void Ogre::Pass::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::Pass::setTextureFiltering | ( | TextureFilterOptions | filterType | ) |

Set texture filtering for every texture unit.

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 TextureUnitState instance and set the property there.

See also:
  TextureUnitState::setTextureFiltering

void Ogre::Pass::setVertexColourTracking | ( | TrackVertexColourType | tracking | ) |

| Sets which material properties follow the vertex colour.

void Ogre::Pass::setVertexProgram | ( | const String & | name,
|  | bool | resetParams = true
| ) |

Sets the details of the vertex program to use.

Remarks:
  Only applicable to programmable passes, this sets the details of the vertex program to use in this pass. The program will not be loaded until the parent Material is loaded.

Parameters:

  name | The name of the program - this must have been created using GpuProgramManager by the time that this Pass is loaded. If this parameter is blank, any vertex program in this pass is disabled.
  resetParams | If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names.

void Ogre::Pass::setVertexProgramParameters | ( | GpuProgramParametersSharedPtr | params | ) |

Sets the vertex program parameters.

Remarks:
  Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters.

## Member Data Documentation

CompareFunction Ogre::Pass::mAlphaRejectFunc `[protected]`

| Definition at line 88 of file OgrePass.h.

unsigned char Ogre::Pass::mAlphaRejectVal `[protected]`

| Definition at line 89 of file OgrePass.h.

ColourValue Ogre::Pass::mAmbient `[protected]`

| Definition at line 63 of file OgrePass.h.

bool Ogre::Pass::mColourWrite `[protected]`

| Definition at line 85 of file OgrePass.h.

CullingMode Ogre::Pass::mCullMode `[protected]`

| Definition at line 94 of file OgrePass.h.

ushort Ogre::Pass::mDepthBias `[protected]`

| Definition at line 82 of file OgrePass.h.

bool Ogre::Pass::mDepthCheck `[protected]`

| Definition at line 79 of file OgrePass.h.

CompareFunction Ogre::Pass::mDepthFunc `[protected]`

| Definition at line 81 of file OgrePass.h.

bool Ogre::Pass::mDepthWrite `[protected]`

| Definition at line 80 of file OgrePass.h.

SceneBlendFactor Ogre::Pass::mDestBlendFactor `[protected]`

| Definition at line 74 of file OgrePass.h.

ColourValue Ogre::Pass::mDiffuse `[protected]`

| Definition at line 64 of file OgrePass.h.

ColourValue Ogre::Pass::mEmissive `[protected]`

| Definition at line 66 of file OgrePass.h.

ColourValue Ogre::Pass::mFogColour `[protected]`

| Definition at line 115 of file OgrePass.h.

Real Ogre::Pass::mFogDensity `[protected]`

| Definition at line 118 of file OgrePass.h.

Real Ogre::Pass::mFogEnd `[protected]`

| Definition at line 117 of file OgrePass.h.

FogMode Ogre::Pass::mFogMode `[protected]`

| Definition at line 114 of file OgrePass.h.

bool Ogre::Pass::mFogOverride `[protected]`

| Definition at line 113 of file OgrePass.h.

Real Ogre::Pass::mFogStart `[protected]`

| Definition at line 116 of file OgrePass.h.

GpuProgramUsage* Ogre::Pass::mFragmentProgramUsage `[protected]`

| Definition at line 132 of file OgrePass.h.

unsigned long Ogre::Pass::mHash `[protected]`

| Definition at line 60 of file OgrePass.h.

unsigned short Ogre::Pass::mIndex `[protected]`

| Definition at line 59 of file OgrePass.h.

bool Ogre::Pass::mLightingEnabled `[protected]`

| Lighting enabled? Definition at line 99 of file OgrePass.h.

ManualCullingMode Ogre::Pass::mManualCullMode `[protected]`

| Definition at line 95 of file OgrePass.h.

unsigned short Ogre::Pass::mMaxSimultaneousLights `[protected]`

| Max simultaneous lights. Definition at line 101 of file OgrePass.h.

Light::LightTypes Ogre::Pass::mOnlyLightType `[protected]`

| Definition at line 106 of file OgrePass.h.

Technique* Ogre::Pass::mParent `[protected]`

| Definition at line 58 of file OgrePass.h.

bool Ogre::Pass::mQueuedForDeletion `[protected]`

| Definition at line 134 of file OgrePass.h.

bool Ogre::Pass::mRunOncePerLight `[protected]`

| Run this pass once per light? Definition at line 103 of file OgrePass.h.

bool Ogre::Pass::mRunOnlyForOneLightType `[protected]`

| Definition at line 105 of file OgrePass.h.

PassSet Ogre::Pass::msDirtyHashList `[static, protected]`

| List of Passes whose hashes need recalculating. Definition at line 139 of file OgrePass.h.

ShadeOptions Ogre::Pass::mShadeOptions `[protected]`

| Shading options. Definition at line 109 of file OgrePass.h.

GpuProgramUsage* Ogre::Pass::mShadowCasterVertexProgramUsage `[protected]`

| Definition at line 128 of file OgrePass.h.

GpuProgramUsage* Ogre::Pass::mShadowReceiverVertexProgramUsage `[protected]`

| Definition at line 130 of file OgrePass.h.

Real Ogre::Pass::mShininess `[protected]`

| Definition at line 67 of file OgrePass.h.

SceneBlendFactor Ogre::Pass::mSourceBlendFactor `[protected]`

| Definition at line 73 of file OgrePass.h.

PassSet Ogre::Pass::msPassGraveyard `[static, protected]`

| The place where passes go to die. Definition at line 141 of file OgrePass.h.

ColourValue Ogre::Pass::mSpecular `[protected]`

| Definition at line 65 of file OgrePass.h.

TextureUnitStates Ogre::Pass::mTextureUnitStates `[protected]`

| Definition at line 123 of file OgrePass.h.

TrackVertexColourType Ogre::Pass::mTracking `[protected]`

| Definition at line 68 of file OgrePass.h.

GpuProgramUsage* Ogre::Pass::mVertexProgramUsage `[protected]`

| Definition at line 126 of file OgrePass.h.

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

- OgrePass.h

Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Feb 12 13:02:00 2006