# Ogre::Technique Class Reference

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

`#include <OgreTechnique.h>`

List of all members.

## Public Types

typedef VectorIterator< Passes > | PassIterator
typedef VectorIterator< IlluminationPassList > | IlluminationPassIterator

## 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.
void | _compile (bool autoManageTextureUnits)
| Internal compilation method; see Material::compile.
void | _compileIlluminationPasses (void)
| Internal method for splitting the passes into illumination passes.
Pass * | createPass (void)
| Creates a new Pass for this Technique.
Pass * | getPass (unsigned short index)
| Retrieves the Pass with the given index.
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.
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.
Material * | getParent (void) const
| Gets the parent Material.
Technique & | operator= (const Technique &rhs)
| Overloaded operator to copy on Technique to another.
const String & | getResourceGroup (void) const
| Gets the resource group of the ultimate parent Material.
bool | isTransparent (void) const
| Returns true if this Technique involves transparency.
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.
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 (ushort bias)
| 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 | setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
| Allows very fine control of blending every Pass with the existing contents of the scene.
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.
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?

## Protected Types

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

## Protected Member Functions

void | clearIlluminationPasses (void)
| Internal method for clearing illumination pass list.

## Protected Attributes

Passes | mPasses
| List of primary passes.
IlluminationPassList | mIlluminationPasses
| List of derived passes, categorised into IlluminationStage (ordered).
Material * | mParent
bool | mIsSupported
IlluminationPassesState | mIlluminationPassesCompilationPhase
unsigned short | mLodIndex

## 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 41 of file OgreTechnique.h.

## Member Typedef Documentation

typedef VectorIterator<IlluminationPassList> Ogre::Technique::IlluminationPassIterator

| Definition at line 104 of file OgreTechnique.h.

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

| Definition at line 52 of file OgreTechnique.h.

typedef VectorIterator<Passes> Ogre::Technique::PassIterator

| Definition at line 101 of file OgreTechnique.h.

## Member Enumeration Documentation

enum Ogre::Technique::IlluminationPassesState `[protected]`

Enumeration values:

  IPS_COMPILE_DISABLED |
  IPS_NOT_COMPILED |
  IPS_COMPILED |

Definition at line 45 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

void Ogre::Technique::_compile | ( | bool | autoManageTextureUnits | ) |

| Internal compilation method; see Material::compile.

void Ogre::Technique::_compileIlluminationPasses | ( | void |  | ) |

| Internal method for splitting the passes into illumination passes.

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::_unload | ( | void |  | ) |

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

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, ie 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.

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 394 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 108 of file OgreTechnique.h.

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.

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.

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::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 | ( | ushort | bias | ) |

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::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::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::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::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

IlluminationPassList Ogre::Technique::mIlluminationPasses `[protected]`

| List of derived passes, categorised into IlluminationStage (ordered). Definition at line 56 of file OgreTechnique.h.

IlluminationPassesState Ogre::Technique::mIlluminationPassesCompilationPhase `[protected]`

| Definition at line 59 of file OgreTechnique.h.

bool Ogre::Technique::mIsSupported `[protected]`

| Definition at line 58 of file OgreTechnique.h.

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

| Definition at line 60 of file OgreTechnique.h.

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

| Definition at line 57 of file OgreTechnique.h.

Passes Ogre::Technique::mPasses `[protected]`

| List of primary passes. Definition at line 54 of file OgreTechnique.h.

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

- OgreTechnique.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 13:04:25 2006