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<h1>Ogre::D3D9RenderSystem Class Reference</h1>Implementation of DirectX9 as a rendering system.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>&gt;</code>
<p>
Inheritance diagram for Ogre::D3D9RenderSystem:<p><center><img src="classOgre_1_1D3D9RenderSystem__inherit__graph.png" border="0" usemap="#Ogre_1_1D3D9RenderSystem__inherit__map" alt="Inheritance graph"></center>
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<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="classOgre_1_1D3D9RenderSystem-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema0">D3D9RenderSystem</a> (HINSTANCE hInstance)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema1">~D3D9RenderSystem</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema2">initConfigOptions</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema3">ResizeRepositionWindow</a> (HWND wich)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema4">SetExternalWindowHandle</a> (HWND externalHandle)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a114">ConfigOptionMap</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema5">getConfigOptions</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the details of this API's configuration options.  <a href="#Ogre_1_1D3D9RenderSystema5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a426">String</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema6">validateConfigOptions</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Validates the options set for the rendering system, returning a message if there are problems.  <a href="#Ogre_1_1D3D9RenderSystema6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema7">initialise</a> (bool autoCreateWindow, const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;windowTitle="OGRE Render Window")</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Start up the renderer using the settings selected (Or the defaults if none have been selected).  <a href="#Ogre_1_1D3D9RenderSystema7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema8">createRenderWindow</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name, unsigned int width, unsigned int height, bool fullScreen, const <a class="el" href="namespaceOgre.html#a62">NameValuePairList</a> *miscParams=0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><dl compact><dt><b>Remarks:</b></dt><dd>This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of <a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a> depending on the API and platform implementation. </dd></dl>
<dl compact><dt><b></b></dt><dd>After creation, this window can be retrieved using <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema20">getRenderTarget()</a>. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>name</em>&nbsp;</td><td>The name of the window. Used in other methods later like setRenderTarget and getRenderWindow. </td></tr>
    <tr><td valign=top><em>width</em>&nbsp;</td><td>The width of the new window. </td></tr>
    <tr><td valign=top><em>height</em>&nbsp;</td><td>The height of the new window. </td></tr>
    <tr><td valign=top><em>fullScreen</em>&nbsp;</td><td>Specify true to make the window full screen without borders, title bar or menu bar. </td></tr>
    <tr><td valign=top><em>miscParams</em>&nbsp;</td><td>A NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platorms unless indicated otherwise:</td></tr>
  </table>
</dl>
Key: "title" Description: The title of the window that will appear in the title bar Values: string Default: <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> name<p>
Key: "colourDepth" Description: Colour depth of the resulting rendering window; only applies if fullScreen is set. Values: 16 or 32 Default: desktop depth Notes: [W32 specific]<p>
Key: "left" Description: screen x coordinate from left Values: positive integers Default: 'center window on screen' Notes: Ignored in case of full screen<p>
Key: "top" Description: screen y coordinate from top Values: positive integers Default: 'center window on screen' Notes: Ignored in case of full screen<p>
Key: "depthBuffer" [DX9 specific] Description: Use depth buffer Values: false or true Default: true<p>
Key: "externalWindowHandle" [API specific] Description: External window handle, for embedding the OGRE context Values: positive integer for W32 (HWND handle) posint:posint:posint for GLX (display:screen:windowHandle) Default: 0 (None)<p>
Key: "parentWindowHandle" [API specific] Description: Parent window handle, for embedding the OGRE context Values: positive integer for W32 (HWND handle) posint:posint:posint for GLX (display:screen:windowHandle) Default: 0 (None)<p>
Key: "FSAA" Description: Full screen antialiasing factor Values: 0,2,4,6,... Default: 0<p>
Key: "displayFrequency" Description: Display frequency rate, for fullscreen mode Values: 60...? Default: Desktop vsync rate<p>
Key: "vsync" Description: Synchronize buffer swaps to vsync Values: true, false Default: 0  <a href="#Ogre_1_1D3D9RenderSystema8"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1RenderTexture.html">RenderTexture</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema9">createRenderTexture</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name, unsigned int width, unsigned int height, <a class="el" href="namespaceOgre.html#a680">TextureType</a> texType=TEX_TYPE_2D, <a class="el" href="namespaceOgre.html#a666">PixelFormat</a> internalFormat=PF_X8R8G8B8, const <a class="el" href="namespaceOgre.html#a62">NameValuePairList</a> *miscParams=0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>name</em>&nbsp;</td><td>The name for the new render texture. Note that names must be unique. </td></tr>
    <tr><td valign=top><em>width</em>&nbsp;</td><td>The requested width for the render texture. See Remarks for more info. </td></tr>
    <tr><td valign=top><em>height</em>&nbsp;</td><td>The requested width for the render texture. See Remarks for more info. </td></tr>
    <tr><td valign=top><em>texType</em>&nbsp;</td><td>The type of texture; defaults to TEX_TYPE_2D </td></tr>
    <tr><td valign=top><em>internalFormat</em>&nbsp;</td><td>The internal format of the texture; defaults to PF_X8R8G8B8 </td></tr>
    <tr><td valign=top><em>miscParams</em>&nbsp;</td><td>A NameValuePairList describing the other parameters for the new rendering window. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platorms unless indicated otherwise:</td></tr>
  </table>
</dl>
Key: "FSAA" Description: Full screen antialiasing factor Values: 0,2,4,6,... Default: 0<p>
Key: "depth" Description: Depth in case of render-to-texture TEX_3D Values: positive integers <dl compact><dt><b>Returns:</b></dt><dd>On succes, a pointer to a new platform-dependernt, RenderTexture-derived class is returned. On failiure, NULL is returned. </dd></dl>
<dl compact><dt><b>Remarks:</b></dt><dd>Because a render texture is basically a wrapper around a texture object, the width and height parameters of this method just hint the preferred size for the texture. Depending on the hardware driver or the underlying API, these values might change when the texture is created. The same applies to the internalFormat parameter. </dd></dl>
  <a href="#Ogre_1_1D3D9RenderSystema9"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a426">String</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema10">getErrorDescription</a> (long errorNumber) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns a description of an error code.  <a href="#Ogre_1_1D3D9RenderSystema10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema11">getName</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the name of the rendering system.  <a href="#Ogre_1_1D3D9RenderSystema11"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema12">setConfigOption</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name, const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;value)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets an option for this API.  <a href="#Ogre_1_1D3D9RenderSystema12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema13">reinitialise</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Restart the renderer (normally following a change in settings).  <a href="#Ogre_1_1D3D9RenderSystema13"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema14">shutdown</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Shutdown the renderer and cleanup resources.  <a href="#Ogre_1_1D3D9RenderSystema14"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema15">setAmbientLight</a> (float r, float g, float b)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the colour &amp; strength of the ambient (global directionless) light in the world.  <a href="#Ogre_1_1D3D9RenderSystema15"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema16">setShadingType</a> (<a class="el" href="namespaceOgre.html#a640">ShadeOptions</a> so)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the type of light shading required (default = Gouraud).  <a href="#Ogre_1_1D3D9RenderSystema16"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema17">setLightingEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not dynamic lighting is enabled.  <a href="#Ogre_1_1D3D9RenderSystema17"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema18">destroyRenderTarget</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destroys a render target of any sort.  <a href="#Ogre_1_1D3D9RenderSystema18"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema19">convertColourValue</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;colour, <a class="el" href="namespaceOgre.html#a412">uint32</a> *pDest)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Generates a packed data version of the passed in <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> suitable for use as with this <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a>.  <a href="#Ogre_1_1D3D9RenderSystema19"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema20">setStencilCheckEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Turns stencil buffer checking on or off.  <a href="#Ogre_1_1D3D9RenderSystema20"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema21">setStencilBufferParams</a> (<a class="el" href="namespaceOgre.html#a636">CompareFunction</a> func=CMPF_ALWAYS_PASS, <a class="el" href="namespaceOgre.html#a412">uint32</a> refValue=0, <a class="el" href="namespaceOgre.html#a412">uint32</a> mask=0xFFFFFFFF, <a class="el" href="namespaceOgre.html#a670">StencilOperation</a> stencilFailOp=SOP_KEEP, <a class="el" href="namespaceOgre.html#a670">StencilOperation</a> depthFailOp=SOP_KEEP, <a class="el" href="namespaceOgre.html#a670">StencilOperation</a> passOp=SOP_KEEP, bool twoSidedOperation=false)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This method allows you to set all the stencil buffer parameters in one call.  <a href="#Ogre_1_1D3D9RenderSystema21"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema22">setNormaliseNormals</a> (bool normalise)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not normals are to be automatically normalised.  <a href="#Ogre_1_1D3D9RenderSystema22"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema23">_useLights</a> (const <a class="el" href="namespaceOgre.html#a59">LightList</a> &amp;lights, unsigned short limit)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits).  <a href="#Ogre_1_1D3D9RenderSystema23"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema24">_setWorldMatrix</a> (const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;m)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the world transform matrix.  <a href="#Ogre_1_1D3D9RenderSystema24"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema25">_setViewMatrix</a> (const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;m)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the view transform matrix.  <a href="#Ogre_1_1D3D9RenderSystema25"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema26">_setProjectionMatrix</a> (const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;m)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the projection transform matrix.  <a href="#Ogre_1_1D3D9RenderSystema26"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema27">_setSurfaceParams</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;ambient, const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;diffuse, const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;specular, const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;emissive, <a class="el" href="namespaceOgre.html#a420">Real</a> shininess, <a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a> tracking)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the surface properties to be used for future rendering.  <a href="#Ogre_1_1D3D9RenderSystema27"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema28">_setTexture</a> (size_t unit, bool enabled, const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;texname)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the status of a single texture stage.  <a href="#Ogre_1_1D3D9RenderSystema28"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema29">_setTextureCoordSet</a> (size_t unit, size_t index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the texture coordinate set to use for a texture unit.  <a href="#Ogre_1_1D3D9RenderSystema29"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema30">_setTextureCoordCalculation</a> (size_t unit, <a class="el" href="namespaceOgre.html#a669">TexCoordCalcMethod</a> m, const <a class="el" href="classOgre_1_1Frustum.html">Frustum</a> *frustum=0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets a method for automatically calculating texture coordinates for a stage.  <a href="#Ogre_1_1D3D9RenderSystema30"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema31">_setTextureBlendMode</a> (size_t unit, const <a class="el" href="classOgre_1_1LayerBlendModeEx.html">LayerBlendModeEx</a> &amp;bm)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the texture blend modes from a <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> record.  <a href="#Ogre_1_1D3D9RenderSystema31"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema32">_setTextureAddressingMode</a> (size_t unit, <a class="el" href="classOgre_1_1TextureUnitState.html#Ogre_1_1TextureUnitStatew26">TextureUnitState::TextureAddressingMode</a> tam)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the texture addressing mode for a texture unit.  <a href="#Ogre_1_1D3D9RenderSystema32"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema33">_setTextureMatrix</a> (size_t unit, const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;xform)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the texture coordinate transformation matrix for a texture unit.  <a href="#Ogre_1_1D3D9RenderSystema33"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema34">_setSceneBlending</a> (<a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> sourceFactor, <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> destFactor)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the global blending factors for combining subsequent renders with the existing frame contents.  <a href="#Ogre_1_1D3D9RenderSystema34"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema35">_setAlphaRejectSettings</a> (<a class="el" href="namespaceOgre.html#a636">CompareFunction</a> func, unsigned char value)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the global alpha rejection approach for future renders.  <a href="#Ogre_1_1D3D9RenderSystema35"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema36">_setViewport</a> (<a class="el" href="classOgre_1_1Viewport.html">Viewport</a> *vp)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the provided viewport as the active one for future rendering operations.  <a href="#Ogre_1_1D3D9RenderSystema36"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema37">_beginFrame</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Signifies the beginning of a frame, ie the start of rendering on a single viewport.  <a href="#Ogre_1_1D3D9RenderSystema37"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema38">_endFrame</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Ends rendering of a frame to the current viewport.  <a href="#Ogre_1_1D3D9RenderSystema38"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema39">_setCullingMode</a> (<a class="el" href="namespaceOgre.html#a642">CullingMode</a> mode)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the culling mode for the render system based on the 'vertex winding'.  <a href="#Ogre_1_1D3D9RenderSystema39"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema40">_setDepthBufferParams</a> (bool depthTest=true, bool depthWrite=true, <a class="el" href="namespaceOgre.html#a636">CompareFunction</a> depthFunction=CMPF_LESS_EQUAL)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the mode of operation for depth buffer tests from this point onwards.  <a href="#Ogre_1_1D3D9RenderSystema40"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema41">_setDepthBufferCheckEnabled</a> (bool enabled=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not the depth buffer check is performed before a pixel write.  <a href="#Ogre_1_1D3D9RenderSystema41"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema42">_setColourBufferWriteEnabled</a> (bool red, bool green, bool blue, bool alpha)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not colour buffer writing is enabled, and for which channels.  <a href="#Ogre_1_1D3D9RenderSystema42"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema43">_setDepthBufferWriteEnabled</a> (bool enabled=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not the depth buffer is updated after a pixel write.  <a href="#Ogre_1_1D3D9RenderSystema43"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema44">_setDepthBufferFunction</a> (<a class="el" href="namespaceOgre.html#a636">CompareFunction</a> func=CMPF_LESS_EQUAL)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the comparison function for the depth buffer check.  <a href="#Ogre_1_1D3D9RenderSystema44"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema45">_setDepthBias</a> (<a class="el" href="namespaceOgre.html#a422">ushort</a> bias)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the depth bias, NB you should use the <a class="el" href="classOgre_1_1Material.html">Material</a> version of this.  <a href="#Ogre_1_1D3D9RenderSystema45"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema46">_setFog</a> (<a class="el" href="namespaceOgre.html#a641">FogMode</a> mode=FOG_NONE, const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;colour=<a class="el" href="classOgre_1_1ColourValue.html#Ogre_1_1ColourValues1">ColourValue::White</a>, <a class="el" href="namespaceOgre.html#a420">Real</a> expDensity=1.0, <a class="el" href="namespaceOgre.html#a420">Real</a> linearStart=0.0, <a class="el" href="namespaceOgre.html#a420">Real</a> linearEnd=1.0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the fogging mode for future geometry.  <a href="#Ogre_1_1D3D9RenderSystema46"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema47">_makeProjectionMatrix</a> (const <a class="el" href="classOgre_1_1Radian.html">Radian</a> &amp;fovy, <a class="el" href="namespaceOgre.html#a420">Real</a> aspect, <a class="el" href="namespaceOgre.html#a420">Real</a> nearPlane, <a class="el" href="namespaceOgre.html#a420">Real</a> farPlane, <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;dest, bool forGpuProgram=false)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Builds a perspective projection matrix suitable for this render system.  <a href="#Ogre_1_1D3D9RenderSystema47"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema48">_makeProjectionMatrix</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> left, <a class="el" href="namespaceOgre.html#a420">Real</a> right, <a class="el" href="namespaceOgre.html#a420">Real</a> bottom, <a class="el" href="namespaceOgre.html#a420">Real</a> top, <a class="el" href="namespaceOgre.html#a420">Real</a> nearPlane, <a class="el" href="namespaceOgre.html#a420">Real</a> farPlane, <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;dest, bool forGpuProgram=false)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Builds a perspective projection matrix for the case when frustum is not centered around camera.  <a href="#Ogre_1_1D3D9RenderSystema48"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema49">_makeOrthoMatrix</a> (const <a class="el" href="classOgre_1_1Radian.html">Radian</a> &amp;fovy, <a class="el" href="namespaceOgre.html#a420">Real</a> aspect, <a class="el" href="namespaceOgre.html#a420">Real</a> nearPlane, <a class="el" href="namespaceOgre.html#a420">Real</a> farPlane, <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;dest, bool forGpuProgram=false)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Builds an orthographic projection matrix suitable for this render system.  <a href="#Ogre_1_1D3D9RenderSystema49"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema50">_applyObliqueDepthProjection</a> (<a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;matrix, const <a class="el" href="classOgre_1_1Plane.html">Plane</a> &amp;plane, bool forGpuProgram)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Update a perspective projection matrix to use 'oblique depth projection'.  <a href="#Ogre_1_1D3D9RenderSystema50"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema51">_setRasterisationMode</a> (<a class="el" href="namespaceOgre.html#a645">SceneDetailLevel</a> level)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets how to rasterise triangles, as points, wireframe or solid polys.  <a href="#Ogre_1_1D3D9RenderSystema51"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema52">_setTextureUnitFiltering</a> (size_t unit, <a class="el" href="namespaceOgre.html#a638">FilterType</a> ftype, <a class="el" href="namespaceOgre.html#a639">FilterOptions</a> filter)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets a single filter for a given texture unit.  <a href="#Ogre_1_1D3D9RenderSystema52"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema53">_setTextureLayerAnisotropy</a> (size_t unit, unsigned int maxAnisotropy)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the maximal anisotropy for the specified texture unit.  <a href="#Ogre_1_1D3D9RenderSystema53"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema54">setVertexDeclaration</a> (<a class="el" href="classOgre_1_1VertexDeclaration.html">VertexDeclaration</a> *decl)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the current vertex declaration, ie the source of vertex data.  <a href="#Ogre_1_1D3D9RenderSystema54"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema55">setVertexBufferBinding</a> (<a class="el" href="classOgre_1_1VertexBufferBinding.html">VertexBufferBinding</a> *binding)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the current vertex buffer binding state.  <a href="#Ogre_1_1D3D9RenderSystema55"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema56">_render</a> (const <a class="el" href="classOgre_1_1RenderOperation.html">RenderOperation</a> &amp;op)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Render something to the active viewport.  <a href="#Ogre_1_1D3D9RenderSystema56"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema57">bindGpuProgram</a> (<a class="el" href="classOgre_1_1GpuProgram.html">GpuProgram</a> *prg)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Binds a given <a class="el" href="classOgre_1_1GpuProgram.html">GpuProgram</a> (but not the parameters).  <a href="#Ogre_1_1D3D9RenderSystema57"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema58">unbindGpuProgram</a> (<a class="el" href="namespaceOgre.html#a652">GpuProgramType</a> gptype)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Unbinds GpuPrograms of a given GpuProgramType.  <a href="#Ogre_1_1D3D9RenderSystema58"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema59">bindGpuProgramParameters</a> (<a class="el" href="namespaceOgre.html#a652">GpuProgramType</a> gptype, <a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a> <a class="el" href="OgreGLPrerequisites_8h.html#a72">params</a>)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Bind Gpu program parameters.  <a href="#Ogre_1_1D3D9RenderSystema59"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema60">setClipPlanes</a> (const <a class="el" href="namespaceOgre.html#a410">PlaneList</a> &amp;clipPlanes)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">See <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a>.  <a href="#Ogre_1_1D3D9RenderSystema60"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema61">setScissorTest</a> (bool enabled, size_t left=0, size_t top=0, size_t right=800, size_t bottom=600)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the 'scissor region' ie the region of the target in which rendering can take place.  <a href="#Ogre_1_1D3D9RenderSystema61"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema62">clearFrameBuffer</a> (unsigned int buffers, const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;colour=<a class="el" href="classOgre_1_1ColourValue.html#Ogre_1_1ColourValues0">ColourValue::Black</a>, <a class="el" href="namespaceOgre.html#a420">Real</a> depth=1.0f, unsigned short stencil=0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clears one or more frame buffers on the active render target.  <a href="#Ogre_1_1D3D9RenderSystema62"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema63">setClipPlane</a> (<a class="el" href="namespaceOgre.html#a422">ushort</a> index, <a class="el" href="namespaceOgre.html#a420">Real</a> A, <a class="el" href="namespaceOgre.html#a420">Real</a> B, <a class="el" href="namespaceOgre.html#a420">Real</a> C, <a class="el" href="namespaceOgre.html#a420">Real</a> D)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set a clipping plane.  <a href="#Ogre_1_1D3D9RenderSystema63"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema64">enableClipPlane</a> (<a class="el" href="namespaceOgre.html#a422">ushort</a> index, bool enable)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable the clipping plane.  <a href="#Ogre_1_1D3D9RenderSystema64"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1HardwareOcclusionQuery.html">HardwareOcclusionQuery</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema65">createHardwareOcclusionQuery</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema66">getHorizontalTexelOffset</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem.  <a href="#Ogre_1_1D3D9RenderSystema66"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema67">getVerticalTexelOffset</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem.  <a href="#Ogre_1_1D3D9RenderSystema67"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema68">getMinimumDepthInputValue</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the minimum (closest) depth value to be used when rendering using identity transforms.  <a href="#Ogre_1_1D3D9RenderSystema68"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema69">getMaximumDepthInputValue</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the maximum (farthest) depth value to be used when rendering using identity transforms.  <a href="#Ogre_1_1D3D9RenderSystema69"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema70">restoreLostDevice</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">D3D specific method to restore a lost device.  <a href="#Ogre_1_1D3D9RenderSystema70"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema71">isDeviceLost</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">D3D specific method to return whether the device has been lost.  <a href="#Ogre_1_1D3D9RenderSystema71"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystema72">_notifyDeviceLost</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Notify that a device has been lost.  <a href="#Ogre_1_1D3D9RenderSystema72"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema12">setWBufferEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not W-buffers are enabled if they are avalible for this renderer.  <a href="#Ogre_1_1RenderSystema12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema13">getWBufferEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if the renderer will try to use W-buffers when avalible.  <a href="#Ogre_1_1RenderSystema13"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema16">destroyRenderWindow</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destroys a render window.  <a href="#Ogre_1_1RenderSystema16"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema17">destroyRenderTexture</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destroys a render texture.  <a href="#Ogre_1_1RenderSystema17"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema19">attachRenderTarget</a> (<a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> &amp;target)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Attaches the passed render target to the render system.  <a href="#Ogre_1_1RenderSystema19"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema20">getRenderTarget</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found.  <a href="#Ogre_1_1RenderSystema20"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema21">detachRenderTarget</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Detaches the render target with the passed name from the render system and returns a pointer to it.  <a href="#Ogre_1_1RenderSystema21"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema23">setWaitForVerticalBlank</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.  <a href="#Ogre_1_1RenderSystema23"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema24">getWaitForVerticalBlank</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if the system is synchronising frames with the monitor vertical blank.  <a href="#Ogre_1_1RenderSystema24"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema27">_setWorldMatrices</a> (const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> *m, unsigned short count)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets multiple world matrices (vertex blending).  <a href="#Ogre_1_1RenderSystema27"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema30">_setTextureUnitSettings</a> (size_t texUnit, <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> &amp;tl)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Utility function for setting all the properties of a texture unit at once.  <a href="#Ogre_1_1RenderSystema30"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema31">_disableTextureUnit</a> (size_t texUnit)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Turns off a texture unit.  <a href="#Ogre_1_1RenderSystema31"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema32">_disableTextureUnitsFrom</a> (size_t texUnit)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Disables all texture units from the given unit upwards.  <a href="#Ogre_1_1RenderSystema32"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema38">_setTextureUnitFiltering</a> (size_t unit, <a class="el" href="namespaceOgre.html#a639">FilterOptions</a> minFilter, <a class="el" href="namespaceOgre.html#a639">FilterOptions</a> magFilter, <a class="el" href="namespaceOgre.html#a639">FilterOptions</a> mipFilter)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the filtering options for a given texture unit.  <a href="#Ogre_1_1RenderSystema38"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="classOgre_1_1Viewport.html">Viewport</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema48">_getViewport</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current active viewport for rendering.  <a href="#Ogre_1_1RenderSystema48"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="namespaceOgre.html#a642">CullingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema50">_getCullingMode</a> (void) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema58">_beginGeometryCount</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a> will keep a count of tris rendered, this resets the count.  <a href="#Ogre_1_1RenderSystema58"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual unsigned int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema59">_getFaceCount</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reports the number of tris rendered since the last _beginGeometryCount call.  <a href="#Ogre_1_1RenderSystema59"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual unsigned int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema60">_getVertexCount</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reports the number of vertices passed to the renderer since the last _beginGeometryCount call.  <a href="#Ogre_1_1RenderSystema60"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1RenderSystemCapabilities.html">RenderSystemCapabilities</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema73">getCapabilities</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the capabilities of the render system.  <a href="#Ogre_1_1RenderSystema73"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema78">_initRenderTargets</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Utility method for initialising all render targets attached to this rendering system.  <a href="#Ogre_1_1RenderSystema78"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema79">_notifyCameraRemoved</a> (const <a class="el" href="classOgre_1_1Camera.html">Camera</a> *cam)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Utility method to notify all render targets that a camera has been removed, incase they were referring to it as their viewer.  <a href="#Ogre_1_1RenderSystema79"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema80">_updateAllRenderTargets</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for updating all render targets attached to this rendering system.  <a href="#Ogre_1_1RenderSystema80"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema81">setClipPlane</a> (<a class="el" href="namespaceOgre.html#a422">ushort</a> index, const <a class="el" href="classOgre_1_1Plane.html">Plane</a> &amp;p)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set a clipping plane.  <a href="#Ogre_1_1RenderSystema81"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema84">setInvertVertexWinding</a> (bool invert)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections.  <a href="#Ogre_1_1RenderSystema84"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a442">RenderTargetMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp0">mRenderTargets</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The render targets.  <a href="#Ogre_1_1RenderSystemp0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a443">RenderTargetPriorityMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp1">mPrioritisedRenderTargets</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The render targets, ordered by priority.  <a href="#Ogre_1_1RenderSystemp1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp2">mActiveRenderTarget</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Active render target.  <a href="#Ogre_1_1RenderSystemp2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1TextureManager.html">TextureManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp3">mTextureManager</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1RenderSystemCapabilities.html">RenderSystemCapabilities</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp4">mCapabilities</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Used to store the capabilities of the graphics card.  <a href="#Ogre_1_1RenderSystemp4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Viewport.html">Viewport</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp5">mActiveViewport</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a642">CullingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp6">mCullingMode</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp7">mVSync</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp8">mWBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>size_t&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp9">mFaceCount</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>size_t&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp10">mVertexCount</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp11">mWorldMatrices</a> [256]</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Saved set of world matrices.  <a href="#Ogre_1_1RenderSystemp11"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp12">mInvertVertexWinding</a></td></tr>

<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="classOgre_1_1D3D9RenderWindow.html">D3D9RenderWindow</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemy0">SecondaryWindowList</a></td></tr>

<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9DriverList.html">D3D9DriverList</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd0">getDirect3DDrivers</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd1">refreshD3DSettings</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd2">compareDecls</a> (D3DVERTEXELEMENT9 *pDecl1, D3DVERTEXELEMENT9 *pDecl2, size_t size)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd3">initInputDevices</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd4">processInputDevices</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd5">setD3D9Light</a> (size_t index, <a class="el" href="classOgre_1_1Light.html">Light</a> *light)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>HRESULT&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd6">__SetRenderState</a> (D3DRENDERSTATETYPE state, DWORD value)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>HRESULT&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd7">__SetSamplerState</a> (DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>HRESULT&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd8">__SetTextureStageState</a> (DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>DWORD&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd9">_getCurrentAnisotropy</a> (size_t unit)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return anisotropy level  <a href="#Ogre_1_1D3D9RenderSystemd9"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd10">_checkMultiSampleQuality</a> (D3DMULTISAMPLE_TYPE type, DWORD *outQuality, D3DFORMAT format, UINT adapterNum, D3DDEVTYPE deviceType, BOOL fullScreen)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">check if a FSAA is supported  <a href="#Ogre_1_1D3D9RenderSystemd10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd11">_setFSAA</a> (D3DMULTISAMPLE_TYPE type, DWORD qualityLevel)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set FSAA  <a href="#Ogre_1_1D3D9RenderSystemd11"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd12">initCapabilities</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for populating the capabilities structure.  <a href="#Ogre_1_1D3D9RenderSystemd12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd13">convertVertexShaderCaps</a> (void)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemd14">convertPixelShaderCaps</a> (void)</td></tr>

<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>LPDIRECT3D9&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr0">mpD3D</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Direct3D.  <a href="#Ogre_1_1D3D9RenderSystemr0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>LPDIRECT3DDEVICE9&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr1">mpD3DDevice</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Direct3D rendering device.  <a href="#Ogre_1_1D3D9RenderSystemr1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a114">ConfigOptionMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr2">mOptions</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>D3DMULTISAMPLE_TYPE&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr3">mFSAAType</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">full-screen multisampling antialiasing type  <a href="#Ogre_1_1D3D9RenderSystemr3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>DWORD&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr4">mFSAAQuality</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">full-screen multisampling antialiasing level  <a href="#Ogre_1_1D3D9RenderSystemr4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>HWND&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr5">mExternalHandle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">external window handle ;)  <a href="#Ogre_1_1D3D9RenderSystemr5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>HINSTANCE&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr6">mhInstance</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">instance  <a href="#Ogre_1_1D3D9RenderSystemr6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9DriverList.html">D3D9DriverList</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr7">mDriverList</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of D3D drivers installed (video cards).  <a href="#Ogre_1_1D3D9RenderSystemr7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9Driver.html">D3D9Driver</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr8">mActiveD3DDriver</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Currently active driver.  <a href="#Ogre_1_1D3D9RenderSystemr8"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>D3DCAPS9&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr9">mCaps</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Device caps.  <a href="#Ogre_1_1D3D9RenderSystemr9"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="structOgre_1_1D3D9RenderSystem_1_1sD3DTextureStageDesc.html">Ogre::D3D9RenderSystem::sD3DTextureStageDesc</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr10">mTexStageDesc</a> [OGRE_MAX_TEXTURE_LAYERS]</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">structure holding texture unit settings for every stage  <a href="#Ogre_1_1D3D9RenderSystemr10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Light.html">Light</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr11">mLights</a> [MAX_LIGHTS]</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9HardwareBufferManager.html">D3D9HardwareBufferManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr12">mHardwareBufferManager</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9GpuProgramManager.html">D3D9GpuProgramManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr13">mGpuProgramManager</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>size_t&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr14">mLastVertexSourceCount</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned short&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr15">mCurrentLights</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr16">mViewMatrix</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Saved last view matrix.  <a href="#Ogre_1_1D3D9RenderSystemr16"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9RenderWindow.html">D3D9RenderWindow</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr17">mPrimaryWindow</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Primary window, the one used to create the device.  <a href="#Ogre_1_1D3D9RenderSystemr17"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemy0">SecondaryWindowList</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr18">mSecondaryWindows</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr19">mDeviceLost</a></td></tr>

</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Implementation of DirectX9 as a rendering system. 
<p>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00050">50</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemy0" doxytag="Ogre::D3D9RenderSystem::SecondaryWindowList" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="classOgre_1_1D3D9RenderWindow.html">D3D9RenderWindow</a>*&gt; <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemy0">Ogre::D3D9RenderSystem::SecondaryWindowList</a><code> [private]</code>
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      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00141">141</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema0" doxytag="Ogre::D3D9RenderSystem::D3D9RenderSystem" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::D3D9RenderSystem::D3D9RenderSystem </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">HINSTANCE&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>hInstance</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema1" doxytag="Ogre::D3D9RenderSystem::~D3D9RenderSystem" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::D3D9RenderSystem::~<a class="el" href="classOgre_1_1D3D9RenderSystem.html">D3D9RenderSystem</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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      &nbsp;
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    <td>

<p>
    </td>
  </tr>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd6" doxytag="Ogre::D3D9RenderSystem::__SetRenderState" ></a><p>
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          <td class="md" nowrap valign="top"> HRESULT Ogre::D3D9RenderSystem::__SetRenderState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">D3DRENDERSTATETYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>state</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em></td>
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        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd7" doxytag="Ogre::D3D9RenderSystem::__SetSamplerState" ></a><p>
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          <td class="md" nowrap valign="top"> HRESULT Ogre::D3D9RenderSystem::__SetSamplerState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>sampler</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>D3DSAMPLERSTATETYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>type</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em></td>
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        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd8" doxytag="Ogre::D3D9RenderSystem::__SetTextureStageState" ></a><p>
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          <td class="md" nowrap valign="top"> HRESULT Ogre::D3D9RenderSystem::__SetTextureStageState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>stage</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>D3DTEXTURESTAGESTATETYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>type</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema50" doxytag="Ogre::D3D9RenderSystem::_applyObliqueDepthProjection" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_applyObliqueDepthProjection </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>matrix</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1Plane.html">Plane</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>plane</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>forGpuProgram</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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<p>
Update a perspective projection matrix to use 'oblique depth projection'. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This method can be used to change the nature of a perspective transform in order to make the near plane not perpendicular to the camera view direction, but to be at some different orientation. This can be useful for performing arbitrary clipping (e.g. to a reflection plane) which could otherwise only be done using user clip planes, which are more expensive, and not necessarily supported on all cards. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>matrix</em>&nbsp;</td><td>The existing projection matrix. Note that this must be a perspective transform (not orthographic), and must not have already been altered by this method. The matrix will be altered in-place. </td></tr>
    <tr><td valign=top><em>plane</em>&nbsp;</td><td>The plane which is to be used as the clipping plane. This plane must be in CAMERA (view) space. </td></tr>
    <tr><td valign=top><em>forGpuProgram</em>&nbsp;</td><td>Is this for use with a Gpu program or fixed-function</td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema65">Ogre::RenderSystem</a>.    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema37" doxytag="Ogre::D3D9RenderSystem::_beginFrame" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_beginFrame </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Signifies the beginning of a frame, ie the start of rendering on a single viewport. 
<p>
Will occur several times per complete frame if multiple viewports exist. 
<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema45">Ogre::RenderSystem</a>.    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1RenderSystema58" doxytag="Ogre::D3D9RenderSystem::_beginGeometryCount" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_beginGeometryCount </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
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<p>
The <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a> will keep a count of tris rendered, this resets the count. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd10" doxytag="Ogre::D3D9RenderSystem::_checkMultiSampleQuality" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::D3D9RenderSystem::_checkMultiSampleQuality </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">D3DMULTISAMPLE_TYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>type</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>DWORD *&nbsp;</td>
          <td class="mdname" nowrap> <em>outQuality</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>D3DFORMAT&nbsp;</td>
          <td class="mdname" nowrap> <em>format</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>UINT&nbsp;</td>
          <td class="mdname" nowrap> <em>adapterNum</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>D3DDEVTYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>deviceType</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>BOOL&nbsp;</td>
          <td class="mdname" nowrap> <em>fullScreen</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<p>
check if a FSAA is supported 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema31" doxytag="Ogre::D3D9RenderSystem::_disableTextureUnit" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_disableTextureUnit </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>texUnit</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

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  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Turns off a texture unit. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema32" doxytag="Ogre::D3D9RenderSystem::_disableTextureUnitsFrom" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_disableTextureUnitsFrom </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>texUnit</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

      </table>
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  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Disables all texture units from the given unit upwards. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema38" doxytag="Ogre::D3D9RenderSystem::_endFrame" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_endFrame </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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      &nbsp;
    </td>
    <td>

<p>
Ends rendering of a frame to the current viewport. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema46">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema50" doxytag="Ogre::D3D9RenderSystem::_getCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> virtual <a class="el" href="namespaceOgre.html#a642">CullingMode</a> Ogre::RenderSystem::_getCullingMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual, inherited]</code></td>
        </tr>

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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd9" doxytag="Ogre::D3D9RenderSystem::_getCurrentAnisotropy" ></a><p>
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          <td class="md" nowrap valign="top"> DWORD Ogre::D3D9RenderSystem::_getCurrentAnisotropy </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>unit</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
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      &nbsp;
    </td>
    <td>

<p>
return anisotropy level 
<p>
    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1RenderSystema59" doxytag="Ogre::D3D9RenderSystem::_getFaceCount" ></a><p>
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          <td class="md" nowrap valign="top"> virtual unsigned int Ogre::RenderSystem::_getFaceCount </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual, inherited]</code></td>
        </tr>

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  </tr>
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    <td>

<p>
Reports the number of tris rendered since the last _beginGeometryCount call. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema60" doxytag="Ogre::D3D9RenderSystem::_getVertexCount" ></a><p>
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          <td class="md" nowrap valign="top"> virtual unsigned int Ogre::RenderSystem::_getVertexCount </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual, inherited]</code></td>
        </tr>

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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema48" doxytag="Ogre::D3D9RenderSystem::_getViewport" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> virtual <a class="el" href="classOgre_1_1Viewport.html">Viewport</a>* Ogre::RenderSystem::_getViewport </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Get the current active viewport for rendering. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema78" doxytag="Ogre::D3D9RenderSystem::_initRenderTargets" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_initRenderTargets </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Utility method for initialising all render targets attached to this rendering system. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema49" doxytag="Ogre::D3D9RenderSystem::_makeOrthoMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_makeOrthoMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Radian.html">Radian</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>fovy</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>aspect</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>nearPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>farPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>dest</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>forGpuProgram</em> = false</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

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<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Builds an orthographic projection matrix suitable for this render system. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema64">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema48" doxytag="Ogre::D3D9RenderSystem::_makeProjectionMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_makeProjectionMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>left</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>right</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>bottom</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>top</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>nearPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>farPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>dest</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>forGpuProgram</em> = false</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Builds a perspective projection matrix for the case when frustum is not centered around camera. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd><a class="el" href="classOgre_1_1Viewport.html">Viewport</a> coordinates are in camera coordinate frame, i.e. camera is at the origin. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema63">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema47" doxytag="Ogre::D3D9RenderSystem::_makeProjectionMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_makeProjectionMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Radian.html">Radian</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>fovy</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>aspect</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>nearPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>farPlane</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>dest</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>forGpuProgram</em> = false</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
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<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Builds a perspective projection matrix suitable for this render system. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema62">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema79" doxytag="Ogre::D3D9RenderSystem::_notifyCameraRemoved" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_notifyCameraRemoved </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Camera.html">Camera</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>cam</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

      </table>
    </td>
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      &nbsp;
    </td>
    <td>

<p>
Utility method to notify all render targets that a camera has been removed, incase they were referring to it as their viewer. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema72" doxytag="Ogre::D3D9RenderSystem::_notifyDeviceLost" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_notifyDeviceLost </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
  </tr>
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  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Notify that a device has been lost. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema56" doxytag="Ogre::D3D9RenderSystem::_render" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_render </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1RenderOperation.html">RenderOperation</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>op</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Render something to the active viewport. 
<p>
Low-level rendering interface to perform rendering operations. Unlikely to be used directly by client applications, since the <a class="el" href="classOgre_1_1SceneManager.html">SceneManager</a> and various support classes will be responsible for calling this method. Can only be called between _beginScene and _endScene<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>op</em>&nbsp;</td><td>A rendering operation instance, which contains details of the operation to be performed. </td></tr>
  </table>
</dl>

<p>
Reimplemented from <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema72">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema35" doxytag="Ogre::D3D9RenderSystem::_setAlphaRejectSettings" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setAlphaRejectSettings </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>func</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned char&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the global alpha rejection approach for future renders. 
<p>
By default images are rendered regardless of texture alpha. This method lets you change that. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>func</em>&nbsp;</td><td>The comparison function which must pass for a pixel to be written. </td></tr>
    <tr><td valign=top><em>val</em>&nbsp;</td><td>The value to compare each pixels alpha value to (0-255) </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema44">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema42" doxytag="Ogre::D3D9RenderSystem::_setColourBufferWriteEnabled" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setColourBufferWriteEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>red</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>green</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>blue</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>alpha</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not colour buffer writing is enabled, and for which channels. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>For some advanced effects, you may wish to turn off the writing of certain colour channels, or even all of the colour channels so that only the depth buffer is updated in a rendering pass. However, the chances are that you really want to use this option through the <a class="el" href="classOgre_1_1Material.html">Material</a> class. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>red,green,blue,alpha</em>&nbsp;</td><td>Whether writing is enabled for each of the 4 colour channels. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema55">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema39" doxytag="Ogre::D3D9RenderSystem::_setCullingMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setCullingMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a642">CullingMode</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>mode</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the culling mode for the render system based on the 'vertex winding'. 
<p>
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. 
<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema49">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema45" doxytag="Ogre::D3D9RenderSystem::_setDepthBias" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setDepthBias </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>bias</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the depth bias, NB you should use the <a class="el" href="classOgre_1_1Material.html">Material</a> version of this. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>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.). </dd></dl>
<dl compact><dt><b></b></dt><dd>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. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>bias</em>&nbsp;</td><td>The bias value, should be between 0 and 16. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema56">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema41" doxytag="Ogre::D3D9RenderSystem::_setDepthBufferCheckEnabled" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setDepthBufferCheckEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em> = true          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not the depth buffer check is performed before a pixel write. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema52">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema44" doxytag="Ogre::D3D9RenderSystem::_setDepthBufferFunction" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setDepthBufferFunction </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>func</em> = CMPF_LESS_EQUAL          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the comparison function for the depth buffer check. 
<p>
Advanced use only - allows you to choose the function applied to compare the depth values of new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled (see _setDepthBufferCheckEnabled) <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>func</em>&nbsp;</td><td>The comparison between the new depth and the existing depth which must return true for the new pixel to be written. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema54">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema40" doxytag="Ogre::D3D9RenderSystem::_setDepthBufferParams" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setDepthBufferParams </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>depthTest</em> = true, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>depthWrite</em> = true, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>depthFunction</em> = CMPF_LESS_EQUAL</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the mode of operation for depth buffer tests from this point onwards. 
<p>
Sometimes you may wish to alter the behaviour of the depth buffer to achieve special effects. Because it's unlikely that you'll set these options for an entire frame, but rather use them to tweak settings between rendering objects, this is an internal method (indicated by the '_' prefix) which will be used by a <a class="el" href="classOgre_1_1SceneManager.html">SceneManager</a> implementation rather than directly from the client application. If this method is never called the settings are automatically the same as the default parameters. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>depthTest</em>&nbsp;</td><td>If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written. </td></tr>
    <tr><td valign=top><em>depthWrite</em>&nbsp;</td><td>If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written. </td></tr>
    <tr><td valign=top><em>depthFunction</em>&nbsp;</td><td>Sets the function required for the depth test. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema51">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema43" doxytag="Ogre::D3D9RenderSystem::_setDepthBufferWriteEnabled" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setDepthBufferWriteEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em> = true          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not the depth buffer is updated after a pixel write. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema53">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema46" doxytag="Ogre::D3D9RenderSystem::_setFog" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setFog </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a641">FogMode</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>mode</em> = FOG_NONE, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>colour</em> = <a class="el" href="classOgre_1_1ColourValue.html#Ogre_1_1ColourValues1">ColourValue::White</a>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>expDensity</em> = 1.0, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>linearStart</em> = 0.0, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>linearEnd</em> = 1.0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the fogging mode for future geometry. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>mode</em>&nbsp;</td><td>Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off. </td></tr>
    <tr><td valign=top><em>colour</em>&nbsp;</td><td>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. </td></tr>
    <tr><td valign=top><em>expDensity</em>&nbsp;</td><td>The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 1. i.e. completely opaque, lower values can mean that fog never completely obscures the scene. </td></tr>
    <tr><td valign=top><em>linearStart</em>&nbsp;</td><td>Distance at which linear fog starts to encroach. The distance must be passed as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR. </td></tr>
    <tr><td valign=top><em>linearEnd</em>&nbsp;</td><td>Distance at which linear fog becomes completely opaque.The distance must be passed as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema57">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd11" doxytag="Ogre::D3D9RenderSystem::_setFSAA" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setFSAA </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">D3DMULTISAMPLE_TYPE&nbsp;</td>
          <td class="mdname" nowrap> <em>type</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>DWORD&nbsp;</td>
          <td class="mdname" nowrap> <em>qualityLevel</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
set FSAA 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema26" doxytag="Ogre::D3D9RenderSystem::_setProjectionMatrix" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setProjectionMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>m</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the projection transform matrix. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema29">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema51" doxytag="Ogre::D3D9RenderSystem::_setRasterisationMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setRasterisationMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a645">SceneDetailLevel</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>level</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets how to rasterise triangles, as points, wireframe or solid polys. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema66">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema34" doxytag="Ogre::D3D9RenderSystem::_setSceneBlending" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setSceneBlending </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>sourceFactor</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>destFactor</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the global blending factors for combining subsequent renders with the existing frame contents. 
<p>
The result of the blending operation is: <p>
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. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>sourceFactor</em>&nbsp;</td><td>The source factor in the above calculation, i.e. multiplied by the texture colour components. </td></tr>
    <tr><td valign=top><em>destFactor</em>&nbsp;</td><td>The destination factor in the above calculation, i.e. multiplied by the pixel colour components. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema43">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema27" doxytag="Ogre::D3D9RenderSystem::_setSurfaceParams" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setSurfaceParams </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>ambient</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>diffuse</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>specular</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>emissive</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>shininess</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>tracking</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the surface properties to be used for future rendering. 
<p>
This method sets the the properties of the surfaces of objects to be rendered after it. In this context these surface properties are the amount of each type of light the object reflects (determining it's colour under different types of light), whether it emits light itself, and how shiny it is. Textures are not dealt with here, see the _setTetxure method for details. This method is used by _setMaterial so does not need to be called direct if that method is being used.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>ambient</em>&nbsp;</td><td>The amount of ambient (sourceless and directionless) light an object reflects. Affected by the colour/amount of ambient light in the scene. </td></tr>
    <tr><td valign=top><em>diffuse</em>&nbsp;</td><td>The amount of light from directed sources that is reflected (affected by colour/amount of point, directed and spot light sources) </td></tr>
    <tr><td valign=top><em>specular</em>&nbsp;</td><td>The amount of specular light reflected. This is also affected by directed light sources but represents the colour at the highlights of the object. </td></tr>
    <tr><td valign=top><em>emissive</em>&nbsp;</td><td>The colour of light emitted from the object. Note that this will make an object seem brighter and not dependent on lights in the scene, but it will not act as a light, so will not illuminate other objects. Use a light attached to the same <a class="el" href="classOgre_1_1SceneNode.html">SceneNode</a> as the object for this purpose. </td></tr>
    <tr><td valign=top><em>shininess</em>&nbsp;</td><td>A value which only has an effect on specular highlights (so specular must be non-black). The higher this value, the smaller and crisper the specular highlights will be, imitating a more highly polished surface. This value is not constrained to 0.0-1.0, in fact it is likely to be more (10.0 gives a modest sheen to an object). </td></tr>
    <tr><td valign=top><em>tracking</em>&nbsp;</td><td>A bit field that describes which of the ambient, diffuse, specular and emissive colours follow the vertex colour of the primitive. When a bit in this field is set its <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property tracking the vertex colours. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema33">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema28" doxytag="Ogre::D3D9RenderSystem::_setTexture" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTexture </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>enabled</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>texname</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the status of a single texture stage. 
<p>
Sets the details of a texture stage, to be used for all primitives rendered afterwards. User processes would not normally call this direct unless rendering primitives themselves - the <a class="el" href="classOgre_1_1SubEntity.html">SubEntity</a> class is designed to manage materials for objects. Note that this method is called by _setMaterial.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td>The index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::numTextureUnits) </td></tr>
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>Boolean to turn the unit on/off </td></tr>
    <tr><td valign=top><em>texname</em>&nbsp;</td><td>The name of the texture to use - this should have already been loaded with <a class="el" href="classOgre_1_1TextureManager.html#Ogre_1_1TextureManagera2">TextureManager::load</a>. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema34">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema32" doxytag="Ogre::D3D9RenderSystem::_setTextureAddressingMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureAddressingMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1TextureUnitState.html#Ogre_1_1TextureUnitStatew26">TextureUnitState::TextureAddressingMode</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>tam</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the texture addressing mode for a texture unit. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema41">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema31" doxytag="Ogre::D3D9RenderSystem::_setTextureBlendMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureBlendMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1LayerBlendModeEx.html">LayerBlendModeEx</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>bm</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the texture blend modes from a <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> record. 
<p>
Meant for use internally only - apps should use the <a class="el" href="classOgre_1_1Material.html">Material</a> and <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> classes. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td><a class="el" href="classOgre_1_1Texture.html">Texture</a> unit as above </td></tr>
    <tr><td valign=top><em>bm</em>&nbsp;</td><td>Details of the blending mode </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema37">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema30" doxytag="Ogre::D3D9RenderSystem::_setTextureCoordCalculation" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureCoordCalculation </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a669">TexCoordCalcMethod</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>m</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1Frustum.html">Frustum</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>frustum</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets a method for automatically calculating texture coordinates for a stage. 
<p>
Should not be used by apps - for use by <a class="el" href="namespaceOgre.html">Ogre</a> only. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td><a class="el" href="classOgre_1_1Texture.html">Texture</a> unit as above </td></tr>
    <tr><td valign=top><em>m</em>&nbsp;</td><td>Calculation method to use </td></tr>
    <tr><td valign=top><em>frustum</em>&nbsp;</td><td>Optional <a class="el" href="classOgre_1_1Frustum.html">Frustum</a> param, only used for projective effects </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema36">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema29" doxytag="Ogre::D3D9RenderSystem::_setTextureCoordSet" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureCoordSet </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the texture coordinate set to use for a texture unit. 
<p>
Meant for use internally - not generally used directly by apps - the <a class="el" href="classOgre_1_1Material.html">Material</a> and <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> classes let you manage textures far more easily.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td><a class="el" href="classOgre_1_1Texture.html">Texture</a> unit as above </td></tr>
    <tr><td valign=top><em>index</em>&nbsp;</td><td>The index of the texture coordinate set to use. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema35">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema53" doxytag="Ogre::D3D9RenderSystem::_setTextureLayerAnisotropy" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureLayerAnisotropy </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>maxAnisotropy</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the maximal anisotropy for the specified texture unit. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema40">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema33" doxytag="Ogre::D3D9RenderSystem::_setTextureMatrix" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>xform</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the texture coordinate transformation matrix for a texture unit. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td><a class="el" href="classOgre_1_1Texture.html">Texture</a> unit to affect </td></tr>
    <tr><td valign=top><em>xform</em>&nbsp;</td><td>The 4x4 matrix </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema42">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema38" doxytag="Ogre::D3D9RenderSystem::_setTextureUnitFiltering" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_setTextureUnitFiltering </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a639">FilterOptions</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>minFilter</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a639">FilterOptions</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>magFilter</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a639">FilterOptions</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>mipFilter</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual, inherited]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the filtering options for a given texture unit. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td>The texture unit to set the filtering options for </td></tr>
    <tr><td valign=top><em>minFilter</em>&nbsp;</td><td>The filter used when a texture is reduced in size </td></tr>
    <tr><td valign=top><em>magFilter</em>&nbsp;</td><td>The filter used when a texture is magnified </td></tr>
    <tr><td valign=top><em>mipFilter</em>&nbsp;</td><td>The filter used between mipmap levels, FO_NONE disables mipmapping </td></tr>
  </table>
</dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema52" doxytag="Ogre::D3D9RenderSystem::_setTextureUnitFiltering" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setTextureUnitFiltering </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>unit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a638">FilterType</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>ftype</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a639">FilterOptions</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>filter</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

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    </td>
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    <td>

<p>
Sets a single filter for a given texture unit. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>unit</em>&nbsp;</td><td>The texture unit to set the filtering options for </td></tr>
    <tr><td valign=top><em>ftype</em>&nbsp;</td><td>The filter type </td></tr>
    <tr><td valign=top><em>filter</em>&nbsp;</td><td>The filter to be used </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema39">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema30" doxytag="Ogre::D3D9RenderSystem::_setTextureUnitSettings" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_setTextureUnitSettings </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>texUnit</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>tl</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual, inherited]</code></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Utility function for setting all the properties of a texture unit at once. 
<p>
This method is also worth using over the individual texture unit settings because it only sets those settings which are different from the current settings for this unit, thus minimising render state changes.     </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema25" doxytag="Ogre::D3D9RenderSystem::_setViewMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setViewMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>m</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Sets the view transform matrix. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema28">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema36" doxytag="Ogre::D3D9RenderSystem::_setViewport" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setViewport </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Viewport.html">Viewport</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>vp</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

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    </td>
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    </td>
    <td>

<p>
Sets the provided viewport as the active one for future rendering operations. 
<p>
This viewport is aware of it's own camera and render target. Must be implemented by subclass.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>target</em>&nbsp;</td><td>Pointer to the appropriate viewport. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema47">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema27" doxytag="Ogre::D3D9RenderSystem::_setWorldMatrices" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_setWorldMatrices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>m</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned short&nbsp;</td>
          <td class="mdname" nowrap> <em>count</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual, inherited]</code></td>
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    </td>
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    <td>

<p>
Sets multiple world matrices (vertex blending). 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema24" doxytag="Ogre::D3D9RenderSystem::_setWorldMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_setWorldMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>m</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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    </td>
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    <td>

<p>
Sets the world transform matrix. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema26">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema80" doxytag="Ogre::D3D9RenderSystem::_updateAllRenderTargets" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::_updateAllRenderTargets </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

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    <td>

<p>
Internal method for updating all render targets attached to this rendering system. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema23" doxytag="Ogre::D3D9RenderSystem::_useLights" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::_useLights </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a59">LightList</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>lights</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned short&nbsp;</td>
          <td class="mdname" nowrap> <em>limit</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
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    <td>

<p>
Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits). 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema25">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema19" doxytag="Ogre::D3D9RenderSystem::attachRenderTarget" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::attachRenderTarget </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>target</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

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    </td>
  </tr>
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    </td>
    <td>

<p>
Attaches the passed render target to the render system. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema57" doxytag="Ogre::D3D9RenderSystem::bindGpuProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::bindGpuProgram </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1GpuProgram.html">GpuProgram</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>prg</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

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    </td>
  </tr>
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    </td>
    <td>

<p>
Binds a given <a class="el" href="classOgre_1_1GpuProgram.html">GpuProgram</a> (but not the parameters). 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only one <a class="el" href="classOgre_1_1GpuProgram.html">GpuProgram</a> of each type can be bound at once, binding another one will simply replace the exsiting one. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema74">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema59" doxytag="Ogre::D3D9RenderSystem::bindGpuProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::bindGpuProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a652">GpuProgramType</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>gptype</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>params</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

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    </td>
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      &nbsp;
    </td>
    <td>

<p>
Bind Gpu program parameters. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema75">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema62" doxytag="Ogre::D3D9RenderSystem::clearFrameBuffer" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::clearFrameBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>buffers</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>colour</em> = <a class="el" href="classOgre_1_1ColourValue.html#Ogre_1_1ColourValues0">ColourValue::Black</a>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>depth</em> = 1.0f, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned short&nbsp;</td>
          <td class="mdname" nowrap> <em>stencil</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Clears one or more frame buffers on the active render target. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>buffers</em>&nbsp;</td><td>Combination of one or more elements of FrameBufferType denoting which buffers are to be cleared </td></tr>
    <tr><td valign=top><em>colour</em>&nbsp;</td><td>The colour to clear the colour buffer with, if enabled </td></tr>
    <tr><td valign=top><em>depth</em>&nbsp;</td><td>The value to initialise the depth buffer with, if enabled </td></tr>
    <tr><td valign=top><em>stencil</em>&nbsp;</td><td>The value to initialise the stencil buffer with, if enabled. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema86">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd2" doxytag="Ogre::D3D9RenderSystem::compareDecls" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::D3D9RenderSystem::compareDecls </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">D3DVERTEXELEMENT9 *&nbsp;</td>
          <td class="mdname" nowrap> <em>pDecl1</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>D3DVERTEXELEMENT9 *&nbsp;</td>
          <td class="mdname" nowrap> <em>pDecl2</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>size</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema19" doxytag="Ogre::D3D9RenderSystem::convertColourValue" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::convertColourValue </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>colour</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a412">uint32</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>pDest</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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    <td>

<p>
Generates a packed data version of the passed in <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> suitable for use as with this <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Since different render systems have different colour data formats (eg RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>colour</em>&nbsp;</td><td>The colour to convert </td></tr>
    <tr><td valign=top><em>pDest</em>&nbsp;</td><td>Pointer to location to put the result. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema61">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd14" doxytag="Ogre::D3D9RenderSystem::convertPixelShaderCaps" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::convertPixelShaderCaps </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd13" doxytag="Ogre::D3D9RenderSystem::convertVertexShaderCaps" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::convertVertexShaderCaps </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema65" doxytag="Ogre::D3D9RenderSystem::createHardwareOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html">HardwareOcclusionQuery</a>* Ogre::D3D9RenderSystem::createHardwareOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema9" doxytag="Ogre::D3D9RenderSystem::createRenderTexture" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1RenderTexture.html">RenderTexture</a>* Ogre::D3D9RenderSystem::createRenderTexture </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>name</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>width</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>height</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a680">TextureType</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>texType</em> = TEX_TYPE_2D, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a666">PixelFormat</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>internalFormat</em> = PF_X8R8G8B8, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a62">NameValuePairList</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>miscParams</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>name</em>&nbsp;</td><td>The name for the new render texture. Note that names must be unique. </td></tr>
    <tr><td valign=top><em>width</em>&nbsp;</td><td>The requested width for the render texture. See Remarks for more info. </td></tr>
    <tr><td valign=top><em>height</em>&nbsp;</td><td>The requested width for the render texture. See Remarks for more info. </td></tr>
    <tr><td valign=top><em>texType</em>&nbsp;</td><td>The type of texture; defaults to TEX_TYPE_2D </td></tr>
    <tr><td valign=top><em>internalFormat</em>&nbsp;</td><td>The internal format of the texture; defaults to PF_X8R8G8B8 </td></tr>
    <tr><td valign=top><em>miscParams</em>&nbsp;</td><td>A NameValuePairList describing the other parameters for the new rendering window. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platorms unless indicated otherwise:</td></tr>
  </table>
</dl>
Key: "FSAA" Description: Full screen antialiasing factor Values: 0,2,4,6,... Default: 0<p>
Key: "depth" Description: Depth in case of render-to-texture TEX_3D Values: positive integers <dl compact><dt><b>Returns:</b></dt><dd>On succes, a pointer to a new platform-dependernt, RenderTexture-derived class is returned. On failiure, NULL is returned. </dd></dl>
<dl compact><dt><b>Remarks:</b></dt><dd>Because a render texture is basically a wrapper around a texture object, the width and height parameters of this method just hint the preferred size for the texture. Depending on the hardware driver or the underlying API, these values might change when the texture is created. The same applies to the internalFormat parameter. </dd></dl>
 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema15">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema8" doxytag="Ogre::D3D9RenderSystem::createRenderWindow" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a>* Ogre::D3D9RenderSystem::createRenderWindow </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>width</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned int&nbsp;</td>
          <td class="mdname" nowrap> <em>height</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>fullScreen</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a62">NameValuePairList</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>miscParams</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of <a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a> depending on the API and platform implementation. </dd></dl>
<dl compact><dt><b></b></dt><dd>After creation, this window can be retrieved using <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema20">getRenderTarget()</a>. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>name</em>&nbsp;</td><td>The name of the window. Used in other methods later like setRenderTarget and getRenderWindow. </td></tr>
    <tr><td valign=top><em>width</em>&nbsp;</td><td>The width of the new window. </td></tr>
    <tr><td valign=top><em>height</em>&nbsp;</td><td>The height of the new window. </td></tr>
    <tr><td valign=top><em>fullScreen</em>&nbsp;</td><td>Specify true to make the window full screen without borders, title bar or menu bar. </td></tr>
    <tr><td valign=top><em>miscParams</em>&nbsp;</td><td>A NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platorms unless indicated otherwise:</td></tr>
  </table>
</dl>
Key: "title" Description: The title of the window that will appear in the title bar Values: string Default: <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a> name<p>
Key: "colourDepth" Description: Colour depth of the resulting rendering window; only applies if fullScreen is set. Values: 16 or 32 Default: desktop depth Notes: [W32 specific]<p>
Key: "left" Description: screen x coordinate from left Values: positive integers Default: 'center window on screen' Notes: Ignored in case of full screen<p>
Key: "top" Description: screen y coordinate from top Values: positive integers Default: 'center window on screen' Notes: Ignored in case of full screen<p>
Key: "depthBuffer" [DX9 specific] Description: Use depth buffer Values: false or true Default: true<p>
Key: "externalWindowHandle" [API specific] Description: External window handle, for embedding the OGRE context Values: positive integer for W32 (HWND handle) posint:posint:posint for GLX (display:screen:windowHandle) Default: 0 (None)<p>
Key: "parentWindowHandle" [API specific] Description: Parent window handle, for embedding the OGRE context Values: positive integer for W32 (HWND handle) posint:posint:posint for GLX (display:screen:windowHandle) Default: 0 (None)<p>
Key: "FSAA" Description: Full screen antialiasing factor Values: 0,2,4,6,... Default: 0<p>
Key: "displayFrequency" Description: Display frequency rate, for fullscreen mode Values: 60...? Default: Desktop vsync rate<p>
Key: "vsync" Description: Synchronize buffer swaps to vsync Values: true, false Default: 0 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema14">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema18" doxytag="Ogre::D3D9RenderSystem::destroyRenderTarget" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::destroyRenderTarget </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Destroys a render target of any sort. 
<p>

<p>
Reimplemented from <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema18">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema17" doxytag="Ogre::D3D9RenderSystem::destroyRenderTexture" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::destroyRenderTexture </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
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<p>
Destroys a render texture. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema16" doxytag="Ogre::D3D9RenderSystem::destroyRenderWindow" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::destroyRenderWindow </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
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<p>
Destroys a render window. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema21" doxytag="Ogre::D3D9RenderSystem::detachRenderTarget" ></a><p>
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          <td class="md" nowrap valign="top"> virtual <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a>* Ogre::RenderSystem::detachRenderTarget </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
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<p>
Detaches the render target with the passed name from the render system and returns a pointer to it. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>If the render target cannot be found, NULL is returned. </dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema64" doxytag="Ogre::D3D9RenderSystem::enableClipPlane" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::enableClipPlane </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>enable</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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<p>
Enable the clipping plane. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema83">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema73" doxytag="Ogre::D3D9RenderSystem::getCapabilities" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1RenderSystemCapabilities.html">RenderSystemCapabilities</a>* Ogre::RenderSystem::getCapabilities </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inherited]</code></td>
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<p>
Gets the capabilities of the render system. 
<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00831">831</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema5" doxytag="Ogre::D3D9RenderSystem::getConfigOptions" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a114">ConfigOptionMap</a>&amp; Ogre::D3D9RenderSystem::getConfigOptions </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Returns the details of this API's configuration options. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Each render system must be able to inform the world of what options must/can be specified for it's operation. </dd></dl>
<dl compact><dt><b></b></dt><dd>These are passed as strings for portability, but grouped into a structure (<a class="el" href="structOgre_1_1__ConfigOption.html">_ConfigOption</a>) which includes both options and current value. </dd></dl>
<dl compact><dt><b></b></dt><dd>Note that the settings returned from this call are affected by the options that have been set so far, since some options are interdependent. </dd></dl>
<dl compact><dt><b></b></dt><dd>This routine is called automatically by the default configuration dialogue produced by <a class="el" href="classOgre_1_1Root.html#Ogre_1_1Roota4">Root::showConfigDialog</a> or may be used by the caller for custom settings dialogs </dd></dl>
<dl compact><dt><b>Returns:</b></dt><dd>A 'map' of options, i.e. a list of options which is also indexed by option name. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema3">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd0" doxytag="Ogre::D3D9RenderSystem::getDirect3DDrivers" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9DriverList.html">D3D9DriverList</a>* Ogre::D3D9RenderSystem::getDirect3DDrivers </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema10" doxytag="Ogre::D3D9RenderSystem::getErrorDescription" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a426">String</a> Ogre::D3D9RenderSystem::getErrorDescription </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">long&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>errorNumber</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
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      &nbsp;
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    <td>

<p>
Returns a description of an error code. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema22">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema66" doxytag="Ogre::D3D9RenderSystem::getHorizontalTexelOffset" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::D3D9RenderSystem::getHorizontalTexelOffset </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the horizontal direction. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema87">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema69" doxytag="Ogre::D3D9RenderSystem::getMaximumDepthInputValue" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::D3D9RenderSystem::getMaximumDepthInputValue </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Gets the maximum (farthest) depth value to be used when rendering using identity transforms. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa45">Renderable::useIdentityView</a>, <a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa44">Renderable::useIdentityProjection</a> </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema90">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema68" doxytag="Ogre::D3D9RenderSystem::getMinimumDepthInputValue" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::D3D9RenderSystem::getMinimumDepthInputValue </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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    <td>

<p>
Gets the minimum (closest) depth value to be used when rendering using identity transforms. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa45">Renderable::useIdentityView</a>, <a class="el" href="classOgre_1_1Renderable.html#Ogre_1_1WireBoundingBoxa44">Renderable::useIdentityProjection</a> </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema89">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema11" doxytag="Ogre::D3D9RenderSystem::getName" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::D3D9RenderSystem::getName </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
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<p>
Returns the name of the rendering system. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema2">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema20" doxytag="Ogre::D3D9RenderSystem::getRenderTarget" ></a><p>
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          <td class="md" nowrap valign="top"> virtual <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a>* Ogre::RenderSystem::getRenderTarget </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
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<p>
Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema67" doxytag="Ogre::D3D9RenderSystem::getVerticalTexelOffset" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::D3D9RenderSystem::getVerticalTexelOffset </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the vertical direction. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema88">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema24" doxytag="Ogre::D3D9RenderSystem::getWaitForVerticalBlank" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::RenderSystem::getWaitForVerticalBlank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inherited]</code></td>
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<p>
Returns true if the system is synchronising frames with the monitor vertical blank. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1RenderSystema13" doxytag="Ogre::D3D9RenderSystem::getWBufferEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::RenderSystem::getWBufferEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inherited]</code></td>
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<p>
Returns true if the renderer will try to use W-buffers when avalible. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd12" doxytag="Ogre::D3D9RenderSystem::initCapabilities" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::initCapabilities </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Internal method for populating the capabilities structure. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema2" doxytag="Ogre::D3D9RenderSystem::initConfigOptions" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::D3D9RenderSystem::initConfigOptions </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema7" doxytag="Ogre::D3D9RenderSystem::initialise" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1RenderWindow.html">RenderWindow</a>* Ogre::D3D9RenderSystem::initialise </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>autoCreateWindow</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>windowTitle</em> = "OGRE Render Window"</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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<p>
Start up the renderer using the settings selected (Or the defaults if none have been selected). 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Called by <a class="el" href="classOgre_1_1Root.html#Ogre_1_1Roota8">Root::setRenderSystem</a>. Shouldn't really be called directly, although this can be done if the app wants to. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>autoCreateWindow</em>&nbsp;</td><td>If true, creates a render window automatically, based on settings chosen so far. This saves an extra call to <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema14">RenderSystem::createRenderWindow</a> for the main render window. </td></tr>
  </table>
</dl>
<dl compact><dt><b></b></dt><dd>If an application has more specific window requirements, however (e.g. a level design app), it should specify false for this parameter and do it manually. </dd></dl>
<dl compact><dt><b>Returns:</b></dt><dd>A pointer to the automatically created window, if requested, otherwise null. </dd></dl>

<p>
Reimplemented from <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema6">Ogre::RenderSystem</a>.    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd3" doxytag="Ogre::D3D9RenderSystem::initInputDevices" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::initInputDevices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema71" doxytag="Ogre::D3D9RenderSystem::isDeviceLost" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::D3D9RenderSystem::isDeviceLost </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
D3D specific method to return whether the device has been lost. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd4" doxytag="Ogre::D3D9RenderSystem::processInputDevices" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::processInputDevices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystemd1" doxytag="Ogre::D3D9RenderSystem::refreshD3DSettings" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::refreshD3DSettings </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema13" doxytag="Ogre::D3D9RenderSystem::reinitialise" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::reinitialise </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Restart the renderer (normally following a change in settings). 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema7">Ogre::RenderSystem</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema3" doxytag="Ogre::D3D9RenderSystem::ResizeRepositionWindow" ></a><p>
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          <td class="md" nowrap valign="top"> virtual void Ogre::D3D9RenderSystem::ResizeRepositionWindow </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">HWND&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>wich</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
    </td>
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<a class="anchor" name="Ogre_1_1D3D9RenderSystema70" doxytag="Ogre::D3D9RenderSystem::restoreLostDevice" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::restoreLostDevice </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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      &nbsp;
    </td>
    <td>

<p>
D3D specific method to restore a lost device. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema15" doxytag="Ogre::D3D9RenderSystem::setAmbientLight" ></a><p>
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setAmbientLight </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float&nbsp;</td>
          <td class="mdname" nowrap> <em>r</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>g</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>b</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the colour &amp; strength of the ambient (global directionless) light in the world. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema9">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema81" doxytag="Ogre::D3D9RenderSystem::setClipPlane" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::setClipPlane </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1Plane.html">Plane</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>p</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual, inherited]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Set a clipping plane. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema63" doxytag="Ogre::D3D9RenderSystem::setClipPlane" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setClipPlane </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>A</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>B</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>C</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a420">Real</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>D</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Set a clipping plane. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema82">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema60" doxytag="Ogre::D3D9RenderSystem::setClipPlanes" ></a><p>
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    <td class="mdRow">
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        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setClipPlanes </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a410">PlaneList</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>clipPlanes</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
See <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a>. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema77">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema12" doxytag="Ogre::D3D9RenderSystem::setConfigOption" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setConfigOption </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>value</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets an option for this API. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Used to confirm the settings (normally chosen by the user) in order to make the renderer able to initialise with the settings as required. This may be video mode, D3D driver, full screen / windowed etc. Called automatically by the default configuration dialog, and by the restoration of saved settings. These settings are stored and only activated when <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema6">RenderSystem::initialise</a> or <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema7">RenderSystem::reinitialise</a> are called. </dd></dl>
<dl compact><dt><b></b></dt><dd>If using a custom configuration dialog, it is advised that the caller calls <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema3">RenderSystem::getConfigOptions</a> again, since some options can alter resulting from a selection. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>name</em>&nbsp;</td><td>The name of the option to alter. </td></tr>
    <tr><td valign=top><em>value</em>&nbsp;</td><td>The value to set the option to. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema4">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemd5" doxytag="Ogre::D3D9RenderSystem::setD3D9Light" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setD3D9Light </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1Light.html">Light</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>light</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema4" doxytag="Ogre::D3D9RenderSystem::SetExternalWindowHandle" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::SetExternalWindowHandle </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">HWND&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>externalHandle</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00157">157</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.
<p>
References <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00066">mExternalHandle</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema84" doxytag="Ogre::D3D9RenderSystem::setInvertVertexWinding" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> virtual void Ogre::RenderSystem::setInvertVertexWinding </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>invert</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual, inherited]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema17" doxytag="Ogre::D3D9RenderSystem::setLightingEnabled" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setLightingEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not dynamic lighting is enabled. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>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. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema11">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema22" doxytag="Ogre::D3D9RenderSystem::setNormaliseNormals" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setNormaliseNormals </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>normalise</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets whether or not normals are to be automatically normalised. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This is useful when, for example, you are scaling SceneNodes such that normals may not be unit-length anymore. Note though that this has an overhead so should not be turn on unless you really need it. </dd></dl>
<dl compact><dt><b></b></dt><dd>You should not normally call this direct unless you are rendering world geometry; set it on the <a class="el" href="classOgre_1_1Renderable.html">Renderable</a> because otherwise it will be overridden by material settings. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema71">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema61" doxytag="Ogre::D3D9RenderSystem::setScissorTest" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setScissorTest </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>enabled</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>left</em> = 0, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>top</em> = 0, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>right</em> = 800, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>size_t&nbsp;</td>
          <td class="mdname" nowrap> <em>bottom</em> = 600</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the 'scissor region' ie the region of the target in which rendering can take place. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>Not all systems support this method. Check the <a class="el" href="classOgre_1_1RenderSystemCapabilities.html">RenderSystemCapabilities</a> for the RSC_SCISSOR_TEST capability to see if it is supported. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>True to enable the scissor test, false to disable it. </td></tr>
    <tr><td valign=top><em>left,top,right,bottom</em>&nbsp;</td><td>The location of the corners of the rectangle, expressed in <em>pixels</em>. </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema85">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema16" doxytag="Ogre::D3D9RenderSystem::setShadingType" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setShadingType </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a640">ShadeOptions</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>so</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the type of light shading required (default = Gouraud). 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema10">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema21" doxytag="Ogre::D3D9RenderSystem::setStencilBufferParams" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setStencilBufferParams </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>func</em> = CMPF_ALWAYS_PASS, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a412">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>refValue</em> = 0, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a412">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>mask</em> = 0xFFFFFFFF, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a670">StencilOperation</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>stencilFailOp</em> = SOP_KEEP, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a670">StencilOperation</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>depthFailOp</em> = SOP_KEEP, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="namespaceOgre.html#a670">StencilOperation</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>passOp</em> = SOP_KEEP, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>twoSidedOperation</em> = false</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
This method allows you to set all the stencil buffer parameters in one call. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:<pre><div>
            (Reference Value &amp; Mask) CompareFunction (Stencil Buffer Value &amp; Mask)</pre></div> The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too. </dd></dl>
<dl compact><dt><b></b></dt><dd>Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see <a class="el" href="classOgre_1_1RenderQueue.html">RenderQueue</a>) and register a <a class="el" href="classOgre_1_1RenderQueueListener.html">RenderQueueListener</a> to get notifications between batches. </dd></dl>
<dl compact><dt><b></b></dt><dd>There are individual state change methods for each of the parameters set using this method. Note that the default values in this method represent the defaults at system start up too. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>func</em>&nbsp;</td><td>The comparison function applied. </td></tr>
    <tr><td valign=top><em>refValue</em>&nbsp;</td><td>The reference value used in the comparison </td></tr>
    <tr><td valign=top><em>mask</em>&nbsp;</td><td>The bitmask applied to both the stencil value and the reference value before comparison </td></tr>
    <tr><td valign=top><em>stencilFailOp</em>&nbsp;</td><td>The action to perform when the stencil check fails </td></tr>
    <tr><td valign=top><em>depthFailOp</em>&nbsp;</td><td>The action to perform when the stencil check passes, but the depth buffer check still fails </td></tr>
    <tr><td valign=top><em>passOp</em>&nbsp;</td><td>The action to take when both the stencil and depth check pass. </td></tr>
    <tr><td valign=top><em>twoSidedOperation</em>&nbsp;</td><td>If set to true, then if you render both back and front faces (you'll have to turn off culling) then these parameters will apply for front faces, and the inverse of them will happen for back faces (keep remains the same). </td></tr>
  </table>
</dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema68">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema20" doxytag="Ogre::D3D9RenderSystem::setStencilCheckEnabled" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setStencilCheckEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
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      &nbsp;
    </td>
    <td>

<p>
Turns stencil buffer checking on or off. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Stencilling (masking off areas of the rendering target based on the stencil buffer) canbe turned on or off using this method. By default, stencilling is disabled. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema67">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema55" doxytag="Ogre::D3D9RenderSystem::setVertexBufferBinding" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setVertexBufferBinding </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1VertexBufferBinding.html">VertexBufferBinding</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>binding</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the current vertex buffer binding state. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema70">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema54" doxytag="Ogre::D3D9RenderSystem::setVertexDeclaration" ></a><p>
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::setVertexDeclaration </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1VertexDeclaration.html">VertexDeclaration</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>decl</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the current vertex declaration, ie the source of vertex data. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema69">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema23" doxytag="Ogre::D3D9RenderSystem::setWaitForVerticalBlank" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void Ogre::RenderSystem::setWaitForVerticalBlank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inherited]</code></td>
        </tr>

      </table>
    </td>
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      &nbsp;
    </td>
    <td>

<p>
Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>By default, all rendering windows wait for a vertical blank (when the CRT beam turns off briefly to move from the bottom right of the screen back to the top left) before flipping the screen buffers. This ensures that the image you see on the screen is steady. However it restricts the frame rate to the refresh rate of the monitor, and can slow the frame rate down. You can speed this up by not waiting for the blank, but this has the downside of introducing 'tearing' artefacts where part of the previous frame is still displayed as the buffers are switched. Speed vs quality, you choose. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>Has NO effect on windowed mode render targets. Only affects fullscreen mode. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>If true, the system waits for vertical blanks - quality over speed. If false it doesn't - speed over quality. </td></tr>
  </table>
</dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystema12" doxytag="Ogre::D3D9RenderSystem::setWBufferEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::RenderSystem::setWBufferEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>enabled</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inherited]</code></td>
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      &nbsp;
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    <td>

<p>
Sets whether or not W-buffers are enabled if they are avalible for this renderer. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>enabled</em>&nbsp;</td><td>If true and the renderer supports them W-buffers will be used. If false W-buffers will not be used even if avalible. W-buffers are enabled by default for 16bit depth buffers and disabled for all other depths. </td></tr>
  </table>
</dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema14" doxytag="Ogre::D3D9RenderSystem::shutdown" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::shutdown </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Shutdown the renderer and cleanup resources. 
<p>

<p>
Reimplemented from <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema8">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema58" doxytag="Ogre::D3D9RenderSystem::unbindGpuProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9RenderSystem::unbindGpuProgram </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a652">GpuProgramType</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>gptype</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
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<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Unbinds GpuPrograms of a given GpuProgramType. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This returns the pipeline to fixed-function processing for this type. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema76">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystema6" doxytag="Ogre::D3D9RenderSystem::validateConfigOptions" ></a><p>
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a426">String</a> Ogre::D3D9RenderSystem::validateConfigOptions </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Validates the options set for the rendering system, returning a message if there are problems. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>If the returned string is empty, there are no problems. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystema5">Ogre::RenderSystem</a>.    </td>
  </tr>
</table>
<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr8" doxytag="Ogre::D3D9RenderSystem::mActiveD3DDriver" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9Driver.html">D3D9Driver</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr8">Ogre::D3D9RenderSystem::mActiveD3DDriver</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Currently active driver. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00073">73</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp2" doxytag="Ogre::D3D9RenderSystem::mActiveRenderTarget" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1RenderTarget.html">RenderTarget</a>* <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp2">Ogre::RenderSystem::mActiveRenderTarget</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
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    <td>

<p>
The Active render target. 
<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00943">943</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp5" doxytag="Ogre::D3D9RenderSystem::mActiveViewport" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Viewport.html">Viewport</a>* <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp5">Ogre::RenderSystem::mActiveViewport</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00955">955</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp4" doxytag="Ogre::D3D9RenderSystem::mCapabilities" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1RenderSystemCapabilities.html">RenderSystemCapabilities</a>* <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp4">Ogre::RenderSystem::mCapabilities</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
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    <td>

<p>
Used to store the capabilities of the graphics card. 
<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00952">952</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr9" doxytag="Ogre::D3D9RenderSystem::mCaps" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> D3DCAPS9 <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr9">Ogre::D3D9RenderSystem::mCaps</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Device caps. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00075">75</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp6" doxytag="Ogre::D3D9RenderSystem::mCullingMode" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a642">CullingMode</a> <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp6">Ogre::RenderSystem::mCullingMode</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00957">957</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr15" doxytag="Ogre::D3D9RenderSystem::mCurrentLights" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr15">Ogre::D3D9RenderSystem::mCurrentLights</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
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    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00131">131</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr19" doxytag="Ogre::D3D9RenderSystem::mDeviceLost" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr19">Ogre::D3D9RenderSystem::mDeviceLost</a><code> [private]</code>
      </table>
    </td>
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      &nbsp;
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    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00145">145</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr7" doxytag="Ogre::D3D9RenderSystem::mDriverList" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9DriverList.html">D3D9DriverList</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr7">Ogre::D3D9RenderSystem::mDriverList</a><code> [private]</code>
      </table>
    </td>
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</table>
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<p>
List of D3D drivers installed (video cards). 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00071">71</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr5" doxytag="Ogre::D3D9RenderSystem::mExternalHandle" ></a><p>
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> HWND <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr5">Ogre::D3D9RenderSystem::mExternalHandle</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
external window handle ;) 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00066">66</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.
<p>
Referenced by <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00157">SetExternalWindowHandle()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp9" doxytag="Ogre::D3D9RenderSystem::mFaceCount" ></a><p>
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  <tr>
    <td class="mdRow">
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        <tr>
          <td class="md" nowrap valign="top"> size_t <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp9">Ogre::RenderSystem::mFaceCount</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00962">962</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr4" doxytag="Ogre::D3D9RenderSystem::mFSAAQuality" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> DWORD <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr4">Ogre::D3D9RenderSystem::mFSAAQuality</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
full-screen multisampling antialiasing level 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00063">63</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr3" doxytag="Ogre::D3D9RenderSystem::mFSAAType" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> D3DMULTISAMPLE_TYPE <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr3">Ogre::D3D9RenderSystem::mFSAAType</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
full-screen multisampling antialiasing type 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00061">61</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr13" doxytag="Ogre::D3D9RenderSystem::mGpuProgramManager" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9GpuProgramManager.html">D3D9GpuProgramManager</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr13">Ogre::D3D9RenderSystem::mGpuProgramManager</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00119">119</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr12" doxytag="Ogre::D3D9RenderSystem::mHardwareBufferManager" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9HardwareBufferManager.html">D3D9HardwareBufferManager</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr12">Ogre::D3D9RenderSystem::mHardwareBufferManager</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00118">118</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr6" doxytag="Ogre::D3D9RenderSystem::mhInstance" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> HINSTANCE <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr6">Ogre::D3D9RenderSystem::mhInstance</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
instance 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00068">68</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp12" doxytag="Ogre::D3D9RenderSystem::mInvertVertexWinding" ></a><p>
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        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp12">Ogre::RenderSystem::mInvertVertexWinding</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00968">968</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr14" doxytag="Ogre::D3D9RenderSystem::mLastVertexSourceCount" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> size_t <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr14">Ogre::D3D9RenderSystem::mLastVertexSourceCount</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00122">122</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr11" doxytag="Ogre::D3D9RenderSystem::mLights" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Light.html">Light</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr11">Ogre::D3D9RenderSystem::mLights</a>[MAX_LIGHTS]<code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00094">94</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr2" doxytag="Ogre::D3D9RenderSystem::mOptions" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a114">ConfigOptionMap</a> <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr2">Ogre::D3D9RenderSystem::mOptions</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00059">59</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr0" doxytag="Ogre::D3D9RenderSystem::mpD3D" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> LPDIRECT3D9 <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr0">Ogre::D3D9RenderSystem::mpD3D</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Direct3D. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00054">54</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr1" doxytag="Ogre::D3D9RenderSystem::mpD3DDevice" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> LPDIRECT3DDEVICE9 <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr1">Ogre::D3D9RenderSystem::mpD3DDevice</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Direct3D rendering device. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00056">56</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr17" doxytag="Ogre::D3D9RenderSystem::mPrimaryWindow" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9RenderWindow.html">D3D9RenderWindow</a>* <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr17">Ogre::D3D9RenderSystem::mPrimaryWindow</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Primary window, the one used to create the device. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00139">139</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp1" doxytag="Ogre::D3D9RenderSystem::mPrioritisedRenderTargets" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a443">RenderTargetPriorityMap</a> <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp1">Ogre::RenderSystem::mPrioritisedRenderTargets</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
The render targets, ordered by priority. 
<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00941">941</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp0" doxytag="Ogre::D3D9RenderSystem::mRenderTargets" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a442">RenderTargetMap</a> <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp0">Ogre::RenderSystem::mRenderTargets</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
The render targets. 
<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00939">939</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr18" doxytag="Ogre::D3D9RenderSystem::mSecondaryWindows" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemy0">SecondaryWindowList</a> <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr18">Ogre::D3D9RenderSystem::mSecondaryWindows</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00143">143</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr10" doxytag="Ogre::D3D9RenderSystem::mTexStageDesc" ></a><p>
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> struct <a class="el" href="structOgre_1_1D3D9RenderSystem_1_1sD3DTextureStageDesc.html">Ogre::D3D9RenderSystem::sD3DTextureStageDesc</a>  <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr10">Ogre::D3D9RenderSystem::mTexStageDesc</a>[OGRE_MAX_TEXTURE_LAYERS]<code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
structure holding texture unit settings for every stage 
<p>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp3" doxytag="Ogre::D3D9RenderSystem::mTextureManager" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1TextureManager.html">TextureManager</a>* <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp3">Ogre::RenderSystem::mTextureManager</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00949">949</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp10" doxytag="Ogre::D3D9RenderSystem::mVertexCount" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> size_t <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp10">Ogre::RenderSystem::mVertexCount</a><code> [protected, inherited]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00963">963</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1D3D9RenderSystemr16" doxytag="Ogre::D3D9RenderSystem::mViewMatrix" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> <a class="el" href="classOgre_1_1D3D9RenderSystem.html#Ogre_1_1D3D9RenderSystemr16">Ogre::D3D9RenderSystem::mViewMatrix</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Saved last view matrix. 
<p>

<p>
Definition at line <a class="el" href="OgreD3D9RenderSystem_8h-source.html#l00133">133</a> of file <a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1RenderSystemp7" doxytag="Ogre::D3D9RenderSystem::mVSync" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp7">Ogre::RenderSystem::mVSync</a><code> [protected, inherited]</code>
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Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00959">959</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystemp8" doxytag="Ogre::D3D9RenderSystem::mWBuffer" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp8">Ogre::RenderSystem::mWBuffer</a><code> [protected, inherited]</code>
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Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00960">960</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1RenderSystemp11" doxytag="Ogre::D3D9RenderSystem::mWorldMatrices" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Matrix4.html">Matrix4</a> <a class="el" href="classOgre_1_1RenderSystem.html#Ogre_1_1RenderSystemp11">Ogre::RenderSystem::mWorldMatrices</a>[256]<code> [protected, inherited]</code>
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Saved set of world matrices. 
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Definition at line <a class="el" href="OgreRenderSystem_8h-source.html#l00966">966</a> of file <a class="el" href="OgreRenderSystem_8h-source.html">OgreRenderSystem.h</a>.    </td>
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="OgreD3D9RenderSystem_8h-source.html">OgreD3D9RenderSystem.h</a></ul>
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Copyright &copy; 2000-2005 by The OGRE Team<br />
Last modified Wed Feb 23 00:29:12 2005
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