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<h1>Ogre::Pass Class Reference</h1>Class defining a single pass of a <a class="el" href="classOgre_1_1Technique.html">Technique</a> (of a <a class="el" href="classOgre_1_1Material.html">Material</a>), ie a single rendering call.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>&gt;</code>
<p>
<a href="classOgre_1_1Pass-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 Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::set&lt; <a class="el" href="classOgre_1_1Pass.html">Pass</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="classOgre_1_1VectorIterator.html">VectorIterator</a>&lt; <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">TextureUnitStates</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw1">TextureUnitStateIterator</a></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_1Pass.html#Ogre_1_1Passa0">Pass</a> (<a class="el" href="classOgre_1_1Technique.html">Technique</a> *parent, unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Default constructor.  <a href="#Ogre_1_1Passa0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa1">Pass</a> (<a class="el" href="classOgre_1_1Technique.html">Technique</a> *parent, unsigned short index, const <a class="el" href="classOgre_1_1Pass.html">Pass</a> &amp;oth)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Copy constructor.  <a href="#Ogre_1_1Passa1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Pass.html">Pass</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa2">operator=</a> (const <a class="el" href="classOgre_1_1Pass.html">Pass</a> &amp;oth)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Operator = overload.  <a href="#Ogre_1_1Passa2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa3">~Pass</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_1Pass.html#Ogre_1_1Passa4">isProgrammable</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this pass is programmable ie includes either a vertex or fragment program.  <a href="#Ogre_1_1Passa4"></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_1Pass.html#Ogre_1_1Passa5">hasVertexProgram</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this pass uses a programmable vertex pipeline.  <a href="#Ogre_1_1Passa5"></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_1Pass.html#Ogre_1_1Passa6">hasFragmentProgram</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this pass uses a programmable fragment pipeline.  <a href="#Ogre_1_1Passa6"></a><br><br></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_1Pass.html#Ogre_1_1Passa7">getIndex</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the index of this <a class="el" href="classOgre_1_1Pass.html">Pass</a> in the parent <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Passa7"></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_1Pass.html#Ogre_1_1Passa8">setAmbient</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> red, <a class="el" href="namespaceOgre.html#a420">Real</a> green, <a class="el" href="namespaceOgre.html#a420">Real</a> blue)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the ambient colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa8"></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_1Pass.html#Ogre_1_1Passa9">setAmbient</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;ambient)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the ambient colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa9"></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_1Pass.html#Ogre_1_1Passa10">setDiffuse</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> red, <a class="el" href="namespaceOgre.html#a420">Real</a> green, <a class="el" href="namespaceOgre.html#a420">Real</a> blue, <a class="el" href="namespaceOgre.html#a420">Real</a> alpha)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the diffuse colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa10"></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_1Pass.html#Ogre_1_1Passa11">setDiffuse</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;diffuse)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the diffuse colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa11"></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_1Pass.html#Ogre_1_1Passa12">setSpecular</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> red, <a class="el" href="namespaceOgre.html#a420">Real</a> green, <a class="el" href="namespaceOgre.html#a420">Real</a> blue, <a class="el" href="namespaceOgre.html#a420">Real</a> alpha)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the specular colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa12"></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_1Pass.html#Ogre_1_1Passa13">setSpecular</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;specular)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the specular colour reflectance properties of this pass.  <a href="#Ogre_1_1Passa13"></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_1Pass.html#Ogre_1_1Passa14">setShininess</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> val)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the shininess of the pass, affecting the size of specular highlights.  <a href="#Ogre_1_1Passa14"></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_1Pass.html#Ogre_1_1Passa15">setSelfIllumination</a> (<a class="el" href="namespaceOgre.html#a420">Real</a> red, <a class="el" href="namespaceOgre.html#a420">Real</a> green, <a class="el" href="namespaceOgre.html#a420">Real</a> blue)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the amount of self-illumination an object has.  <a href="#Ogre_1_1Passa15"></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_1Pass.html#Ogre_1_1Passa16">setSelfIllumination</a> (const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;selfIllum)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the amount of self-illumination an object has.  <a href="#Ogre_1_1Passa16"></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_1Pass.html#Ogre_1_1Passa17">setVertexColourTracking</a> (<a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a> tracking)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets which material properties follow the vertex colour.  <a href="#Ogre_1_1Passa17"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa18">getAmbient</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the ambient colour reflectance of the pass.  <a href="#Ogre_1_1Passa18"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa19">getDiffuse</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the diffuse colour reflectance of the pass.  <a href="#Ogre_1_1Passa19"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa20">getSpecular</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the specular colour reflectance of the pass.  <a href="#Ogre_1_1Passa20"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa21">getSelfIllumination</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the self illumination colour of the pass.  <a href="#Ogre_1_1Passa21"></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_1Pass.html#Ogre_1_1Passa22">getShininess</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the 'shininess' property of the pass (affects specular highlights).  <a href="#Ogre_1_1Passa22"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa23">getVertexColourTracking</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets which material properties follow the vertex colour.  <a href="#Ogre_1_1Passa23"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa24">createTextureUnitState</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Inserts a new <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> object into the <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Passa24"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa25">createTextureUnitState</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;textureName, unsigned short texCoordSet=0)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Inserts a new <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> object into the <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Passa25"></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_1Pass.html#Ogre_1_1Passa26">addTextureUnitState</a> (<a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> *state)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds the passed in <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>, to the existing <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Passa26"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa27">getTextureUnitState</a> (unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves a pointer to a texture unit state so it may be modified.  <a href="#Ogre_1_1Passa27"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1VectorIterator.html">TextureUnitStateIterator</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa28">getTextureUnitStateIterator</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get an iterator over the TextureUnitStates contained in this <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Passa28"></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_1Pass.html#Ogre_1_1Passa29">removeTextureUnitState</a> (unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Removes the indexed texture unit state from this pass.  <a href="#Ogre_1_1Passa29"></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_1Pass.html#Ogre_1_1Passa30">removeAllTextureUnitStates</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Removes all texture unit settings.  <a href="#Ogre_1_1Passa30"></a><br><br></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_1Pass.html#Ogre_1_1Passa31">getNumTextureUnitStates</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the number of texture unit settings.  <a href="#Ogre_1_1Passa31"></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_1Pass.html#Ogre_1_1Passa32">setSceneBlending</a> (const <a class="el" href="namespaceOgre.html#a634">SceneBlendType</a> sbt)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the kind of blending this pass has with the existing contents of the scene.  <a href="#Ogre_1_1Passa32"></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_1Pass.html#Ogre_1_1Passa33">setSceneBlending</a> (const <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> sourceFactor, const <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> destFactor)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Allows very fine control of blending this <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the existing contents of the scene.  <a href="#Ogre_1_1Passa33"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa34">getSourceBlendFactor</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending).  <a href="#Ogre_1_1Passa34"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa35">getDestBlendFactor</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending).  <a href="#Ogre_1_1Passa35"></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_1Pass.html#Ogre_1_1Passa36">isTransparent</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this pass has some element of transparency.  <a href="#Ogre_1_1Passa36"></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_1Pass.html#Ogre_1_1Passa37">setDepthCheckEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not this pass renders with depth-buffer checking on or not.  <a href="#Ogre_1_1Passa37"></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_1Pass.html#Ogre_1_1Passa38">getDepthCheckEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns whether or not this pass renders with depth-buffer checking on or not.  <a href="#Ogre_1_1Passa38"></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_1Pass.html#Ogre_1_1Passa39">setDepthWriteEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not this pass renders with depth-buffer writing on or not.  <a href="#Ogre_1_1Passa39"></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_1Pass.html#Ogre_1_1Passa40">getDepthWriteEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns whether or not this pass renders with depth-buffer writing on or not.  <a href="#Ogre_1_1Passa40"></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_1Pass.html#Ogre_1_1Passa41">setDepthFunction</a> (<a class="el" href="namespaceOgre.html#a636">CompareFunction</a> func)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the function used to compare depth values when depth checking is on.  <a href="#Ogre_1_1Passa41"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa42">getDepthFunction</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the function used to compare depth values when depth checking is on.  <a href="#Ogre_1_1Passa42"></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_1Pass.html#Ogre_1_1Passa43">setColourWriteEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not colour buffer writing is enabled for this <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Passa43"></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_1Pass.html#Ogre_1_1Passa44">getColourWriteEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Determines if colour buffer writing is enabled for this pass.  <a href="#Ogre_1_1Passa44"></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_1Pass.html#Ogre_1_1Passa45">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 this pass based on the 'vertex winding'.  <a href="#Ogre_1_1Passa45"></a><br><br></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_1Pass.html#Ogre_1_1Passa46">getCullingMode</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the culling mode for geometry rendered with this pass.  <a href="#Ogre_1_1Passa46"></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_1Pass.html#Ogre_1_1Passa47">setManualCullingMode</a> (<a class="el" href="namespaceOgre.html#a643">ManualCullingMode</a> mode)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the manual culling mode, performed by CPU rather than hardware.  <a href="#Ogre_1_1Passa47"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a643">ManualCullingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa48">getManualCullingMode</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the manual culling mode for this pass.  <a href="#Ogre_1_1Passa48"></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_1Pass.html#Ogre_1_1Passa49">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_1Passa49"></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_1Pass.html#Ogre_1_1Passa50">getLightingEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns whether or not dynamic lighting is enabled.  <a href="#Ogre_1_1Passa50"></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_1Pass.html#Ogre_1_1Passa51">setMaxSimultaneousLights</a> (unsigned short maxLights)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the maximum number of lights to be used by this pass.  <a href="#Ogre_1_1Passa51"></a><br><br></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_1Pass.html#Ogre_1_1Passa52">getMaxSimultaneousLights</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the maximum number of lights to be used by this pass.  <a href="#Ogre_1_1Passa52"></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_1Pass.html#Ogre_1_1Passa53">setShadingMode</a> (<a class="el" href="namespaceOgre.html#a640">ShadeOptions</a> mode)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the type of light shading required.  <a href="#Ogre_1_1Passa53"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a640">ShadeOptions</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa54">getShadingMode</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the type of light shading to be used.  <a href="#Ogre_1_1Passa54"></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_1Pass.html#Ogre_1_1Passa55">setFog</a> (bool overrideScene, <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=0.001, <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 applied to this pass.  <a href="#Ogre_1_1Passa55"></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_1Pass.html#Ogre_1_1Passa56">getFogOverride</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this pass is to override the scene fog settings.  <a href="#Ogre_1_1Passa56"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a641">FogMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa57">getFogMode</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the fog mode for this pass.  <a href="#Ogre_1_1Passa57"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa58">getFogColour</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the fog colour for the scene.  <a href="#Ogre_1_1Passa58"></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_1Pass.html#Ogre_1_1Passa59">getFogStart</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the fog start distance for this pass.  <a href="#Ogre_1_1Passa59"></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_1Pass.html#Ogre_1_1Passa60">getFogEnd</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the fog end distance for this pass.  <a href="#Ogre_1_1Passa60"></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_1Pass.html#Ogre_1_1Passa61">getFogDensity</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the fog density for this pass.  <a href="#Ogre_1_1Passa61"></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_1Pass.html#Ogre_1_1Passa62">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 to be used for this material.  <a href="#Ogre_1_1Passa62"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa63">getDepthBias</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the depth bias value as set by setDepthValue.  <a href="#Ogre_1_1Passa63"></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_1Pass.html#Ogre_1_1Passa64">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 way the pass will have use alpha to totally reject pixels from the pipeline.  <a href="#Ogre_1_1Passa64"></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_1Pass.html#Ogre_1_1Passa65">setAlphaRejectFunction</a> (<a class="el" href="namespaceOgre.html#a636">CompareFunction</a> func)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the alpha reject function.  <a href="#Ogre_1_1Passa65"></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_1Pass.html#Ogre_1_1Passa66">setAlphaRejectValue</a> (unsigned char val)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the alpha reject value.  <a href="#Ogre_1_1Passa66"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa67">getAlphaRejectFunction</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the alpha reject function.  <a href="#Ogre_1_1Passa67"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned char&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa68">getAlphaRejectValue</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the alpha reject value.  <a href="#Ogre_1_1Passa68"></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_1Pass.html#Ogre_1_1Passa69">setRunOncePerLight</a> (bool enabled, bool onlyForOneLightType=true, <a class="el" href="classOgre_1_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a> lightType=Light::LT_POINT)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not this pass should be run once per light which can affect the object being rendered.  <a href="#Ogre_1_1Passa69"></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_1Pass.html#Ogre_1_1Passa70">getRunOncePerLight</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Does this pass run once for every light in range?  <a href="#Ogre_1_1Passa70"></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_1Pass.html#Ogre_1_1Passa71">getRunOnlyForOneLightType</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Does this pass run only for a single light type (if getRunOncePerLight is true).  <a href="#Ogre_1_1Passa71"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa72">getOnlyLightType</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the single light type this pass runs for if getRunOncePerLight and getRunOnlyForOneLightType are both true.  <a href="#Ogre_1_1Passa72"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Technique.html">Technique</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa73">getParent</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the parent <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Passa73"></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_1Pass.html#Ogre_1_1Passa74">getResourceGroup</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the resource group of the ultimate parent <a class="el" href="classOgre_1_1Material.html">Material</a>.  <a href="#Ogre_1_1Passa74"></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_1Pass.html#Ogre_1_1Passa75">setVertexProgram</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name, bool resetParams=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the details of the vertex program to use.  <a href="#Ogre_1_1Passa75"></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_1Pass.html#Ogre_1_1Passa76">setVertexProgramParameters</a> (<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">Sets the vertex program parameters.  <a href="#Ogre_1_1Passa76"></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_1Pass.html#Ogre_1_1Passa77">getVertexProgramName</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the name of the vertex program used by this pass.  <a href="#Ogre_1_1Passa77"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa78">getVertexProgramParameters</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program parameters used by this pass.  <a href="#Ogre_1_1Passa78"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa79">getVertexProgram</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program used by this pass, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>.  <a href="#Ogre_1_1Passa79"></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_1Pass.html#Ogre_1_1Passa80">setShadowCasterVertexProgram</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the details of the vertex program to use when rendering as a shadow caster.  <a href="#Ogre_1_1Passa80"></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_1Pass.html#Ogre_1_1Passa81">setShadowCasterVertexProgramParameters</a> (<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">Sets the vertex program parameters for rendering as a shadow caster.  <a href="#Ogre_1_1Passa81"></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_1Pass.html#Ogre_1_1Passa82">getShadowCasterVertexProgramName</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the name of the vertex program used by this pass when rendering shadow casters.  <a href="#Ogre_1_1Passa82"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa83">getShadowCasterVertexProgramParameters</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program parameters used by this pass when rendering shadow casters.  <a href="#Ogre_1_1Passa83"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa84">getShadowCasterVertexProgram</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program used by this pass when rendering shadow casters, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>.  <a href="#Ogre_1_1Passa84"></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_1Pass.html#Ogre_1_1Passa85">setShadowReceiverVertexProgram</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the details of the vertex program to use when rendering as a shadow receiver.  <a href="#Ogre_1_1Passa85"></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_1Pass.html#Ogre_1_1Passa86">setShadowReceiverVertexProgramParameters</a> (<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">Sets the vertex program parameters for rendering as a shadow receiver.  <a href="#Ogre_1_1Passa86"></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_1Pass.html#Ogre_1_1Passa87">getShadowReceiverVertexProgramName</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the name of the vertex program used by this pass when rendering shadow receivers.  <a href="#Ogre_1_1Passa87"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa88">getShadowReceiverVertexProgramParameters</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program parameters used by this pass when rendering shadow receivers.  <a href="#Ogre_1_1Passa88"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa89">getShadowReceiverVertexProgram</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program used by this pass when rendering shadow receivers, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>.  <a href="#Ogre_1_1Passa89"></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_1Pass.html#Ogre_1_1Passa90">setFragmentProgram</a> (const <a class="el" href="namespaceOgre.html#a426">String</a> &amp;name, bool resetParams=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the details of the fragment program to use.  <a href="#Ogre_1_1Passa90"></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_1Pass.html#Ogre_1_1Passa91">setFragmentProgramParameters</a> (<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">Sets the vertex program parameters.  <a href="#Ogre_1_1Passa91"></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_1Pass.html#Ogre_1_1Passa92">getFragmentProgramName</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the name of the fragment program used by this pass.  <a href="#Ogre_1_1Passa92"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa93">getFragmentProgramParameters</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program parameters used by this pass.  <a href="#Ogre_1_1Passa93"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa94">getFragmentProgram</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the vertex program used by this pass, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>.  <a href="#Ogre_1_1Passa94"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Pass.html">Pass</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa95">_split</a> (unsigned short numUnits)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Splits this <a class="el" href="classOgre_1_1Pass.html">Pass</a> to one which can be handled in the number of texture units specified.  <a href="#Ogre_1_1Passa95"></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_1Pass.html#Ogre_1_1Passa96">_load</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for loading this pass.  <a href="#Ogre_1_1Passa96"></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_1Pass.html#Ogre_1_1Passa97">_unload</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for unloading this pass.  <a href="#Ogre_1_1Passa97"></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_1Pass.html#Ogre_1_1Passa98">isLoaded</a> (void) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned long&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa99">getHash</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the 'hash' of this pass, ie a precomputed number to use for sorting.  <a href="#Ogre_1_1Passa99"></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_1Pass.html#Ogre_1_1Passa100">_dirtyHash</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Mark the hash as dirty.  <a href="#Ogre_1_1Passa100"></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_1Pass.html#Ogre_1_1Passa101">_recalculateHash</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for recalculating the hash.  <a href="#Ogre_1_1Passa101"></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_1Pass.html#Ogre_1_1Passa102">_notifyNeedsRecompile</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Tells the pass that it needs recompilation.  <a href="#Ogre_1_1Passa102"></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_1Pass.html#Ogre_1_1Passa103">_updateAutoParamsNoLights</a> (const <a class="el" href="classOgre_1_1AutoParamDataSource.html">AutoParamDataSource</a> &amp;source)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Update any automatic parameters (except lights) on this pass.  <a href="#Ogre_1_1Passa103"></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_1Pass.html#Ogre_1_1Passa104">_updateAutoParamsLightsOnly</a> (const <a class="el" href="classOgre_1_1AutoParamDataSource.html">AutoParamDataSource</a> &amp;source)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Update any automatic light parameters on this pass.  <a href="#Ogre_1_1Passa104"></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_1Pass.html#Ogre_1_1Passa105">setTextureFiltering</a> (<a class="el" href="namespaceOgre.html#a637">TextureFilterOptions</a> filterType)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set texture filtering for every texture unit.  <a href="#Ogre_1_1Passa105"></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_1Pass.html#Ogre_1_1Passa106">setTextureAnisotropy</a> (unsigned int maxAniso)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the anisotropy level to be used for all textures.  <a href="#Ogre_1_1Passa106"></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_1Pass.html#Ogre_1_1Passa107">queueForDeletion</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Queue this pass for deletion when appropriate.  <a href="#Ogre_1_1Passa107"></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_1Pass.html#Ogre_1_1Passa108">isAmbientOnly</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns whether this pass is ambient only.  <a href="#Ogre_1_1Passa108"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passe0">getDirtyHashList</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Static method to retrieve all the Passes which need their hash values recalculated.  <a href="#Ogre_1_1Passe0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passe1">getPassGraveyard</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Static method to retrieve all the Passes which are pending deletion.  <a href="#Ogre_1_1Passe1"></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_1Pass.html#Ogre_1_1Passe2">clearDirtyHashList</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Static method to reset the list of passes which need their hash values recalculated.  <a href="#Ogre_1_1Passe2"></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_1Pass.html#Ogre_1_1Passe3">processPendingPassUpdates</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Process all dirty and pending deletion passes.  <a href="#Ogre_1_1Passe3"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">TextureUnitStates</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Storage of texture unit states.  <a href="#Ogre_1_1Passx0"></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="classOgre_1_1Technique.html">Technique</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp0">mParent</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_1Pass.html#Ogre_1_1Passp1">mIndex</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned long&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp2">mHash</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp3">mAmbient</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp4">mDiffuse</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp5">mSpecular</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp6">mEmissive</a></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_1Pass.html#Ogre_1_1Passp7">mShininess</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp8">mTracking</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp9">mSourceBlendFactor</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp10">mDestBlendFactor</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_1Pass.html#Ogre_1_1Passp11">mDepthCheck</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_1Pass.html#Ogre_1_1Passp12">mDepthWrite</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp13">mDepthFunc</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a422">ushort</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp14">mDepthBias</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_1Pass.html#Ogre_1_1Passp15">mColourWrite</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a636">CompareFunction</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp16">mAlphaRejectFunc</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned char&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp17">mAlphaRejectVal</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_1Pass.html#Ogre_1_1Passp18">mCullMode</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a643">ManualCullingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp19">mManualCullMode</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_1Pass.html#Ogre_1_1Passp20">mLightingEnabled</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Lighting enabled?  <a href="#Ogre_1_1Passp20"></a><br><br></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_1Pass.html#Ogre_1_1Passp21">mMaxSimultaneousLights</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Max simultaneous lights.  <a href="#Ogre_1_1Passp21"></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_1Pass.html#Ogre_1_1Passp22">mRunOncePerLight</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Run this pass once per light?  <a href="#Ogre_1_1Passp22"></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_1Pass.html#Ogre_1_1Passp23">mRunOnlyForOneLightType</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp24">mOnlyLightType</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a640">ShadeOptions</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp25">mShadeOptions</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Shading options.  <a href="#Ogre_1_1Passp25"></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_1Pass.html#Ogre_1_1Passp26">mFogOverride</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a641">FogMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp27">mFogMode</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp28">mFogColour</a></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_1Pass.html#Ogre_1_1Passp29">mFogStart</a></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_1Pass.html#Ogre_1_1Passp30">mFogEnd</a></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_1Pass.html#Ogre_1_1Passp31">mFogDensity</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">TextureUnitStates</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp32">mTextureUnitStates</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp33">mVertexProgramUsage</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp34">mShadowCasterVertexProgramUsage</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp35">mShadowReceiverVertexProgramUsage</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp36">mFragmentProgramUsage</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_1Pass.html#Ogre_1_1Passp37">mQueuedForDeletion</a></td></tr>

<tr><td colspan=2><br><h2>Static Protected Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passt0">msDirtyHashList</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of Passes whose hashes need recalculating.  <a href="#Ogre_1_1Passt0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passt1">msPassGraveyard</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The place where passes go to die.  <a href="#Ogre_1_1Passt1"></a><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Class defining a single pass of a <a class="el" href="classOgre_1_1Technique.html">Technique</a> (of a <a class="el" href="classOgre_1_1Material.html">Material</a>), ie a single rendering call. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Rendering can be repeated with many passes for more complex effects. Each pass is either a fixed-function pass (meaning it does not use a vertex or fragment program) or a programmable pass (meaning it does use either a vertex and fragment program, or both). </dd></dl>
<dl compact><dt><b></b></dt><dd>Programmable passes are complex to define, because they require custom programs and you have to set all constant inputs to the programs (like the position of lights, any base material colours you wish to use etc), but they do give you much total flexibility over the algorithms used to render your pass, and you can create some effects which are impossible with a fixed-function pass. On the other hand, you can define a fixed-function pass in very little time, and you can use a range of fixed-function effects like environment mapping very easily, plus your pass will be more likely to be compatible with older hardware. There are pros and cons to both, just remember that if you use a programmable pass to create some great effects, allow more time for definition and testing. </dd></dl>

<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00055">55</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="Ogre_1_1Passw0" doxytag="Ogre::Pass::PassSet" ></a><p>
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          <td class="md" nowrap valign="top"> typedef std::set&lt;<a class="el" href="classOgre_1_1Pass.html">Pass</a>*&gt; <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">Ogre::Pass::PassSet</a>
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<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00136">136</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.
<p>
Referenced by <a class="el" href="OgrePass_8h-source.html#l00910">getDirtyHashList()</a>, and <a class="el" href="OgrePass_8h-source.html#l00914">getPassGraveyard()</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passw1" doxytag="Ogre::Pass::TextureUnitStateIterator" ></a><p>
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          <td class="md" nowrap valign="top"> typedef <a class="el" href="classOgre_1_1VectorIterator.html">VectorIterator</a>&lt;<a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">TextureUnitStates</a>&gt; <a class="el" href="classOgre_1_1VectorIterator.html">Ogre::Pass::TextureUnitStateIterator</a>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00320">320</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passx0" doxytag="Ogre::Pass::TextureUnitStates" ></a><p>
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          <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>*&gt; <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">Ogre::Pass::TextureUnitStates</a><code> [protected]</code>
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Storage of texture unit states. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00122">122</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="Ogre_1_1Passa0" doxytag="Ogre::Pass::Pass" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Pass::Pass </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Technique.html">Technique</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>parent</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned short&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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Default constructor. 
<p>
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<a class="anchor" name="Ogre_1_1Passa1" doxytag="Ogre::Pass::Pass" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Pass::Pass </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Technique.html">Technique</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>parent</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>unsigned short&nbsp;</td>
          <td class="mdname" nowrap> <em>index</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_1Pass.html">Pass</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>oth</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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Copy constructor. 
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<a class="anchor" name="Ogre_1_1Passa3" doxytag="Ogre::Pass::~Pass" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Pass::~<a class="el" href="classOgre_1_1Pass.html">Pass</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>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="Ogre_1_1Passa100" doxytag="Ogre::Pass::_dirtyHash" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_dirtyHash </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>
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Mark the hash as dirty. 
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<a class="anchor" name="Ogre_1_1Passa96" doxytag="Ogre::Pass::_load" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_load </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Internal method for loading this pass. 
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<a class="anchor" name="Ogre_1_1Passa102" doxytag="Ogre::Pass::_notifyNeedsRecompile" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_notifyNeedsRecompile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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Tells the pass that it needs recompilation. 
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<a class="anchor" name="Ogre_1_1Passa101" doxytag="Ogre::Pass::_recalculateHash" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_recalculateHash </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Internal method for recalculating the hash. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Do not call this unless you are sure the old hash is not still being used by anything. If in doubt, call _dirtyHash if you want to force recalculation of the has next time.</dd></dl>
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<a class="anchor" name="Ogre_1_1Passa95" doxytag="Ogre::Pass::_split" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html">Pass</a>* Ogre::Pass::_split </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned short&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>numUnits</em>          </td>
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<p>
Splits this <a class="el" href="classOgre_1_1Pass.html">Pass</a> to one which can be handled in the number of texture units specified. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only works on non-programmable passes, programmable passes cannot be split, it's up to the author to ensure that there is a fallback <a class="el" href="classOgre_1_1Technique.html">Technique</a> for less capable cards. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numUnits</em>&nbsp;</td><td>The target number of texture units </td></tr>
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<dl compact><dt><b>Returns:</b></dt><dd>A new <a class="el" href="classOgre_1_1Pass.html">Pass</a> which contains the remaining units, and a scene_blend setting appropriate to approximate the multitexture. This <a class="el" href="classOgre_1_1Pass.html">Pass</a> will be attached to the parent <a class="el" href="classOgre_1_1Technique.html">Technique</a> of this <a class="el" href="classOgre_1_1Pass.html">Pass</a>.</dd></dl>
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<a class="anchor" name="Ogre_1_1Passa97" doxytag="Ogre::Pass::_unload" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_unload </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Internal method for unloading this pass. 
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<a class="anchor" name="Ogre_1_1Passa104" doxytag="Ogre::Pass::_updateAutoParamsLightsOnly" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::_updateAutoParamsLightsOnly </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1AutoParamDataSource.html">AutoParamDataSource</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>source</em>          </td>
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Update any automatic light parameters on this pass. 
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<a class="anchor" name="Ogre_1_1Passa103" doxytag="Ogre::Pass::_updateAutoParamsNoLights" ></a><p>
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          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1AutoParamDataSource.html">AutoParamDataSource</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>source</em>          </td>
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Update any automatic parameters (except lights) on this pass. 
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<a class="anchor" name="Ogre_1_1Passa26" doxytag="Ogre::Pass::addTextureUnitState" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::addTextureUnitState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>state</em>          </td>
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Adds the passed in <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>, to the existing <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
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<a class="anchor" name="Ogre_1_1Passe2" doxytag="Ogre::Pass::clearDirtyHashList" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::clearDirtyHashList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Static method to reset the list of passes which need their hash values recalculated. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>For performance, the dirty list is not updated progressively as the hashes are recalculated, instead we expect the processor of the dirty hash list to clear the list when they are done.</dd></dl>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00923">923</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa25" doxytag="Ogre::Pass::createTextureUnitState" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>* Ogre::Pass::createTextureUnitState </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>textureName</em>, </td>
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          <td class="mdname" nowrap> <em>texCoordSet</em> = 0</td>
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<p>
Inserts a new <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> object into the <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This unit is is added on top of all previous units. </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 basic name of the texture e.g. brickwall.jpg, stonefloor.png </td></tr>
    <tr><td valign=top><em>texCoordSet</em>&nbsp;</td><td>The index of the texture coordinate set to use. </td></tr>
  </table>
</dl>
<dl compact><dt><b>Note:</b></dt><dd>Applies to both fixed-function and programmable passes. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa24" doxytag="Ogre::Pass::createTextureUnitState" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>* Ogre::Pass::createTextureUnitState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Inserts a new <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> object into the <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This unit is is added on top of all previous units. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa67" doxytag="Ogre::Pass::getAlphaRejectFunction" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a636">CompareFunction</a> Ogre::Pass::getAlphaRejectFunction </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</td>
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<p>
Gets the alpha reject function. 
<p>
See setAlphaRejectSettings for more information. 
<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00640">640</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.
<p>
References <a class="el" href="OgreCommon_8h-source.html#l00036">Ogre::CompareFunction</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa68" doxytag="Ogre::Pass::getAlphaRejectValue" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned char Ogre::Pass::getAlphaRejectValue </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Gets the alpha reject value. 
<p>
See setAlphaRejectSettings for more information. 
<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00644">644</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa18" doxytag="Ogre::Pass::getAmbient" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&amp; Ogre::Pass::getAmbient </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</td>
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<p>
Gets the ambient colour reflectance of the pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa44" doxytag="Ogre::Pass::getColourWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getColourWriteEnabled </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</td>
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<p>
Determines if colour buffer writing is enabled for this pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa46" doxytag="Ogre::Pass::getCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a642">CullingMode</a> Ogre::Pass::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>
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          <td class="md" nowrap> const</td>
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<p>
Returns the culling mode for geometry rendered with this pass. 
<p>
See setCullingMode for more information.     </td>
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<a class="anchor" name="Ogre_1_1Passa63" doxytag="Ogre::Pass::getDepthBias" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a422">ushort</a> Ogre::Pass::getDepthBias </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Retrieves the depth bias value as set by setDepthValue. 
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<a class="anchor" name="Ogre_1_1Passa38" doxytag="Ogre::Pass::getDepthCheckEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getDepthCheckEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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          <td class="md" nowrap> const</td>
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<p>
Returns whether or not this pass renders with depth-buffer checking on or not. 
<p>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa37">setDepthCheckEnabled</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa42" doxytag="Ogre::Pass::getDepthFunction" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a636">CompareFunction</a> Ogre::Pass::getDepthFunction </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</td>
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<p>
Returns the function used to compare depth values when depth checking is on. 
<p>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa41">setDepthFunction</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa40" doxytag="Ogre::Pass::getDepthWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getDepthWriteEnabled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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          <td class="md" nowrap> const</td>
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<p>
Returns whether or not this pass renders with depth-buffer writing on or not. 
<p>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa39">setDepthWriteEnabled</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa35" doxytag="Ogre::Pass::getDestBlendFactor" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> Ogre::Pass::getDestBlendFactor </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> const</td>
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<p>
Retrieves the destination blending factor for the material (as set using Materiall::setSceneBlending). 
<p>
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<a class="anchor" name="Ogre_1_1Passa19" doxytag="Ogre::Pass::getDiffuse" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&amp; Ogre::Pass::getDiffuse </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</td>
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<p>
Gets the diffuse colour reflectance of the pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passe0" doxytag="Ogre::Pass::getDirtyHashList" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a>&amp; Ogre::Pass::getDirtyHashList </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> [static]</code></td>
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<p>
Static method to retrieve all the Passes which need their hash values recalculated. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00910">910</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.
<p>
References <a class="el" href="OgrePass_8h-source.html#l00136">PassSet</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa58" doxytag="Ogre::Pass::getFogColour" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&amp; Ogre::Pass::getFogColour </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</td>
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<p>
Returns the fog colour for the scene. 
<p>
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<a class="anchor" name="Ogre_1_1Passa61" doxytag="Ogre::Pass::getFogDensity" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::Pass::getFogDensity </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</td>
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<p>
Returns the fog density for this pass. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>Only valid if getFogOverride is true. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa60" doxytag="Ogre::Pass::getFogEnd" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::Pass::getFogEnd </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</td>
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<p>
Returns the fog end distance for this pass. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>Only valid if getFogOverride is true. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa57" doxytag="Ogre::Pass::getFogMode" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a641">FogMode</a> Ogre::Pass::getFogMode </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</td>
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<p>
Returns the fog mode for this pass. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>Only valid if getFogOverride is true. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa56" doxytag="Ogre::Pass::getFogOverride" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getFogOverride </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</td>
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Returns true if this pass is to override the scene fog settings. 
<p>
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<a class="anchor" name="Ogre_1_1Passa59" doxytag="Ogre::Pass::getFogStart" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::Pass::getFogStart </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</td>
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<p>
Returns the fog start distance for this pass. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>Only valid if getFogOverride is true. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa94" doxytag="Ogre::Pass::getFragmentProgram" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a>&amp; Ogre::Pass::getFragmentProgram </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>
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<p>
Gets the vertex program used by this pass, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>. 
<p>
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<a class="anchor" name="Ogre_1_1Passa92" doxytag="Ogre::Pass::getFragmentProgramName" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::Pass::getFragmentProgramName </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>
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<p>
Gets the name of the fragment program used by this pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa93" doxytag="Ogre::Pass::getFragmentProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a> Ogre::Pass::getFragmentProgramParameters </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>
Gets the vertex program parameters used by this pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa99" doxytag="Ogre::Pass::getHash" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned long Ogre::Pass::getHash </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</td>
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<p>
Gets the 'hash' of this pass, ie a precomputed number to use for sorting. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This hash is used to sort passes, and for this reason the pass is hashed using firstly its index (so that all passes are rendered in order), then by the textures which it's <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> instances are using. </dd></dl>

<p>
Referenced by <a class="el" href="OgreRenderQueueSortingGrouping_8h-source.html#l00088">Ogre::RenderPriorityGroup::TransparentQueueItemLess::operator()()</a>, and <a class="el" href="OgreRenderQueueSortingGrouping_8h-source.html#l00068">Ogre::RenderPriorityGroup::SolidQueueItemLess::operator()()</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa7" doxytag="Ogre::Pass::getIndex" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short Ogre::Pass::getIndex </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</td>
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<p>
Gets the index of this <a class="el" href="classOgre_1_1Pass.html">Pass</a> in the parent <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00161">161</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa50" doxytag="Ogre::Pass::getLightingEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getLightingEnabled </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</td>
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<p>
Returns whether or not dynamic lighting is enabled. 
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<a class="anchor" name="Ogre_1_1Passa48" doxytag="Ogre::Pass::getManualCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a643">ManualCullingMode</a> Ogre::Pass::getManualCullingMode </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</td>
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<p>
Retrieves the manual culling mode for this pass. 
<p>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa47">setManualCullingMode</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa52" doxytag="Ogre::Pass::getMaxSimultaneousLights" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short Ogre::Pass::getMaxSimultaneousLights </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</td>
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<p>
Gets the maximum number of lights to be used by this pass. 
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<a class="anchor" name="Ogre_1_1Passa31" doxytag="Ogre::Pass::getNumTextureUnitStates" ></a><p>
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          <td class="md" nowrap valign="top"> size_t Ogre::Pass::getNumTextureUnitStates </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</td>
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<p>
Returns the number of texture unit settings. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00336">336</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa72" doxytag="Ogre::Pass::getOnlyLightType" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a> Ogre::Pass::getOnlyLightType </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> const</td>
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<p>
Gets the single light type this pass runs for if getRunOncePerLight and getRunOnlyForOneLightType are both true. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00689">689</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa73" doxytag="Ogre::Pass::getParent" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Technique.html">Technique</a>* Ogre::Pass::getParent </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>
Gets the parent <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00692">692</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passe1" doxytag="Ogre::Pass::getPassGraveyard" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a>&amp; Ogre::Pass::getPassGraveyard </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> [static]</code></td>
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<p>
Static method to retrieve all the Passes which are pending deletion. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00914">914</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.
<p>
References <a class="el" href="OgrePass_8h-source.html#l00136">PassSet</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa74" doxytag="Ogre::Pass::getResourceGroup" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::Pass::getResourceGroup </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</td>
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<p>
Gets the resource group of the ultimate parent <a class="el" href="classOgre_1_1Material.html">Material</a>. 
<p>
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<a class="anchor" name="Ogre_1_1Passa70" doxytag="Ogre::Pass::getRunOncePerLight" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getRunOncePerLight </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</td>
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<p>
Does this pass run once for every light in range? 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00684">684</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa71" doxytag="Ogre::Pass::getRunOnlyForOneLightType" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::getRunOnlyForOneLightType </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</td>
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<p>
Does this pass run only for a single light type (if getRunOncePerLight is true). 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00686">686</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa21" doxytag="Ogre::Pass::getSelfIllumination" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&amp; Ogre::Pass::getSelfIllumination </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</td>
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<p>
Gets the self illumination colour of the pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa54" doxytag="Ogre::Pass::getShadingMode" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a640">ShadeOptions</a> Ogre::Pass::getShadingMode </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</td>
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<p>
Returns the type of light shading to be used. 
<p>
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<a class="anchor" name="Ogre_1_1Passa84" doxytag="Ogre::Pass::getShadowCasterVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a>&amp; Ogre::Pass::getShadowCasterVertexProgram </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>
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<p>
Gets the vertex program used by this pass when rendering shadow casters, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>. 
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<a class="anchor" name="Ogre_1_1Passa82" doxytag="Ogre::Pass::getShadowCasterVertexProgramName" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::Pass::getShadowCasterVertexProgramName </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</td>
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<p>
Gets the name of the vertex program used by this pass when rendering shadow casters. 
<p>
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<a class="anchor" name="Ogre_1_1Passa83" doxytag="Ogre::Pass::getShadowCasterVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a> Ogre::Pass::getShadowCasterVertexProgramParameters </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>
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<p>
Gets the vertex program parameters used by this pass when rendering shadow casters. 
<p>
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<a class="anchor" name="Ogre_1_1Passa89" doxytag="Ogre::Pass::getShadowReceiverVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a>&amp; Ogre::Pass::getShadowReceiverVertexProgram </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>
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<p>
Gets the vertex program used by this pass when rendering shadow receivers, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>. 
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<a class="anchor" name="Ogre_1_1Passa87" doxytag="Ogre::Pass::getShadowReceiverVertexProgramName" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::Pass::getShadowReceiverVertexProgramName </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</td>
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<p>
Gets the name of the vertex program used by this pass when rendering shadow receivers. 
<p>
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<a class="anchor" name="Ogre_1_1Passa88" doxytag="Ogre::Pass::getShadowReceiverVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a> Ogre::Pass::getShadowReceiverVertexProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the vertex program parameters used by this pass when rendering shadow receivers. 
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<a class="anchor" name="Ogre_1_1Passa22" doxytag="Ogre::Pass::getShininess" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> Ogre::Pass::getShininess </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the 'shininess' property of the pass (affects specular highlights). 
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<a class="anchor" name="Ogre_1_1Passa34" doxytag="Ogre::Pass::getSourceBlendFactor" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> Ogre::Pass::getSourceBlendFactor </td>
          <td class="md" valign="top">(&nbsp;</td>
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<p>
Retrieves the source blending factor for the material (as set using Materiall::setSceneBlending). 
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<a class="anchor" name="Ogre_1_1Passa20" doxytag="Ogre::Pass::getSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a>&amp; Ogre::Pass::getSpecular </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the specular colour reflectance of the pass. 
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<a class="anchor" name="Ogre_1_1Passa27" doxytag="Ogre::Pass::getTextureUnitState" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a>* Ogre::Pass::getTextureUnitState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned short&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>index</em>          </td>
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<p>
Retrieves a pointer to a texture unit state so it may be modified. 
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<a class="anchor" name="Ogre_1_1Passa28" doxytag="Ogre::Pass::getTextureUnitStateIterator" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1VectorIterator.html">TextureUnitStateIterator</a> Ogre::Pass::getTextureUnitStateIterator </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Get an iterator over the TextureUnitStates contained in this <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
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<a class="anchor" name="Ogre_1_1Passa23" doxytag="Ogre::Pass::getVertexColourTracking" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a> Ogre::Pass::getVertexColourTracking </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Gets which material properties follow the vertex colour. 
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<a class="anchor" name="Ogre_1_1Passa79" doxytag="Ogre::Pass::getVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1GpuProgramPtr.html">GpuProgramPtr</a>&amp; Ogre::Pass::getVertexProgram </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the vertex program used by this pass, only available after <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa96">_load()</a>. 
<p>
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<a class="anchor" name="Ogre_1_1Passa77" doxytag="Ogre::Pass::getVertexProgramName" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="namespaceOgre.html#a426">String</a>&amp; Ogre::Pass::getVertexProgramName </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the name of the vertex program used by this pass. 
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<a class="anchor" name="Ogre_1_1Passa78" doxytag="Ogre::Pass::getVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a> Ogre::Pass::getVertexProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Gets the vertex program parameters used by this pass. 
<p>
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<a class="anchor" name="Ogre_1_1Passa6" doxytag="Ogre::Pass::hasFragmentProgram" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::hasFragmentProgram </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Returns true if this pass uses a programmable fragment pipeline. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00158">158</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa5" doxytag="Ogre::Pass::hasVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::hasVertexProgram </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Returns true if this pass uses a programmable vertex pipeline. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00155">155</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa108" doxytag="Ogre::Pass::isAmbientOnly" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::isAmbientOnly </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Returns whether this pass is ambient only. 
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<a class="anchor" name="Ogre_1_1Passa98" doxytag="Ogre::Pass::isLoaded" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::isLoaded </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<a class="anchor" name="Ogre_1_1Passa4" doxytag="Ogre::Pass::isProgrammable" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::isProgrammable </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Returns true if this pass is programmable ie includes either a vertex or fragment program. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00152">152</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passa36" doxytag="Ogre::Pass::isTransparent" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Pass::isTransparent </td>
          <td class="md" valign="top">(&nbsp;</td>
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<p>
Returns true if this pass has some element of transparency. 
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<a class="anchor" name="Ogre_1_1Passa2" doxytag="Ogre::Pass::operator=" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html">Pass</a>&amp; Ogre::Pass::operator= </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Pass.html">Pass</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>oth</em>          </td>
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<p>
Operator = overload. 
<p>
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<a class="anchor" name="Ogre_1_1Passe3" doxytag="Ogre::Pass::processPendingPassUpdates" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::processPendingPassUpdates </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Process all dirty and pending deletion passes. 
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<a class="anchor" name="Ogre_1_1Passa107" doxytag="Ogre::Pass::queueForDeletion" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::queueForDeletion </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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<p>
Queue this pass for deletion when appropriate. 
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<a class="anchor" name="Ogre_1_1Passa30" doxytag="Ogre::Pass::removeAllTextureUnitStates" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::removeAllTextureUnitStates </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
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<p>
Removes all texture unit settings. 
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<a class="anchor" name="Ogre_1_1Passa29" doxytag="Ogre::Pass::removeTextureUnitState" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::removeTextureUnitState </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned short&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>index</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Removes the indexed texture unit state from this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Note that removing a texture which is not the topmost will have a larger performance impact. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa65" doxytag="Ogre::Pass::setAlphaRejectFunction" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setAlphaRejectFunction </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>          </td>
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<p>
Sets the alpha reject function. 
<p>
See setAlphaRejectSettings for more information.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa64" doxytag="Ogre::Pass::setAlphaRejectSettings" ></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::Pass::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"></td>
        </tr>

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

<p>
Sets the way the pass will have use alpha to totally reject pixels from the pipeline. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The default is CMPF_ALWAYS_PASS i.e. alpha is not used to reject pixels. </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 which must pass for the pixel to be written. </td></tr>
    <tr><td valign=top><em>value</em>&nbsp;</td><td>1 byte value against which alpha values will be tested(0-255) </td></tr>
  </table>
</dl>
<dl compact><dt><b>Note:</b></dt><dd>This option applies in both the fixed function and the programmable pipeline. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa66" doxytag="Ogre::Pass::setAlphaRejectValue" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setAlphaRejectValue </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned char&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>val</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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

<p>
Gets the alpha reject value. 
<p>
See setAlphaRejectSettings for more information.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa9" doxytag="Ogre::Pass::setAmbient" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setAmbient </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="mdname1" valign="top" nowrap> <em>ambient</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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

<p>
Sets the ambient colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
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</table>
<a class="anchor" name="Ogre_1_1Passa8" doxytag="Ogre::Pass::setAmbient" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setAmbient </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>red</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>green</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>blue</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Sets the ambient colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much ambient light (directionless global light) is reflected. The default is full white, meaning objects are completely globally illuminated. Reduce this if you want to see diffuse or specular light effects, or change the blend of colours to make the object have a base colour other than white. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa43" doxytag="Ogre::Pass::setColourWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setColourWriteEnabled </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></td>
        </tr>

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

<p>
Sets whether or not colour buffer writing is enabled for this <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>For some effects, you might wish to turn off the colour write operation when rendering geometry; this means that only the depth buffer will be updated (provided you have depth buffer writing enabled, which you probably will do, although you may wish to only update the stencil buffer for example - stencil buffer state is managed at the <a class="el" href="classOgre_1_1RenderSystem.html">RenderSystem</a> level only, not the <a class="el" href="classOgre_1_1Material.html">Material</a> since you are likely to want to manage it at a higher level).</dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa45" doxytag="Ogre::Pass::setCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::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></td>
        </tr>

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

<p>
Sets the culling mode for this pass based on the 'vertex winding'. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>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. </dd></dl>
<dl compact><dt><b></b></dt><dd>You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa62" doxytag="Ogre::Pass::setDepthBias" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::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></td>
        </tr>

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

<p>
Sets the depth bias to be used for this material. 
<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>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa37" doxytag="Ogre::Pass::setDepthCheckEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setDepthCheckEnabled </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></td>
        </tr>

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

<p>
Sets whether or not this pass renders with depth-buffer checking on or not. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>If depth-buffer checking is on, whenever a pixel is about to be written to the frame buffer the depth buffer is checked to see if the pixel is in front of all other pixels written at that point. If not, the pixel is not written. </dd></dl>
<dl compact><dt><b></b></dt><dd>If depth checking is off, pixels are written no matter what has been rendered before. Also see setDepthFunction for more advanced depth check configuration. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa41">setDepthFunction</a> </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa41" doxytag="Ogre::Pass::setDepthFunction" ></a><p>
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setDepthFunction </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>          </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>
Sets the function used to compare depth values when depth checking is on. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>If depth checking is enabled (see setDepthCheckEnabled) a comparison occurs between the depth value of the pixel to be written and the current contents of the buffer. This comparison is normally CMPF_LESS_EQUAL, i.e. the pixel is written if it is closer (or at the same distance) than the current contents. If you wish you can change this comparison using this method. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa39" doxytag="Ogre::Pass::setDepthWriteEnabled" ></a><p>
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setDepthWriteEnabled </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></td>
        </tr>

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

<p>
Sets whether or not this pass renders with depth-buffer writing on or not. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>If depth-buffer writing is on, whenever a pixel is written to the frame buffer the depth buffer is updated with the depth value of that new pixel, thus affecting future rendering operations if future pixels are behind this one. </dd></dl>
<dl compact><dt><b></b></dt><dd>If depth writing is off, pixels are written without updating the depth buffer Depth writing should normally be on but can be turned off when rendering static backgrounds or when rendering a collection of transparent objects at the end of a scene so that they overlap each other correctly. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa11" doxytag="Ogre::Pass::setDiffuse" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setDiffuse </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="mdname1" valign="top" nowrap> <em>diffuse</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>
Sets the diffuse colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the <a class="el" href="classOgre_1_1Light.html">Light</a> class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from <a class="el" href="classOgre_1_1Light.html">Light</a> objects. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa10" doxytag="Ogre::Pass::setDiffuse" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setDiffuse </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>red</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>green</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>blue</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>alpha</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Sets the diffuse colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much diffuse light (light from instances of the <a class="el" href="classOgre_1_1Light.html">Light</a> class in the scene) is reflected. The default is full white, meaning objects reflect the maximum white light they can from <a class="el" href="classOgre_1_1Light.html">Light</a> objects. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
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</table>
<a class="anchor" name="Ogre_1_1Passa55" doxytag="Ogre::Pass::setFog" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setFog </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>overrideScene</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><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> = 0.001, </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"></td>
        </tr>

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

<p>
Sets the fogging mode applied to this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Fogging is an effect that is applied as polys are rendered. Sometimes, you want fog to be applied to an entire scene. Other times, you want it to be applied to a few polygons only. This pass-level specification of fog parameters lets you easily manage both. </dd></dl>
<dl compact><dt><b></b></dt><dd>The <a class="el" href="classOgre_1_1SceneManager.html">SceneManager</a> class also has a setFog method which applies scene-level fog. This method lets you change the fog behaviour for this pass compared to the standard scene-level fog. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>overrideScene</em>&nbsp;</td><td>If true, you authorise this pass to override the scene's fog params with it's own settings. If you specify false, so other parameters are necessary, and this is the default behaviour for passs. </td></tr>
    <tr><td valign=top><em>mode</em>&nbsp;</td><td>Only applicable if overrideScene is true. You can disable fog which is turned on for the rest of the scene by specifying FOG_NONE. Otherwise, set a pass-specific fog mode as defined in the enum FogMode. </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 0.001. </td></tr>
    <tr><td valign=top><em>linearStart</em>&nbsp;</td><td>Distance in world units at which linear fog starts to encroach. Only applicable if mode is FOG_LINEAR. </td></tr>
    <tr><td valign=top><em>linearEnd</em>&nbsp;</td><td>Distance in world units at which linear fog becomes completely opaque. Only applicable if mode is FOG_LINEAR. </td></tr>
  </table>
</dl>
    </td>
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</table>
<a class="anchor" name="Ogre_1_1Passa90" doxytag="Ogre::Pass::setFragmentProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setFragmentProgram </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>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>resetParams</em> = true</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Sets the details of the fragment program to use. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes, this sets the details of the fragment program to use in this pass. The program will not be loaded until the parent <a class="el" href="classOgre_1_1Material.html">Material</a> is loaded. </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 program - this must have been created using <a class="el" href="classOgre_1_1GpuProgramManager.html">GpuProgramManager</a> by the time that this <a class="el" href="classOgre_1_1Pass.html">Pass</a> is loaded. If this parameter is blank, any fragment program in this pass is disabled. </td></tr>
    <tr><td valign=top><em>resetParams</em>&nbsp;</td><td>If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names.</td></tr>
  </table>
</dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa91" doxytag="Ogre::Pass::setFragmentProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setFragmentProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>params</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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<p>
Sets the vertex program parameters. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes.</dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa49" doxytag="Ogre::Pass::setLightingEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::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></td>
        </tr>

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<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. </td></tr>
  </table>
</dl>
<dl compact><dt><b></b></dt><dd>If false, no lighting is applied and all geometry will be full brightness. </dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa47" doxytag="Ogre::Pass::setManualCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setManualCullingMode </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a643">ManualCullingMode</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></td>
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<p>
Sets the manual culling mode, performed by CPU rather than hardware. 
<p>
In some situations you want to use manual culling of triangles rather than sending the triangles to the hardware and letting it cull them. This setting only takes effect on SceneManager's that use it (since it is best used on large groups of planar world geometry rather than on movable geometry since this would be expensive), but if used can cull geometry before it is sent to the hardware. <dl compact><dt><b>Note:</b></dt><dd>The default for this setting is MANUAL_CULL_BACK. </dd></dl>
<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>The mode to use - see enum ManualCullingMode for details </td></tr>
  </table>
</dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa51" doxytag="Ogre::Pass::setMaxSimultaneousLights" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setMaxSimultaneousLights </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned short&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>maxLights</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the maximum number of lights to be used by this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>During rendering, if lighting is enabled (or if the pass uses an automatic program parameter based on a light) the engine will request the nearest lights to the object being rendered in order to work out which ones to use. This parameter sets the limit on the number of lights which should apply to objects rendered with this pass. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa69" doxytag="Ogre::Pass::setRunOncePerLight" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setRunOncePerLight </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>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>onlyForOneLightType</em> = true, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="classOgre_1_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>lightType</em> = Light::LT_POINT</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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<p>
Sets whether or not this pass should be run once per light which can affect the object being rendered. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The default behaviour for a pass (when this option is 'false'), is for a pass to be rendered only once, with all the lights which could affect this object set at the same time (up to the maximum lights allowed in the render system, which is typically 8). </dd></dl>
<dl compact><dt><b></b></dt><dd>Setting this option to 'true' changes this behaviour, such that instead of trying to issue render this pass once per object, it is run once <b>per light</b> which can affect this object. In this case, only light index 0 is ever used, and is a different light every time the pass is issued, up to the total number of lights which is affecting this object. This has 2 advantages: <ul>
<li>
There is no limit on the number of lights which can be supported </li>
<li>
It's easier to write vertex / fragment programs for this because a single program can be used for any number of lights </li>
</ul>
However, this technique is a lot more expensive, and typically you will want an additional ambient pass, because if no lights are affecting the object it will not be rendered at all, which will look odd even if ambient light is zero (imagine if there are lit objects behind it - the objects silhouette would not show up). Therefore, use this option with care, and you would be well advised to provide a less expensive fallback technique for use in the distance. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>The number of times this pass runs is still limited by the maximum number of lights allowed as set in setMaxSimultaneousLights, so you will never get more passes than this. </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>Whether this feature is enabled </td></tr>
    <tr><td valign=top><em>onlyForOneLightType</em>&nbsp;</td><td>If true, the pass will only be run for a single type of light, other light types will be ignored. </td></tr>
    <tr><td valign=top><em>lightType</em>&nbsp;</td><td>The single light type which will be considered for this pass</td></tr>
  </table>
</dl>
    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passa33" doxytag="Ogre::Pass::setSceneBlending" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSceneBlending </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <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>const <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"></td>
        </tr>

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<p>
Allows very fine control of blending this <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the existing contents of the scene. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Wheras the texture blending operations seen in the <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> class are concerned with blending between texture layers, this blending is about combining the output of the material as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. </dd></dl>
<dl compact><dt><b></b></dt><dd>This version of the method allows complete control over the blending operation, by specifying the source and destination blending factors. The result of the blending operation is: <span align="center"> final = (texture * sourceFactor) + (pixel * destFactor) </span> </dd></dl>
<dl compact><dt><b></b></dt><dd>Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type. </dd></dl>
<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>
<dl compact><dt><b>Note:</b></dt><dd>This method is applicable for both the fixed-function and programmable pipelines. </dd></dl>
    </td>
  </tr>
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<a class="anchor" name="Ogre_1_1Passa32" doxytag="Ogre::Pass::setSceneBlending" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSceneBlending </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="namespaceOgre.html#a634">SceneBlendType</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>sbt</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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<p>
Sets the kind of blending this pass has with the existing contents of the scene. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Wheras the texture blending operations seen in the <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> class are concerned with blending between texture layers, this blending is about combining the output of the <a class="el" href="classOgre_1_1Pass.html">Pass</a> as a whole with the existing contents of the rendering target. This blending therefore allows object transparency and other special effects. If all passes in a technique have a scene blend, then the whole technique is considered to be transparent. </dd></dl>
<dl compact><dt><b></b></dt><dd>This method allows you to select one of a number of predefined blending types. If you require more control than this, use the alternative version of this method which allows you to specify source and destination blend factors. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This method is applicable for both the fixed-function and programmable pipelines. </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>sbt</em>&nbsp;</td><td>One of the predefined SceneBlendType blending types </td></tr>
  </table>
</dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa16" doxytag="Ogre::Pass::setSelfIllumination" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSelfIllumination </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="mdname1" valign="top" nowrap> <em>selfIllum</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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<p>
Sets the amount of self-illumination an object has. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa15" doxytag="Ogre::Pass::setSelfIllumination" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSelfIllumination </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>red</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>green</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>blue</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Sets the amount of self-illumination an object has. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>If an object is self-illuminating, it does not need external sources to light it, ambient or otherwise. It's like the object has it's own personal ambient light. This property is rarely useful since you can already specify per-pass ambient light, but is here for completeness. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa53" doxytag="Ogre::Pass::setShadingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShadingMode </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>mode</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the type of light shading required. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>The default shading method is Gouraud shading. </dd></dl>
    </td>
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<a class="anchor" name="Ogre_1_1Passa80" doxytag="Ogre::Pass::setShadowCasterVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShadowCasterVertexProgram </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></td>
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<p>
Sets the details of the vertex program to use when rendering as a shadow caster. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst <a class="el" href="namespaceOgre.html">Ogre</a> can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour). </dd></dl>
<dl compact><dt><b></b></dt><dd>Therefore, it is up to implemetors of vertex programs to provide an alternative vertex program which can be used to render the object to a shadow texture. Do all the same vertex transforms, but set the colour of the vertex to the ambient colour, as bound using the standard auto parameter binding mechanism. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>Some vertex programs will work without doing this, because <a class="el" href="namespaceOgre.html">Ogre</a> ensures that all lights except for ambient are set black. However, the chances are that your vertex program is doing a lot of unnecessary work in this case, since the other lights are having no effect, and it is good practice to supply an alternative. <p>
This is only applicable to programmable passes. </dd></dl>
<dl compact><dt><b></b></dt><dd>The default behaviour is for <a class="el" href="namespaceOgre.html">Ogre</a> to switch to fixed-function rendering if an explict vertex program alternative is not set. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa81" doxytag="Ogre::Pass::setShadowCasterVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShadowCasterVertexProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>params</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the vertex program parameters for rendering as a shadow caster. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa85" doxytag="Ogre::Pass::setShadowReceiverVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShadowReceiverVertexProgram </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></td>
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<p>
Sets the details of the vertex program to use when rendering as a shadow receiver. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Texture-based shadows require that the shadow receiver is rendered using a projective texture. Whilst <a class="el" href="namespaceOgre.html">Ogre</a> can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. So in this case, we need a vertex program which does the appropriate vertex transformation, but generates projective texture coordinates. </dd></dl>
<dl compact><dt><b></b></dt><dd>Therefore, it is up to implemetors of vertex programs to provide an alternative vertex program which can be used to render the object as a shadow receiver. Do all the same vertex transforms, but generate <b>2 sets</b> of texture coordinates using the auto parameter ACT_TEXTURE_VIEWPROJ_MATRIX, which <a class="el" href="namespaceOgre.html">Ogre</a> will bind to the parameter name / index you supply as the second parameter to this method. 2 texture sets are needed because <a class="el" href="namespaceOgre.html">Ogre</a> needs to use 2 texture units for some shadow effects. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>This is only applicable to programmable passes. </dd></dl>
<dl compact><dt><b></b></dt><dd>The default behaviour is for <a class="el" href="namespaceOgre.html">Ogre</a> to switch to fixed-function rendering if an explict vertex program alternative is not set. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa86" doxytag="Ogre::Pass::setShadowReceiverVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShadowReceiverVertexProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>params</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the vertex program parameters for rendering as a shadow receiver. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa14" doxytag="Ogre::Pass::setShininess" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setShininess </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="mdname1" valign="top" nowrap> <em>val</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the shininess of the pass, affecting the size of specular highlights. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa13" doxytag="Ogre::Pass::setSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSpecular </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="mdname1" valign="top" nowrap> <em>specular</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets the specular colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the <a class="el" href="classOgre_1_1Light.html">Light</a> class in the scene) is reflected. The default is to reflect no specular light. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>The size of the specular highlights is determined by the separate 'shininess' property. <p>
This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa12" doxytag="Ogre::Pass::setSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setSpecular </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>red</em>, </td>
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          <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>green</em>, </td>
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          <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>blue</em>, </td>
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          <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>alpha</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Sets the specular colour reflectance properties of this pass. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>The base colour of a pass is determined by how much red, green and blue light is reflects (provided texture layer #0 has a blend mode other than LBO_REPLACE). This property determines how much specular light (highlights from instances of the <a class="el" href="classOgre_1_1Light.html">Light</a> class in the scene) is reflected. The default is to reflect no specular light. </dd></dl>
<dl compact><dt><b>Note:</b></dt><dd>The size of the specular highlights is determined by the separate 'shininess' property. <p>
This setting has no effect if dynamic lighting is disabled (see <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a>), or if this is a programmable pass. </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa106" doxytag="Ogre::Pass::setTextureAnisotropy" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setTextureAnisotropy </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned int&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>maxAniso</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Sets the anisotropy level to be used for all textures. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property has been moved to the <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> class, which is accessible via the <a class="el" href="classOgre_1_1Technique.html">Technique</a> and <a class="el" href="classOgre_1_1Pass.html">Pass</a>. For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the <a class="el" href="classOgre_1_1Technique.html">Technique</a>, <a class="el" href="classOgre_1_1Pass.html">Pass</a> and <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> instances and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1TextureUnitState.html#Ogre_1_1TextureUnitStatea61">TextureUnitState::setTextureAnisotropy</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa105" doxytag="Ogre::Pass::setTextureFiltering" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setTextureFiltering </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a637">TextureFilterOptions</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>filterType</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Set texture filtering for every texture unit. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> class For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the <a class="el" href="classOgre_1_1TextureUnitState.html">TextureUnitState</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1TextureUnitState.html#Ogre_1_1TextureUnitStatea57">TextureUnitState::setTextureFiltering</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Passa17" doxytag="Ogre::Pass::setVertexColourTracking" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setVertexColourTracking </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>tracking</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Sets which material properties follow the vertex colour. 
<p>
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<a class="anchor" name="Ogre_1_1Passa75" doxytag="Ogre::Pass::setVertexProgram" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setVertexProgram </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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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>resetParams</em> = true</td>
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          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Sets the details of the vertex program to use. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes, this sets the details of the vertex program to use in this pass. The program will not be loaded until the parent <a class="el" href="classOgre_1_1Material.html">Material</a> is loaded. </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 program - this must have been created using <a class="el" href="classOgre_1_1GpuProgramManager.html">GpuProgramManager</a> by the time that this <a class="el" href="classOgre_1_1Pass.html">Pass</a> is loaded. If this parameter is blank, any vertex program in this pass is disabled. </td></tr>
    <tr><td valign=top><em>resetParams</em>&nbsp;</td><td>If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names.</td></tr>
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<a class="anchor" name="Ogre_1_1Passa76" doxytag="Ogre::Pass::setVertexProgramParameters" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Pass::setVertexProgramParameters </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1SharedPtr.html">GpuProgramParametersSharedPtr</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>params</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Sets the vertex program parameters. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>Only applicable to programmable passes, and this particular call is designed for low-level programs; use the named parameter methods for setting high-level program parameters.</dd></dl>
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<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="Ogre_1_1Passp16" doxytag="Ogre::Pass::mAlphaRejectFunc" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a636">CompareFunction</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp16">Ogre::Pass::mAlphaRejectFunc</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00088">88</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp17" doxytag="Ogre::Pass::mAlphaRejectVal" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned char <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp17">Ogre::Pass::mAlphaRejectVal</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00089">89</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp3" doxytag="Ogre::Pass::mAmbient" ></a><p>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00063">63</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp15" doxytag="Ogre::Pass::mColourWrite" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp15">Ogre::Pass::mColourWrite</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00085">85</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp18" doxytag="Ogre::Pass::mCullMode" ></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_1Pass.html#Ogre_1_1Passp18">Ogre::Pass::mCullMode</a><code> [protected]</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="OgrePass_8h-source.html#l00094">94</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp14" doxytag="Ogre::Pass::mDepthBias" ></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="namespaceOgre.html#a422">ushort</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp14">Ogre::Pass::mDepthBias</a><code> [protected]</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="OgrePass_8h-source.html#l00082">82</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp11" doxytag="Ogre::Pass::mDepthCheck" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp11">Ogre::Pass::mDepthCheck</a><code> [protected]</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="OgrePass_8h-source.html#l00079">79</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp13" doxytag="Ogre::Pass::mDepthFunc" ></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#a636">CompareFunction</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp13">Ogre::Pass::mDepthFunc</a><code> [protected]</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="OgrePass_8h-source.html#l00081">81</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp12" doxytag="Ogre::Pass::mDepthWrite" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp12">Ogre::Pass::mDepthWrite</a><code> [protected]</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="OgrePass_8h-source.html#l00080">80</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp10" doxytag="Ogre::Pass::mDestBlendFactor" ></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="namespaceOgre.html#a635">SceneBlendFactor</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp10">Ogre::Pass::mDestBlendFactor</a><code> [protected]</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="OgrePass_8h-source.html#l00074">74</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp4" doxytag="Ogre::Pass::mDiffuse" ></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_1ColourValue.html">ColourValue</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp4">Ogre::Pass::mDiffuse</a><code> [protected]</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="OgrePass_8h-source.html#l00064">64</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp6" doxytag="Ogre::Pass::mEmissive" ></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_1ColourValue.html">ColourValue</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp6">Ogre::Pass::mEmissive</a><code> [protected]</code>
      </table>
    </td>
  </tr>
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<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00066">66</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp28" doxytag="Ogre::Pass::mFogColour" ></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_1ColourValue.html">ColourValue</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp28">Ogre::Pass::mFogColour</a><code> [protected]</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="OgrePass_8h-source.html#l00115">115</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp31" doxytag="Ogre::Pass::mFogDensity" ></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="namespaceOgre.html#a420">Real</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp31">Ogre::Pass::mFogDensity</a><code> [protected]</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="OgrePass_8h-source.html#l00118">118</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp30" doxytag="Ogre::Pass::mFogEnd" ></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="namespaceOgre.html#a420">Real</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp30">Ogre::Pass::mFogEnd</a><code> [protected]</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="OgrePass_8h-source.html#l00117">117</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp27" doxytag="Ogre::Pass::mFogMode" ></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="namespaceOgre.html#a641">FogMode</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp27">Ogre::Pass::mFogMode</a><code> [protected]</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="OgrePass_8h-source.html#l00114">114</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp26" doxytag="Ogre::Pass::mFogOverride" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp26">Ogre::Pass::mFogOverride</a><code> [protected]</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="OgrePass_8h-source.html#l00113">113</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp29" doxytag="Ogre::Pass::mFogStart" ></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="namespaceOgre.html#a420">Real</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp29">Ogre::Pass::mFogStart</a><code> [protected]</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="OgrePass_8h-source.html#l00116">116</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp36" doxytag="Ogre::Pass::mFragmentProgramUsage" ></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_1GpuProgramUsage.html">GpuProgramUsage</a>* <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp36">Ogre::Pass::mFragmentProgramUsage</a><code> [protected]</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="OgrePass_8h-source.html#l00132">132</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp2" doxytag="Ogre::Pass::mHash" ></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"> unsigned long <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp2">Ogre::Pass::mHash</a><code> [protected]</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="OgrePass_8h-source.html#l00060">60</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp1" doxytag="Ogre::Pass::mIndex" ></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"> unsigned short <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp1">Ogre::Pass::mIndex</a><code> [protected]</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="OgrePass_8h-source.html#l00059">59</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp20" doxytag="Ogre::Pass::mLightingEnabled" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp20">Ogre::Pass::mLightingEnabled</a><code> [protected]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Lighting enabled? 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00099">99</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp19" doxytag="Ogre::Pass::mManualCullMode" ></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="namespaceOgre.html#a643">ManualCullingMode</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp19">Ogre::Pass::mManualCullMode</a><code> [protected]</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="OgrePass_8h-source.html#l00095">95</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp21" doxytag="Ogre::Pass::mMaxSimultaneousLights" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> unsigned short <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp21">Ogre::Pass::mMaxSimultaneousLights</a><code> [protected]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Max simultaneous lights. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00101">101</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp24" doxytag="Ogre::Pass::mOnlyLightType" ></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_1Light.html#Ogre_1_1Lightw3">Light::LightTypes</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp24">Ogre::Pass::mOnlyLightType</a><code> [protected]</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="OgrePass_8h-source.html#l00106">106</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp0" doxytag="Ogre::Pass::mParent" ></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_1Technique.html">Technique</a>* <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp0">Ogre::Pass::mParent</a><code> [protected]</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="OgrePass_8h-source.html#l00058">58</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp37" doxytag="Ogre::Pass::mQueuedForDeletion" ></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"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp37">Ogre::Pass::mQueuedForDeletion</a><code> [protected]</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="OgrePass_8h-source.html#l00134">134</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="Ogre_1_1Passp22" doxytag="Ogre::Pass::mRunOncePerLight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
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        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp22">Ogre::Pass::mRunOncePerLight</a><code> [protected]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Run this pass once per light? 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00103">103</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp23" doxytag="Ogre::Pass::mRunOnlyForOneLightType" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp23">Ogre::Pass::mRunOnlyForOneLightType</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00105">105</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passt0" doxytag="Ogre::Pass::msDirtyHashList" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passt0">Ogre::Pass::msDirtyHashList</a><code> [static, protected]</code>
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<p>
List of Passes whose hashes need recalculating. 
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00139">139</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp25" doxytag="Ogre::Pass::mShadeOptions" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a640">ShadeOptions</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp25">Ogre::Pass::mShadeOptions</a><code> [protected]</code>
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Shading options. 
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00109">109</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp34" doxytag="Ogre::Pass::mShadowCasterVertexProgramUsage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a>* <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp34">Ogre::Pass::mShadowCasterVertexProgramUsage</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00128">128</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp35" doxytag="Ogre::Pass::mShadowReceiverVertexProgramUsage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a>* <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp35">Ogre::Pass::mShadowReceiverVertexProgramUsage</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00130">130</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp7" doxytag="Ogre::Pass::mShininess" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a420">Real</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp7">Ogre::Pass::mShininess</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00067">67</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp9" doxytag="Ogre::Pass::mSourceBlendFactor" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a635">SceneBlendFactor</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp9">Ogre::Pass::mSourceBlendFactor</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00073">73</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passt1" doxytag="Ogre::Pass::msPassGraveyard" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passw0">PassSet</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passt1">Ogre::Pass::msPassGraveyard</a><code> [static, protected]</code>
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<p>
The place where passes go to die. 
<p>

<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00141">141</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp5" doxytag="Ogre::Pass::mSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1ColourValue.html">ColourValue</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp5">Ogre::Pass::mSpecular</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00065">65</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp32" doxytag="Ogre::Pass::mTextureUnitStates" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passx0">TextureUnitStates</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp32">Ogre::Pass::mTextureUnitStates</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00123">123</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp8" doxytag="Ogre::Pass::mTracking" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a58">TrackVertexColourType</a> <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp8">Ogre::Pass::mTracking</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00068">68</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Passp33" doxytag="Ogre::Pass::mVertexProgramUsage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1GpuProgramUsage.html">GpuProgramUsage</a>* <a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passp33">Ogre::Pass::mVertexProgramUsage</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgrePass_8h-source.html#l00126">126</a> of file <a class="el" href="OgrePass_8h-source.html">OgrePass.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="OgrePass_8h-source.html">OgrePass.h</a></ul>
<p>
Copyright &copy; 2000-2005 by The OGRE Team<br />
Last modified Wed Feb 23 00:21:49 2005
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