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<h1>Ogre::Technique Class Reference</h1>Class representing an approach to rendering this particular <a class="el" href="classOgre_1_1Material.html">Material</a>.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>&gt;</code>
<p>
<a href="classOgre_1_1Technique-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 <a class="el" href="classOgre_1_1VectorIterator.html">VectorIterator</a>&lt; <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquex0">Passes</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquew0">PassIterator</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="namespaceOgre.html#a358">IlluminationPassList</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquew1">IlluminationPassIterator</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_1Technique.html#Ogre_1_1Techniquea0">Technique</a> (<a class="el" href="classOgre_1_1Material.html">Material</a> *parent)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#Ogre_1_1Techniquea0"></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_1Technique.html#Ogre_1_1Techniquea1">Technique</a> (<a class="el" href="classOgre_1_1Material.html">Material</a> *parent, const <a class="el" href="classOgre_1_1Technique.html">Technique</a> &amp;oth)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Copy constructor.  <a href="#Ogre_1_1Techniquea1"></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_1Technique.html#Ogre_1_1Techniquea2">~Technique</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_1Technique.html#Ogre_1_1Techniquea3">isSupported</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Indicates if this technique is supported by the current graphics card.  <a href="#Ogre_1_1Techniquea3"></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_1Technique.html#Ogre_1_1Techniquea4">_compile</a> (bool autoManageTextureUnits)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal compilation method; see <a class="el" href="classOgre_1_1Material.html#Ogre_1_1Materiala21">Material::compile</a>.  <a href="#Ogre_1_1Techniquea4"></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_1Technique.html#Ogre_1_1Techniquea5">_compileIlluminationPasses</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for splitting the passes into illumination passes.  <a href="#Ogre_1_1Techniquea5"></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_1Technique.html#Ogre_1_1Techniquea6">createPass</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a new <a class="el" href="classOgre_1_1Pass.html">Pass</a> for this <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea6"></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_1Technique.html#Ogre_1_1Techniquea7">getPass</a> (unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the given index.  <a href="#Ogre_1_1Techniquea7"></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_1Technique.html#Ogre_1_1Techniquea8">getNumPasses</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves the number of passes.  <a href="#Ogre_1_1Techniquea8"></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_1Technique.html#Ogre_1_1Techniquea9">removePass</a> (unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Removes the <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the given index.  <a href="#Ogre_1_1Techniquea9"></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_1Technique.html#Ogre_1_1Techniquea10">removeAllPasses</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Removes all Passes from this <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1VectorIterator.html">PassIterator</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquea11">getPassIterator</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets an iterator over the passes in this <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea11"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="classOgre_1_1VectorIterator.html">IlluminationPassIterator</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquea12">getIlluminationPassIterator</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets an iterator over the illumination-stage categorised passes.  <a href="#Ogre_1_1Techniquea12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Material.html">Material</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquea13">getParent</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the parent <a class="el" href="classOgre_1_1Material.html">Material</a>.  <a href="#Ogre_1_1Techniquea13"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Technique.html">Technique</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquea14">operator=</a> (const <a class="el" href="classOgre_1_1Technique.html">Technique</a> &amp;rhs)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Overloaded operator to copy on <a class="el" href="classOgre_1_1Technique.html">Technique</a> to another.  <a href="#Ogre_1_1Techniquea14"></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_1Technique.html#Ogre_1_1Techniquea15">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_1Techniquea15"></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_1Technique.html#Ogre_1_1Techniquea16">isTransparent</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns true if this <a class="el" href="classOgre_1_1Technique.html">Technique</a> involves transparency.  <a href="#Ogre_1_1Techniquea16"></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_1Technique.html#Ogre_1_1Techniquea17">_load</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal load method, derived from call to <a class="el" href="classOgre_1_1Resource.html#Ogre_1_1Texturea25">Material::load</a>.  <a href="#Ogre_1_1Techniquea17"></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_1Technique.html#Ogre_1_1Techniquea18">_unload</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal unload method, derived from call to <a class="el" href="classOgre_1_1Resource.html#Ogre_1_1Texturea28">Material::unload</a>.  <a href="#Ogre_1_1Techniquea18"></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_1Technique.html#Ogre_1_1Techniquea19">isLoaded</a> (void) const </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_1Technique.html#Ogre_1_1Techniquea20">_notifyNeedsRecompile</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Tells the technique that it needs recompilation.  <a href="#Ogre_1_1Techniquea20"></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_1Technique.html#Ogre_1_1Techniquea21">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 for every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea21"></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_1Technique.html#Ogre_1_1Techniquea22">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 for every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea22"></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_1Technique.html#Ogre_1_1Techniquea23">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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea23"></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_1Technique.html#Ogre_1_1Techniquea24">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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea24"></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_1Technique.html#Ogre_1_1Techniquea25">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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea25"></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_1Technique.html#Ogre_1_1Techniquea26">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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea26"></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_1Technique.html#Ogre_1_1Techniquea27">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 properties of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea27"></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_1Technique.html#Ogre_1_1Techniquea28">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 of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea28"></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_1Technique.html#Ogre_1_1Techniquea29">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 of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea29"></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_1Technique.html#Ogre_1_1Techniquea30">setDepthCheckEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not each <a class="el" href="classOgre_1_1Pass.html">Pass</a> renders with depth-buffer checking on or not.  <a href="#Ogre_1_1Techniquea30"></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_1Technique.html#Ogre_1_1Techniquea31">setDepthWriteEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not each <a class="el" href="classOgre_1_1Pass.html">Pass</a> renders with depth-buffer writing on or not.  <a href="#Ogre_1_1Techniquea31"></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_1Technique.html#Ogre_1_1Techniquea32">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_1Techniquea32"></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_1Technique.html#Ogre_1_1Techniquea33">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 each <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Techniquea33"></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_1Technique.html#Ogre_1_1Techniquea34">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 each pass based on the 'vertex winding'.  <a href="#Ogre_1_1Techniquea34"></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_1Technique.html#Ogre_1_1Techniquea35">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_1Techniquea35"></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_1Technique.html#Ogre_1_1Techniquea36">setLightingEnabled</a> (bool enabled)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not dynamic lighting is enabled for every <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Techniquea36"></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_1Technique.html#Ogre_1_1Techniquea37">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_1Techniquea37"></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_1Technique.html#Ogre_1_1Techniquea38">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 each pass.  <a href="#Ogre_1_1Techniquea38"></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_1Technique.html#Ogre_1_1Techniquea39">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 each <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Techniquea39"></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_1Technique.html#Ogre_1_1Techniquea40">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 in every <a class="el" href="classOgre_1_1Pass.html">Pass</a>.  <a href="#Ogre_1_1Techniquea40"></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_1Technique.html#Ogre_1_1Techniquea41">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_1Techniquea41"></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_1Technique.html#Ogre_1_1Techniquea42">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 every pass has with the existing contents of the scene.  <a href="#Ogre_1_1Techniquea42"></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_1Technique.html#Ogre_1_1Techniquea43">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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the existing contents of the scene.  <a href="#Ogre_1_1Techniquea43"></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_1Technique.html#Ogre_1_1Techniquea44">setLodIndex</a> (unsigned short index)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Assigns a level-of-detail (LOD) index to this <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea44"></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_1Technique.html#Ogre_1_1Techniquea45">getLodIndex</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the level-of-detail index assigned to this <a class="el" href="classOgre_1_1Technique.html">Technique</a>.  <a href="#Ogre_1_1Techniquea45"></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_1Technique.html#Ogre_1_1Techniquea46">isDepthWriteEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is depth writing going to occur on this technique?  <a href="#Ogre_1_1Techniquea46"></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_1Technique.html#Ogre_1_1Techniquea47">isDepthCheckEnabled</a> (void) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is depth checking going to occur on this technique?  <a href="#Ogre_1_1Techniquea47"></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_1Pass.html">Pass</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquex0">Passes</a></td></tr>

<tr><td colspan=2><br><h2>Protected Member Functions</h2></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_1Technique.html#Ogre_1_1Techniqueb0">clearIlluminationPasses</a> (void)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Internal method for clearing illumination pass list.  <a href="#Ogre_1_1Techniqueb0"></a><br><br></td></tr>
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<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquex0">Passes</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep0">mPasses</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of primary passes.  <a href="#Ogre_1_1Techniquep0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="namespaceOgre.html#a358">IlluminationPassList</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep1">mIlluminationPasses</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of derived passes, categorised into IlluminationStage (ordered).  <a href="#Ogre_1_1Techniquep1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="classOgre_1_1Material.html">Material</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep2">mParent</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_1Technique.html#Ogre_1_1Techniquep3">mIsSupported</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_1Technique.html#Ogre_1_1Techniquep4">mLodIndex</a></td></tr>

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<hr><a name="_details"></a><h2>Detailed Description</h2>
Class representing an approach to rendering this particular <a class="el" href="classOgre_1_1Material.html">Material</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd><a class="el" href="namespaceOgre.html">Ogre</a> will attempt to use the best technique supported by the active hardware, unless you specifically request a lower detail technique (say for distant rendering). </dd></dl>

<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00041">41</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="Ogre_1_1Techniquew1" doxytag="Ogre::Technique::IlluminationPassIterator" ></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="namespaceOgre.html#a358">IlluminationPassList</a>&gt; <a class="el" href="classOgre_1_1VectorIterator.html">Ogre::Technique::IlluminationPassIterator</a>
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Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00095">95</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquex0" doxytag="Ogre::Technique::Passes" ></a><p>
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          <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="classOgre_1_1Pass.html">Pass</a>*&gt; <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquex0">Ogre::Technique::Passes</a><code> [protected]</code>
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Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00044">44</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquew0" doxytag="Ogre::Technique::PassIterator" ></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_1Technique.html#Ogre_1_1Techniquex0">Passes</a>&gt; <a class="el" href="classOgre_1_1VectorIterator.html">Ogre::Technique::PassIterator</a>
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<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00092">92</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="Ogre_1_1Techniquea0" doxytag="Ogre::Technique::Technique" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Technique::Technique </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Material.html">Material</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>parent</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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Constructor. 
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<a class="anchor" name="Ogre_1_1Techniquea1" doxytag="Ogre::Technique::Technique" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Technique::Technique </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classOgre_1_1Material.html">Material</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>const <a class="el" href="classOgre_1_1Technique.html">Technique</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>oth</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
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Copy constructor. 
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<a class="anchor" name="Ogre_1_1Techniquea2" doxytag="Ogre::Technique::~Technique" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::Technique::~<a class="el" href="classOgre_1_1Technique.html">Technique</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="Ogre_1_1Techniquea4" doxytag="Ogre::Technique::_compile" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::_compile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>autoManageTextureUnits</em>          </td>
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Internal compilation method; see <a class="el" href="classOgre_1_1Material.html#Ogre_1_1Materiala21">Material::compile</a>. 
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<a class="anchor" name="Ogre_1_1Techniquea5" doxytag="Ogre::Technique::_compileIlluminationPasses" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::_compileIlluminationPasses </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Internal method for splitting the passes into illumination passes. 
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<a class="anchor" name="Ogre_1_1Techniquea17" doxytag="Ogre::Technique::_load" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::_load </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Internal load method, derived from call to <a class="el" href="classOgre_1_1Resource.html#Ogre_1_1Texturea25">Material::load</a>. 
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<a class="anchor" name="Ogre_1_1Techniquea20" doxytag="Ogre::Technique::_notifyNeedsRecompile" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::_notifyNeedsRecompile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Tells the technique that it needs recompilation. 
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<a class="anchor" name="Ogre_1_1Techniquea18" doxytag="Ogre::Technique::_unload" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::_unload </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
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Internal unload method, derived from call to <a class="el" href="classOgre_1_1Resource.html#Ogre_1_1Texturea28">Material::unload</a>. 
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<a class="anchor" name="Ogre_1_1Techniqueb0" doxytag="Ogre::Technique::clearIlluminationPasses" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::clearIlluminationPasses </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><code> [protected]</code></td>
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Internal method for clearing illumination pass list. 
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<a class="anchor" name="Ogre_1_1Techniquea6" doxytag="Ogre::Technique::createPass" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html">Pass</a>* Ogre::Technique::createPass </td>
          <td class="md" valign="top">(&nbsp;</td>
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Creates a new <a class="el" href="classOgre_1_1Pass.html">Pass</a> for this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>A <a class="el" href="classOgre_1_1Pass.html">Pass</a> is a single rendering pass, ie a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback <a class="el" href="classOgre_1_1Technique.html">Technique</a> for if a card does not have enough facilities for what you're asking for. </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea12" doxytag="Ogre::Technique::getIlluminationPassIterator" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1VectorIterator.html">IlluminationPassIterator</a> Ogre::Technique::getIlluminationPassIterator </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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    <td>

<p>
Gets an iterator over the illumination-stage categorised passes. 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea45" doxytag="Ogre::Technique::getLodIndex" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short Ogre::Technique::getLodIndex </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>
        </tr>

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<p>
Gets the level-of-detail index assigned to this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00385">385</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquea8" doxytag="Ogre::Technique::getNumPasses" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short Ogre::Technique::getNumPasses </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 number of passes. 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea13" doxytag="Ogre::Technique::getParent" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Material.html">Material</a>* Ogre::Technique::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> const</td>
        </tr>

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<p>
Gets the parent <a class="el" href="classOgre_1_1Material.html">Material</a>. 
<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00099">99</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquea7" doxytag="Ogre::Technique::getPass" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Pass.html">Pass</a>* Ogre::Technique::getPass </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>
          <td class="md" nowrap></td>
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<p>
Retrieves the <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the given index. 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea11" doxytag="Ogre::Technique::getPassIterator" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="classOgre_1_1VectorIterator.html">PassIterator</a> Ogre::Technique::getPassIterator </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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<p>
Gets an iterator over the passes in this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea15" doxytag="Ogre::Technique::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::Technique::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>
        </tr>

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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_1Techniquea47" doxytag="Ogre::Technique::isDepthCheckEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Technique::isDepthCheckEnabled </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>
Is depth checking going to occur on this technique? 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea46" doxytag="Ogre::Technique::isDepthWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Technique::isDepthWriteEnabled </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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      &nbsp;
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<p>
Is depth writing going to occur on this technique? 
<p>
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<a class="anchor" name="Ogre_1_1Techniquea19" doxytag="Ogre::Technique::isLoaded" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Technique::isLoaded </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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      &nbsp;
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    </td>
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<a class="anchor" name="Ogre_1_1Techniquea3" doxytag="Ogre::Technique::isSupported" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Technique::isSupported </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>
Indicates if this technique is supported by the current graphics card. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This will only be correct after the <a class="el" href="classOgre_1_1Technique.html">Technique</a> has been compiled, which is usually done from <a class="el" href="classOgre_1_1Material.html#Ogre_1_1Materiala21">Material::compile</a>. </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea16" doxytag="Ogre::Technique::isTransparent" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::Technique::isTransparent </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>
        </tr>

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<p>
Returns true if this <a class="el" href="classOgre_1_1Technique.html">Technique</a> involves transparency. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole <a class="el" href="classOgre_1_1Technique.html">Technique</a> as transparent.</dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea14" doxytag="Ogre::Technique::operator=" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Technique.html">Technique</a>&amp; Ogre::Technique::operator= </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classOgre_1_1Technique.html">Technique</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>rhs</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Overloaded operator to copy on <a class="el" href="classOgre_1_1Technique.html">Technique</a> to another. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1Techniquea10" doxytag="Ogre::Technique::removeAllPasses" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::removeAllPasses </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">void&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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<p>
Removes all Passes from this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1Techniquea9" doxytag="Ogre::Technique::removePass" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::removePass </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>
          <td class="md" nowrap></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Removes the <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the given index. 
<p>
    </td>
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<a class="anchor" name="Ogre_1_1Techniquea22" doxytag="Ogre::Technique::setAmbient" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the ambient colour reflectance properties for every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa8">Pass::setAmbient</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea21" doxytag="Ogre::Technique::setAmbient" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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    <td>

<p>
Sets the ambient colour reflectance properties for every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa8">Pass::setAmbient</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea33" doxytag="Ogre::Technique::setColourWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets whether or not colour buffer writing is enabled for each <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa43">Pass::setColourWriteEnabled</a></dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea34" doxytag="Ogre::Technique::setCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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    <td>

<p>
Sets the culling mode for each pass based on the 'vertex winding'. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa45">Pass::setCullingMode</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea39" doxytag="Ogre::Technique::setDepthBias" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the depth bias to be used for each <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa62">Pass::setDepthBias</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea30" doxytag="Ogre::Technique::setDepthCheckEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets whether or not each <a class="el" href="classOgre_1_1Pass.html">Pass</a> renders with depth-buffer checking on or not. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa37">Pass::setDepthCheckEnabled</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea32" doxytag="Ogre::Technique::setDepthFunction" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the function used to compare depth values when depth checking is on. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa41">Pass::setDepthFunction</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea31" doxytag="Ogre::Technique::setDepthWriteEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets whether or not each <a class="el" href="classOgre_1_1Pass.html">Pass</a> renders with depth-buffer writing on or not. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa39">Pass::setDepthWriteEnabled</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea24" doxytag="Ogre::Technique::setDiffuse" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the diffuse colour reflectance properties of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa10">Pass::setDiffuse</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea23" doxytag="Ogre::Technique::setDiffuse" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the diffuse colour reflectance properties of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa10">Pass::setDiffuse</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea38" doxytag="Ogre::Technique::setFog" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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        <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>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="classOgre_1_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>
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        <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>
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        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Sets the fogging mode applied to each pass. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa55">Pass::setFog</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea36" doxytag="Ogre::Technique::setLightingEnabled" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets whether or not dynamic lighting is enabled for every <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa49">Pass::setLightingEnabled</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea44" doxytag="Ogre::Technique::setLodIndex" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::setLodIndex </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>
          <td class="md" nowrap></td>
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<p>
Assigns a level-of-detail (LOD) index to this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Remarks:</b></dt><dd>As noted previously, as well as providing fallback support for various graphics cards, multiple <a class="el" href="classOgre_1_1Technique.html">Technique</a> objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power. </dd></dl>
<dl compact><dt><b></b></dt><dd>By default, all Techniques have a LOD index of 0, which means they are the highest level of detail. Increasing LOD indexes are lower levels of detail. You can assign more than one <a class="el" href="classOgre_1_1Technique.html">Technique</a> to the same LOD index, meaning that the best <a class="el" href="classOgre_1_1Technique.html">Technique</a> that is supported at that LOD index is used. </dd></dl>
<dl compact><dt><b></b></dt><dd>You should not leave gaps in the LOD sequence; <a class="el" href="namespaceOgre.html">Ogre</a> will allow you to do this and will continue to function as if the LODs were sequential, but it will confuse matters. </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea35" doxytag="Ogre::Technique::setManualCullingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa47">Pass::setManualCullingMode</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea43" doxytag="Ogre::Technique::setSceneBlending" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Allows very fine control of blending every <a class="el" href="classOgre_1_1Pass.html">Pass</a> with the existing contents of the scene. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa32">Pass::setSceneBlending</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea42" doxytag="Ogre::Technique::setSceneBlending" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the kind of blending every pass has with the existing contents of the scene. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa32">Pass::setSceneBlending</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea29" doxytag="Ogre::Technique::setSelfIllumination" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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<p>
Sets the amount of self-illumination of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa15">Pass::setSelfIllumination</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea28" doxytag="Ogre::Technique::setSelfIllumination" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Sets the amount of self-illumination of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa15">Pass::setSelfIllumination</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea37" doxytag="Ogre::Technique::setShadingMode" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa53">Pass::setShadingMode</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea27" doxytag="Ogre::Technique::setShininess" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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 properties of every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa14">Pass::setShininess</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea26" doxytag="Ogre::Technique::setSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa12">Pass::setSpecular</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea25" doxytag="Ogre::Technique::setSpecular" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
        </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>
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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 every <a class="el" href="classOgre_1_1Pass.html">Pass</a> in every <a class="el" href="classOgre_1_1Technique.html">Technique</a>. 
<p>
<dl compact><dt><b>Note:</b></dt><dd>This property actually exists on the <a class="el" href="classOgre_1_1Pass.html">Pass</a> class. For simplicity, this method allows you to set these properties for every current <a class="el" href="classOgre_1_1Pass.html">Pass</a> within this <a class="el" href="classOgre_1_1Technique.html">Technique</a>. If you need more precision, retrieve the <a class="el" href="classOgre_1_1Pass.html">Pass</a> instance and set the property there. </dd></dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="classOgre_1_1Pass.html#Ogre_1_1Passa12">Pass::setSpecular</a> </dd></dl>
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<a class="anchor" name="Ogre_1_1Techniquea41" doxytag="Ogre::Technique::setTextureAnisotropy" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
          <td class="md" nowrap></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_1Techniquea40" doxytag="Ogre::Technique::setTextureFiltering" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::Technique::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>
          <td class="md" nowrap></td>
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<p>
Set texture filtering for every texture unit in every <a class="el" href="classOgre_1_1Pass.html">Pass</a>. 
<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_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_1TextureUnitStatea57">TextureUnitState::setTextureFiltering</a> </dd></dl>
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<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="Ogre_1_1Techniquep1" doxytag="Ogre::Technique::mIlluminationPasses" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="namespaceOgre.html#a358">IlluminationPassList</a> <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep1">Ogre::Technique::mIlluminationPasses</a><code> [protected]</code>
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<p>
List of derived passes, categorised into IlluminationStage (ordered). 
<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00048">48</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquep3" doxytag="Ogre::Technique::mIsSupported" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep3">Ogre::Technique::mIsSupported</a><code> [protected]</code>
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<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00050">50</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquep4" doxytag="Ogre::Technique::mLodIndex" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned short <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep4">Ogre::Technique::mLodIndex</a><code> [protected]</code>
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<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00051">51</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquep2" doxytag="Ogre::Technique::mParent" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Material.html">Material</a>* <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep2">Ogre::Technique::mParent</a><code> [protected]</code>
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<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00049">49</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1Techniquep0" doxytag="Ogre::Technique::mPasses" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquex0">Passes</a> <a class="el" href="classOgre_1_1Technique.html#Ogre_1_1Techniquep0">Ogre::Technique::mPasses</a><code> [protected]</code>
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<p>
List of primary passes. 
<p>

<p>
Definition at line <a class="el" href="OgreTechnique_8h-source.html#l00046">46</a> of file <a class="el" href="OgreTechnique_8h-source.html">OgreTechnique.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="OgreTechnique_8h-source.html">OgreTechnique.h</a></ul>
<p>
Copyright &copy; 2000-2005 by The OGRE Team<br />
Last modified Wed Feb 23 00:24:18 2005
</p>
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