OGRE  13.6
Object-Oriented Graphics Rendering Engine
Ogre::Technique Class Reference

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

#include <OgreTechnique.h>

+ Inheritance diagram for Ogre::Technique:

Classes

struct  GPUDeviceNameRule
 Rule controlling whether technique is deemed supported based on GPU device name. More...
 
struct  GPUVendorRule
 Rule controlling whether technique is deemed supported based on GPU vendor. More...
 

Public Types

typedef ConstVectorIterator< GPUDeviceNameRuleListGPUDeviceNameRuleIterator
 
typedef std::vector< GPUDeviceNameRuleGPUDeviceNameRuleList
 
typedef ConstVectorIterator< GPUVendorRuleListGPUVendorRuleIterator
 
typedef std::vector< GPUVendorRuleGPUVendorRuleList
 
typedef VectorIterator< IlluminationPassListIlluminationPassIterator
 
enum  IncludeOrExclude { INCLUDE = 0 , EXCLUDE = 1 }
 Directive used to manually control technique support based on the inclusion or exclusion of some factor. More...
 
typedef std::vector< Pass * > Passes
 
typedef VectorIterator< PassesPassIterator
 

Public Member Functions

 Technique (Material *parent)
 Constructor. More...
 
 Technique (Material *parent, const Technique &oth)
 Copy constructor. More...
 
 ~Technique ()
 
String _compile (bool autoManageTextureUnits)
 Internal compilation method; see Material::compile. More...
 
unsigned short _getSchemeIndex (void) const
 Internal method for getting the scheme index. More...
 
void _load (void)
 Internal load method, derived from call to Material::load. More...
 
void _notifyNeedsRecompile (void)
 Tells the technique that it needs recompilation. More...
 
void _prepare (void)
 Internal prepare method, derived from call to Material::prepare. More...
 
void _unload (void)
 Internal unload method, derived from call to Material::unload. More...
 
void _unprepare (void)
 Internal unprepare method, derived from call to Material::unprepare. More...
 
size_t calculateSize (void) const
 
bool checkHardwareSupport (bool autoManageTextureUnits, StringStream &compileErrors)
 Internal method for checking hardware support. More...
 
unsigned short getLodIndex (void) const
 Gets the level-of-detail index assigned to this Technique. More...
 
const StringgetName (void) const
 Gets the name of the technique. More...
 
MaterialgetParent (void) const
 Gets the parent Material. More...
 
const StringgetResourceGroup (void) const
 Gets the resource group of the ultimate parent Material. More...
 
const StringgetSchemeName (void) const
 Returns the scheme to which this technique is assigned. More...
 
UserObjectBindingsgetUserObjectBindings ()
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
bool hasColourWriteDisabled (void) const
 Exists colour writing disabled pass on this technique? More...
 
bool isDepthCheckEnabled (void) const
 Is depth checking going to occur on this technique? More...
 
bool isDepthWriteEnabled (void) const
 Is depth writing going to occur on this technique? More...
 
bool isLoaded (void) const
 Is this loaded? More...
 
bool isSupported (void) const
 Indicates if this technique is supported by the current graphics card. More...
 
bool isTransparent (void) const
 Returns true if this Technique involves transparency. More...
 
bool isTransparentSortingEnabled (void) const
 Returns true if this Technique has transparent sorting enabled. More...
 
bool isTransparentSortingForced (void) const
 Returns true if this Technique has transparent sorting forced. More...
 
Techniqueoperator= (const Technique &rhs)
 Overloaded operator to copy on Technique to another. More...
 
void setLodIndex (unsigned short index)
 Assigns a level-of-detail (LOD) index to this Technique. More...
 
void setName (const String &name)
 Set the name of the technique. More...
 
void setSchemeName (const String &schemeName)
 Set the 'scheme name' for this technique. More...
 
Passes
PasscreatePass (void)
 Creates a new Pass for this Technique. More...
 
PassgetPass (size_t index) const
 Retrieves the Pass with the given index. More...
 
PassgetPass (const String &name) const
 Retrieves the Pass matching name. More...
 
size_t getNumPasses (void) const
 Retrieves the number of passes. More...
 
void removePass (unsigned short index)
 Removes the Pass with the given index. More...
 
void removeAllPasses (void)
 Removes all Passes from this Technique. More...
 
bool movePass (const unsigned short sourceIndex, const unsigned short destinationIndex)
 Move a pass from source index to destination index. More...
 
const PassIterator getPassIterator (void)
 Gets an iterator over the passes in this Technique. More...
 
const PassesgetPasses (void) const
 Gets the passes in this Technique. More...
 
const IlluminationPassListgetIlluminationPasses ()
 Gets the illumination-stage categorised passes. More...
 
void _compileIlluminationPasses (void)
 Internal method for splitting the passes into illumination passes. More...
 
Shadow Materials
MaterialPtr getShadowCasterMaterial () const
 return this material specific shadow casting specific material More...
 
void setShadowCasterMaterial (MaterialPtr val)
 Sets the details of the material to use when rendering as a shadow caster. More...
 
void setShadowCasterMaterial (const String &name)
 set this material specific shadow casting specific material More...
 
MaterialPtr getShadowReceiverMaterial () const
 return this material specific shadow receiving specific material More...
 
void setShadowReceiverMaterial (MaterialPtr val)
 set this material specific shadow receiving specific material More...
 
void setShadowReceiverMaterial (const String &name)
 set this material specific shadow receiving specific material More...
 
Forwarded Pass Properties

The following methods are to make migration from previous versions simpler and to make code easier to write when dealing with simple materials They set the properties which have been moved to Pass for all Techniques and all Passes

void setPointSize (Real ps)
 Sets the point size properties for every Pass in this Technique. More...
 
void setAmbient (float red, float green, float blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique. More...
 
void setAmbient (const ColourValue &ambient)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setDiffuse (float red, float green, float blue, float alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique. More...
 
void setDiffuse (const ColourValue &diffuse)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setSpecular (float red, float green, float blue, float alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique. More...
 
void setSpecular (const ColourValue &specular)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setShininess (Real val)
 Sets the shininess properties of every Pass in every Technique. More...
 
void setSelfIllumination (float red, float green, float blue)
 Sets the amount of self-illumination of every Pass in every Technique. More...
 
void setSelfIllumination (const ColourValue &selfIllum)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not. More...
 
void setDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not. More...
 
void setDepthFunction (CompareFunction func)
 Sets the function used to compare depth values when depth checking is on. More...
 
void setColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass. More...
 
void setColourWriteEnabled (bool red, bool green, bool blue, bool alpha)
 Sets which colour buffer channels are enabled for writing for each Pass. More...
 
void setCullingMode (CullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'. More...
 
void setManualCullingMode (ManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware. More...
 
void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass. More...
 
void setShadingMode (ShadeOptions mode)
 Sets the type of light shading required. More...
 
void setFog (bool overrideScene, FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001f, Real linearStart=0.0f, Real linearEnd=1.0f)
 Sets the fogging mode applied to each pass. More...
 
void setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass. More...
 
void setTextureFiltering (TextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Pass. More...
 
void setTextureAnisotropy (unsigned int maxAniso)
 Sets the anisotropy level to be used for all textures. More...
 
void setSceneBlending (const SceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene. More...
 
void setSeparateSceneBlending (const SceneBlendType sbt, const SceneBlendType sbta)
 Sets the kind of blending every pass has with the existing contents of the scene, using individual factors both color and alpha channels. More...
 
void setSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene. More...
 
void setSeparateSceneBlending (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor, const SceneBlendFactor sourceFactorAlpha, const SceneBlendFactor destFactorAlpha)
 Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors both color and alpha channels. More...
 
GPU Vendor Rules
bool checkGPURules (StringStream &errors)
 Internal method for checking GPU vendor / device rules. More...
 
void addGPUVendorRule (GPUVendor vendor, IncludeOrExclude includeOrExclude)
 Add a rule which manually influences the support for this technique based on a GPU vendor. More...
 
void addGPUVendorRule (const GPUVendorRule &rule)
 Add a rule which manually influences the support for this technique based on a GPU vendor. More...
 
void removeGPUVendorRule (GPUVendor vendor)
 Removes a matching vendor rule. More...
 
GPUVendorRuleIterator getGPUVendorRuleIterator () const
 
const GPUVendorRuleListgetGPUVendorRules () const
 Get the currently registered vendor rules. More...
 
void addGPUDeviceNameRule (const String &devicePattern, IncludeOrExclude includeOrExclude, bool caseSensitive=false)
 Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g. More...
 
void addGPUDeviceNameRule (const GPUDeviceNameRule &rule)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void removeGPUDeviceNameRule (const String &devicePattern)
 Removes a matching device name rule. More...
 
GPUDeviceNameRuleIterator getGPUDeviceNameRuleIterator () const
 
const GPUDeviceNameRuleListgetGPUDeviceNameRules () const
 Get the currently registered device name rules. More...
 

Detailed Description

Class representing an approach to rendering this particular Material.

Remarks
Ogre will attempt to use the best technique supported by the active hardware, unless you specifically request a lower detail technique (say for distant rendering).

Member Typedef Documentation

◆ Passes

typedef std::vector<Pass*> Ogre::Technique::Passes

◆ GPUVendorRuleList

◆ GPUDeviceNameRuleList

◆ PassIterator

◆ IlluminationPassIterator

◆ GPUVendorRuleIterator

◆ GPUDeviceNameRuleIterator

Member Enumeration Documentation

◆ IncludeOrExclude

Directive used to manually control technique support based on the inclusion or exclusion of some factor.

Enumerator
INCLUDE 

Inclusive - only support if present.

EXCLUDE 

Exclusive - do not support if present.

Constructor & Destructor Documentation

◆ Technique() [1/2]

Ogre::Technique::Technique ( Material parent)

Constructor.

◆ Technique() [2/2]

Ogre::Technique::Technique ( Material parent,
const Technique oth 
)

Copy constructor.

◆ ~Technique()

Ogre::Technique::~Technique ( )

Member Function Documentation

◆ isSupported()

bool Ogre::Technique::isSupported ( void  ) const

Indicates if this technique is supported by the current graphics card.

Remarks
This will only be correct after the Technique has been compiled, which is usually done from Material::compile.

◆ _compile()

String Ogre::Technique::_compile ( bool  autoManageTextureUnits)

Internal compilation method; see Material::compile.

Returns
Any information explaining problems with the compile.

◆ checkHardwareSupport()

bool Ogre::Technique::checkHardwareSupport ( bool  autoManageTextureUnits,
StringStream compileErrors 
)

Internal method for checking hardware support.

◆ calculateSize()

size_t Ogre::Technique::calculateSize ( void  ) const

◆ createPass()

Pass* Ogre::Technique::createPass ( void  )

Creates a new Pass for this Technique.

Remarks
A Pass is a single rendering pass, i.e. a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.

◆ getPass() [1/2]

Pass* Ogre::Technique::getPass ( size_t  index) const
inline

Retrieves the Pass with the given index.

◆ getPass() [2/2]

Pass* Ogre::Technique::getPass ( const String name) const

Retrieves the Pass matching name.

Returns 0 if name match is not found.

◆ getNumPasses()

size_t Ogre::Technique::getNumPasses ( void  ) const
inline

Retrieves the number of passes.

◆ removePass()

void Ogre::Technique::removePass ( unsigned short  index)

Removes the Pass with the given index.

◆ removeAllPasses()

void Ogre::Technique::removeAllPasses ( void  )

Removes all Passes from this Technique.

◆ movePass()

bool Ogre::Technique::movePass ( const unsigned short  sourceIndex,
const unsigned short  destinationIndex 
)

Move a pass from source index to destination index.

If successful then returns true.

◆ getPassIterator()

const PassIterator Ogre::Technique::getPassIterator ( void  )

Gets an iterator over the passes in this Technique.

Deprecated:
use getPasses()

◆ getPasses()

const Passes& Ogre::Technique::getPasses ( void  ) const
inline

Gets the passes in this Technique.

◆ getIlluminationPasses()

const IlluminationPassList& Ogre::Technique::getIlluminationPasses ( )

Gets the illumination-stage categorised passes.

Note
triggers compilation if needed

◆ _compileIlluminationPasses()

void Ogre::Technique::_compileIlluminationPasses ( void  )

Internal method for splitting the passes into illumination passes.

◆ getParent()

Material* Ogre::Technique::getParent ( void  ) const
inline

Gets the parent Material.

◆ operator=()

Technique& Ogre::Technique::operator= ( const Technique rhs)

Overloaded operator to copy on Technique to another.

◆ getResourceGroup()

const String& Ogre::Technique::getResourceGroup ( void  ) const

Gets the resource group of the ultimate parent Material.

◆ isTransparent()

bool Ogre::Technique::isTransparent ( void  ) const

Returns true if this Technique involves transparency.

Remarks
This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole Technique as transparent.

◆ isTransparentSortingEnabled()

bool Ogre::Technique::isTransparentSortingEnabled ( void  ) const

Returns true if this Technique has transparent sorting enabled.

Remarks
This basically boils down to whether the first pass has transparent sorting enabled or not

◆ isTransparentSortingForced()

bool Ogre::Technique::isTransparentSortingForced ( void  ) const

Returns true if this Technique has transparent sorting forced.

Remarks
This basically boils down to whether the first pass has transparent sorting forced or not

◆ _prepare()

void Ogre::Technique::_prepare ( void  )

Internal prepare method, derived from call to Material::prepare.

◆ _unprepare()

void Ogre::Technique::_unprepare ( void  )

Internal unprepare method, derived from call to Material::unprepare.

◆ _load()

void Ogre::Technique::_load ( void  )

Internal load method, derived from call to Material::load.

◆ _unload()

void Ogre::Technique::_unload ( void  )

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

◆ isLoaded()

bool Ogre::Technique::isLoaded ( void  ) const

Is this loaded?

◆ _notifyNeedsRecompile()

void Ogre::Technique::_notifyNeedsRecompile ( void  )

Tells the technique that it needs recompilation.

◆ getShadowCasterMaterial()

MaterialPtr Ogre::Technique::getShadowCasterMaterial ( ) const

return this material specific shadow casting specific material

◆ setShadowCasterMaterial() [1/2]

void Ogre::Technique::setShadowCasterMaterial ( MaterialPtr  val)

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

Remarks
Texture-based shadows require that the caster is rendered to a texture in a solid colour (the shadow colour in the case of modulative texture shadows). Whilst Ogre can arrange this for the fixed function pipeline, passes which use vertex programs might need the vertex programs still to run in order to preserve any deformation etc that it does. However, lighting calculations must be a lot simpler, with only the ambient colour being used (which the engine will ensure is bound to the shadow colour).
Therefore, it is up to implementors of vertex programs to provide an alternative material which can be used to render the object to a shadow texture. Do all the same vertex transforms, but set the colour of the vertex to the ambient colour, as bound using the standard auto parameter binding mechanism.

◆ setShadowCasterMaterial() [2/2]

void Ogre::Technique::setShadowCasterMaterial ( const String name)

set this material specific shadow casting specific material

◆ getShadowReceiverMaterial()

MaterialPtr Ogre::Technique::getShadowReceiverMaterial ( ) const

return this material specific shadow receiving specific material

◆ setShadowReceiverMaterial() [1/2]

void Ogre::Technique::setShadowReceiverMaterial ( MaterialPtr  val)

set this material specific shadow receiving specific material

◆ setShadowReceiverMaterial() [2/2]

void Ogre::Technique::setShadowReceiverMaterial ( const String name)

set this material specific shadow receiving specific material

◆ setPointSize()

void Ogre::Technique::setPointSize ( Real  ps)

Sets the point size properties for every Pass in this Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setPointSize

◆ setAmbient() [1/2]

void Ogre::Technique::setAmbient ( float  red,
float  green,
float  blue 
)

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setAmbient

◆ setAmbient() [2/2]

void Ogre::Technique::setAmbient ( const ColourValue ambient)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setDiffuse() [1/2]

void Ogre::Technique::setDiffuse ( float  red,
float  green,
float  blue,
float  alpha 
)

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setDiffuse

◆ setDiffuse() [2/2]

void Ogre::Technique::setDiffuse ( const ColourValue diffuse)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setSpecular() [1/2]

void Ogre::Technique::setSpecular ( float  red,
float  green,
float  blue,
float  alpha 
)

Sets the specular colour reflectance properties of every Pass in every Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSpecular

◆ setSpecular() [2/2]

void Ogre::Technique::setSpecular ( const ColourValue specular)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setShininess()

void Ogre::Technique::setShininess ( Real  val)

Sets the shininess properties of every Pass in every Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setShininess

◆ setSelfIllumination() [1/2]

void Ogre::Technique::setSelfIllumination ( float  red,
float  green,
float  blue 
)

Sets the amount of self-illumination of every Pass in every Technique.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSelfIllumination

◆ setSelfIllumination() [2/2]

void Ogre::Technique::setSelfIllumination ( const ColourValue selfIllum)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setDepthCheckEnabled()

void Ogre::Technique::setDepthCheckEnabled ( bool  enabled)

Sets whether or not each Pass renders with depth-buffer checking on or not.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setDepthCheckEnabled

◆ setDepthWriteEnabled()

void Ogre::Technique::setDepthWriteEnabled ( bool  enabled)

Sets whether or not each Pass renders with depth-buffer writing on or not.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setDepthWriteEnabled

◆ setDepthFunction()

void Ogre::Technique::setDepthFunction ( CompareFunction  func)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setDepthFunction

◆ setColourWriteEnabled() [1/2]

void Ogre::Technique::setColourWriteEnabled ( bool  enabled)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setColourWriteEnabled

◆ setColourWriteEnabled() [2/2]

void Ogre::Technique::setColourWriteEnabled ( bool  red,
bool  green,
bool  blue,
bool  alpha 
)

Sets which colour buffer channels are enabled for writing for each Pass.

See also
Pass::setColourWriteEnabled

◆ setCullingMode()

void Ogre::Technique::setCullingMode ( CullingMode  mode)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setCullingMode

◆ setManualCullingMode()

void Ogre::Technique::setManualCullingMode ( ManualCullingMode  mode)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setManualCullingMode

◆ setLightingEnabled()

void Ogre::Technique::setLightingEnabled ( bool  enabled)

Sets whether or not dynamic lighting is enabled for every Pass.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setLightingEnabled

◆ setShadingMode()

void Ogre::Technique::setShadingMode ( ShadeOptions  mode)

Sets the type of light shading required.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setShadingMode

◆ setFog()

void Ogre::Technique::setFog ( bool  overrideScene,
FogMode  mode = FOG_NONE,
const ColourValue colour = ColourValue::White,
Real  expDensity = 0.001f,
Real  linearStart = 0.0f,
Real  linearEnd = 1.0f 
)

Sets the fogging mode applied to each pass.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setFog

◆ setDepthBias()

void Ogre::Technique::setDepthBias ( float  constantBias,
float  slopeScaleBias 
)

Sets the depth bias to be used for each Pass.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setDepthBias

◆ setTextureFiltering()

void Ogre::Technique::setTextureFiltering ( TextureFilterOptions  filterType)

Set texture filtering for every texture unit in every Pass.

Note
This property actually exists on the TextureUnitState class For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the
Pass and TextureUnitState instances and set the property there.
See also
TextureUnitState::setTextureFiltering

◆ setTextureAnisotropy()

void Ogre::Technique::setTextureAnisotropy ( unsigned int  maxAniso)

Sets the anisotropy level to be used for all textures.

Note
This property has been moved to the TextureUnitState class, which is accessible via the Technique and Pass. For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Technique, Pass and TextureUnitState instances and set the property there.
See also
TextureUnitState::setTextureAnisotropy

◆ setSceneBlending() [1/2]

void Ogre::Technique::setSceneBlending ( const SceneBlendType  sbt)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSceneBlending

◆ setSeparateSceneBlending() [1/2]

void Ogre::Technique::setSeparateSceneBlending ( const SceneBlendType  sbt,
const SceneBlendType  sbta 
)

Sets the kind of blending every pass has with the existing contents of the scene, using individual factors both color and alpha channels.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSeparateSceneBlending

◆ setSceneBlending() [2/2]

void Ogre::Technique::setSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor 
)

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

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSceneBlending

◆ setSeparateSceneBlending() [2/2]

void Ogre::Technique::setSeparateSceneBlending ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor,
const SceneBlendFactor  sourceFactorAlpha,
const SceneBlendFactor  destFactorAlpha 
)

Allows very fine control of blending every Pass with the existing contents of the scene, using individual factors both color and alpha channels.

Note
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also
Pass::setSeparateSceneBlending

◆ setLodIndex()

void Ogre::Technique::setLodIndex ( unsigned short  index)

Assigns a level-of-detail (LOD) index to this Technique.

Remarks
As noted previously, as well as providing fallback support for various graphics cards, multiple Technique objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power.
By default, all Techniques have a LOD index of 0, which means they are the highest level of detail. Increasing LOD indexes are lower levels of detail. You can assign more than one Technique to the same LOD index, meaning that the best Technique that is supported at that LOD index is used.
You should not leave gaps in the LOD sequence; Ogre will allow you to do this and will continue to function as if the LODs were sequential, but it will confuse matters.

◆ getLodIndex()

unsigned short Ogre::Technique::getLodIndex ( void  ) const
inline

Gets the level-of-detail index assigned to this Technique.

◆ setSchemeName()

void Ogre::Technique::setSchemeName ( const String schemeName)

Set the 'scheme name' for this technique.

Remarks
Material schemes are used to control top-level switching from one set of techniques to another. For example, you might use this to define 'high', 'medium' and 'low' complexity levels on materials to allow a user to pick a performance / quality ratio. Another possibility is that you have a fully HDR-enabled pipeline for top machines, rendering all objects using unclamped shaders, and a simpler pipeline for others; this can be implemented using schemes.
Every technique belongs to a scheme - if you don't specify one, the Technique belongs to the scheme called 'Default', which is also the scheme used to render by default. The active scheme is set one of two ways - either by calling Viewport::setMaterialScheme, or by manually calling MaterialManager::setActiveScheme.

◆ getSchemeName()

const String& Ogre::Technique::getSchemeName ( void  ) const

Returns the scheme to which this technique is assigned.

See also
Technique::setSchemeName

◆ _getSchemeIndex()

unsigned short Ogre::Technique::_getSchemeIndex ( void  ) const

Internal method for getting the scheme index.

◆ isDepthWriteEnabled()

bool Ogre::Technique::isDepthWriteEnabled ( void  ) const

Is depth writing going to occur on this technique?

◆ isDepthCheckEnabled()

bool Ogre::Technique::isDepthCheckEnabled ( void  ) const

Is depth checking going to occur on this technique?

◆ hasColourWriteDisabled()

bool Ogre::Technique::hasColourWriteDisabled ( void  ) const

Exists colour writing disabled pass on this technique?

◆ setName()

void Ogre::Technique::setName ( const String name)

Set the name of the technique.

Remarks
The use of technique name is optional. Its useful in material scripts where a material could inherit from another material and only want to modify a particular technique.

◆ getName()

const String& Ogre::Technique::getName ( void  ) const
inline

Gets the name of the technique.

◆ checkGPURules()

bool Ogre::Technique::checkGPURules ( StringStream errors)

Internal method for checking GPU vendor / device rules.

◆ addGPUVendorRule() [1/2]

void Ogre::Technique::addGPUVendorRule ( GPUVendor  vendor,
IncludeOrExclude  includeOrExclude 
)

Add a rule which manually influences the support for this technique based on a GPU vendor.

Remarks
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
Note
Any rule for the same vendor will be removed before adding this one.
Parameters
vendorThe GPU vendor
includeOrExcludeWhether this is an inclusive or exclusive rule

◆ addGPUVendorRule() [2/2]

void Ogre::Technique::addGPUVendorRule ( const GPUVendorRule rule)

Add a rule which manually influences the support for this technique based on a GPU vendor.

Remarks
You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules.
Note
Any rule for the same vendor will be removed before adding this one.

◆ removeGPUVendorRule()

void Ogre::Technique::removeGPUVendorRule ( GPUVendor  vendor)

Removes a matching vendor rule.

See also
addGPUVendorRule

◆ getGPUVendorRuleIterator()

GPUVendorRuleIterator Ogre::Technique::getGPUVendorRuleIterator ( ) const

◆ getGPUVendorRules()

const GPUVendorRuleList& Ogre::Technique::getGPUVendorRules ( ) const
inline

Get the currently registered vendor rules.

◆ addGPUDeviceNameRule() [1/2]

void Ogre::Technique::addGPUDeviceNameRule ( const String devicePattern,
IncludeOrExclude  includeOrExclude,
bool  caseSensitive = false 
)

Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g.

'8800').

Remarks
You can use this facility to manually control whether a technique is considered supported, based on a GPU device name pattern. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. The pattern you supply can include wildcard characters ('*') if you only want to match part of the device name.
Note
Any rule for the same device pattern will be removed before adding this one.
Parameters
devicePatternThe GPU vendor
includeOrExcludeWhether this is an inclusive or exclusive rule
caseSensitiveWhether the match is case sensitive or not

◆ addGPUDeviceNameRule() [2/2]

void Ogre::Technique::addGPUDeviceNameRule ( const GPUDeviceNameRule rule)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ removeGPUDeviceNameRule()

void Ogre::Technique::removeGPUDeviceNameRule ( const String devicePattern)

Removes a matching device name rule.

See also
addGPUDeviceNameRule

◆ getGPUDeviceNameRuleIterator()

GPUDeviceNameRuleIterator Ogre::Technique::getGPUDeviceNameRuleIterator ( ) const

◆ getGPUDeviceNameRules()

const GPUDeviceNameRuleList& Ogre::Technique::getGPUDeviceNameRules ( ) const
inline

Get the currently registered device name rules.

◆ getUserObjectBindings() [1/2]

UserObjectBindings& Ogre::Technique::getUserObjectBindings ( )
inline

Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes.

◆ getUserObjectBindings() [2/2]

const UserObjectBindings& Ogre::Technique::getUserObjectBindings ( ) const
inline

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.


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