Inheritance Graph
graph BT
	State
	State --> ReferenceCounter
	State --> AttributeProvider
	CHCppRenderer --> State
	CHCRenderer --> State
	EnvironmentState --> State
	GroupState --> State
	HOMRenderer --> State
	LightingState --> State
	AlgoSelector --> State
	MirrorState --> State
	NaiveOccRenderer --> State
	NodeRendererState --> State
	OccludeeRenderer --> State
	OccRenderer --> State
	Collector --> State
	RandomColorRenderer --> State
	RenderingParametersState --> State
	ShaderState --> State
	ShaderUniformState --> State
	ShadowState --> State
	SkyboxState --> State
	StrangeExampleRenderer --> State
	TextureState --> State
	TreeVisualization --> State
	TwinPartitionsRenderer --> State
	PVSRenderer --> State
	VisibilitySubdivisionRenderer --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	RenderingParametersState --> State
	click State "classMinSG_1_1State"
	click ReferenceCounter "classUtil_1_1ReferenceCounter"
	click AttributeProvider "classUtil_1_1AttributeProvider"
	click CHCppRenderer "classMinSG_1_1CHCppRenderer"
	click CHCRenderer "classMinSG_1_1CHCRenderer"
	click EnvironmentState "classMinSG_1_1EnvironmentState"
	click GroupState "classMinSG_1_1GroupState"
	click HOMRenderer "classMinSG_1_1HOMRenderer"
	click LightingState "classMinSG_1_1LightingState"
	click AlgoSelector "classMinSG_1_1MAR_1_1AlgoSelector"
	click MirrorState "classMinSG_1_1MirrorState"
	click NaiveOccRenderer "classMinSG_1_1NaiveOccRenderer"
	click NodeRendererState "classMinSG_1_1NodeRendererState"
	click OccludeeRenderer "classMinSG_1_1OccludeeRenderer"
	click OccRenderer "classMinSG_1_1OccRenderer"
	click Collector "classMinSG_1_1PipelineStatistics_1_1Collector"
	click RandomColorRenderer "classMinSG_1_1RandomColorRenderer"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click ShaderState "classMinSG_1_1ShaderState"
	click ShaderUniformState "classMinSG_1_1ShaderUniformState"
	click ShadowState "classMinSG_1_1ShadowState"
	click SkyboxState "classMinSG_1_1SkyboxState"
	click StrangeExampleRenderer "classMinSG_1_1StrangeExampleRenderer"
	click TextureState "classMinSG_1_1TextureState"
	click TreeVisualization "classMinSG_1_1TriangleTrees_1_1TreeVisualization"
	click TwinPartitionsRenderer "classMinSG_1_1TwinPartitions_1_1TwinPartitionsRenderer"
	click PVSRenderer "classMinSG_1_1VisibilitySubdivision_1_1PVSRenderer"
	click VisibilitySubdivisionRenderer "classMinSG_1_1VisibilitySubdivision_1_1VisibilitySubdivisionRenderer"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
	click RenderingParametersState "classMinSG_1_1RenderingParametersState"
Description
Representation of a state, that can be bound to a node.
Rendering layers
Public Types
Public Functions
Documentation
function
 MinSG::State::getRenderingLayers
Defined in MinSG/Core/States/State.h:145
function
 MinSG::State::setRenderingLayers
Defined in MinSG/Core/States/State.h:146
function
 MinSG::State::testRenderingLayer
Defined in MinSG/Core/States/State.h:147
enum
 MinSG::State::stateResult_t
  
    
      | Enumerator |  | Description | 
  
  
    
      | Enumerator |  | Description | 
    
      | STATE_OK | = 0 | The state was enabled. It has to be disabled for the node using disableState() . | 
    
      | STATE_SKIPPED | = 1 | The state is not enabled (e.g. due to an error). disableState() must not be called for the node. | 
    
      | STATE_SKIP_OTHER_STATES | = 2 | The state was enabled. No further states of the node should be enabled. The state has to be disabled for this node using disableState() . | 
    
      | STATE_SKIP_RENDERING | = 3 | Rendering of the node should be skipped (e.g. if the rendering has been handled by this state because it is a renderer). After the call, the state is not active for that node, so disableState() must not be called for that node. | 
  
Return type of enableState() .
Defined in MinSG/Core/States/State.h:46
function
 MinSG::State::State
Defined in MinSG/Core/States/State.h:38
function
 MinSG::State::State
Defined in MinSG/Core/States/State.h:39
function
 MinSG::State::State
Defined in MinSG/Core/States/State.h:40
function
 MinSG::State::operator=
Defined in MinSG/Core/States/State.h:41
function
 MinSG::State::operator=
Defined in MinSG/Core/States/State.h:42
function
 MinSG::State::~State
Defined in MinSG/Core/States/State.h:43
function
 MinSG::State::enableState
Enable this state for the given node (=subtree).
Parameters
  - context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Returns
Special result enumerator
See also:  stateResult_t for description of return type
Defined in MinSG/Core/States/State.h:79
function
 MinSG::State::disableState
Disable this state for the given node (=subtree).
Parameters
  - context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Defined in MinSG/Core/States/State.h:92
function
 MinSG::State::clone
Create a duplicate of this State object.
Defined in MinSG/Core/States/State.h:98
function
 MinSG::State::isActive
Defined in MinSG/Core/States/State.h:100
function
 MinSG::State::activate
Defined in MinSG/Core/States/State.h:101
function
 MinSG::State::deactivate
Defined in MinSG/Core/States/State.h:102
function
 MinSG::State::isTempState
If a State is marked as tempState, it is ignored when saving the scene.
Defined in MinSG/Core/States/State.h:105
function
 MinSG::State::setTempState
Defined in MinSG/Core/States/State.h:106