Inheritance Graph

graph BT
	State
	State --> Object
	Collector --> State
	AlphaTestState --> State
	BudgetAnnotationState --> State
	CHCRenderer --> State
	GroupState --> State
	HOMRenderer --> State
	LightingState --> State
	MirrorState --> State
	NaiveOccRenderer --> State
	NodeRendererState --> State
	OccludeeRenderer --> State
	PVSRenderer --> State
	PointParameterState --> State
	PolygonModeState --> State
	ScriptedState --> State
	ShaderState --> State
	ShaderUniformState --> State
	ShadowState --> State
	TextureState --> State
	TreeVisualization --> State
	click State "escript_type_MinSG_State"
	click Object "escript_type_Object"
	click Collector "escript_type_MinSG_PipelineStatistics_Collector"
	click AlphaTestState "escript_type_MinSG_AlphaTestState"
	click BudgetAnnotationState "escript_type_MinSG_BudgetAnnotationState"
	click CHCRenderer "escript_type_MinSG_CHCRenderer"
	click GroupState "escript_type_MinSG_GroupState"
	click HOMRenderer "escript_type_MinSG_HOMRenderer"
	click LightingState "escript_type_MinSG_LightingState"
	click MirrorState "escript_type_MinSG_MirrorState"
	click NaiveOccRenderer "escript_type_MinSG_NaiveOccRenderer"
	click NodeRendererState "escript_type_MinSG_NodeRendererState"
	click OccludeeRenderer "escript_type_MinSG_OccludeeRenderer"
	click PVSRenderer "escript_type_MinSG_PVSRenderer"
	click PointParameterState "escript_type_MinSG_PointParameterState"
	click PolygonModeState "escript_type_MinSG_PolygonModeState"
	click ScriptedState "escript_type_MinSG_ScriptedState"
	click ShaderState "escript_type_MinSG_ShaderState"
	click ShaderUniformState "escript_type_MinSG_ShaderUniformState"
	click ShadowState "escript_type_MinSG_ShadowState"
	click TextureState "escript_type_MinSG_TextureState"
	click TreeVisualization "escript_type_MinSG_TreeVisualization"

Functions

   
activate() [ESMF] thisEObj MinSG.State.activate()
deactivate() [ESMF] thisEObj MinSG.State.deactivate()
disableState(p0 [, p1 [, p2]]) [ESMF] thisEObj MinSG.State.disableState(FrameContext, Node, flags)
enableState(p0 [, p1 [, p2]]) [ESMF] thisEObj MinSG.State.enableState(FrameContext, Node, flags)
getRenderingLayers() [ESMF] Number MinSG.State.getRenderingLayers()
getStateAttribute(p0) [ESF] Object MinSG.State.getStateAttribute(String key)
getStateAttributes() [ESMF] Map MinSG.State.getStateAttributes()
isActive() [ESMF] Bool MinSG.State.isActive()
isTempState() [ESMF] Bool MinSG.State.isTempState()
setRenderingLayers(p0) [ESMF] thisEObj MinSG.State.setRenderingLayers(Number)
setStateAttribute(p0, p1) [ESF] thisEObj MinSG.State.setStateAttribute(string key,value)
setTempState(p0) [ESMF] thisEObj MinSG.State.setTempState(bool)
testRenderingLayer(p0) [ESMF] bool MinSG.State.testRenderingLayer(Number)
unsetStateAttribute(p0) [ESF] thisEObj MinSG.State.unsetStateAttribute(string key)