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
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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) |