| OGRE 1.11.1 Object-Oriented Graphics Rendering Engine

Public Types | Public Member Functions | Static Public Member Functions | Public Attributes | Friends | List of all members
Ogre::Material Class Reference
Core » Materials

Class encapsulates rendering properties of an object. More...

`#include <OgreMaterial.h>`

Inheritance diagram for Ogre::Material:
[legend]

## Public Types
enum | LoadingFlags { LF_DEFAULT = 0, LF_INCLUDE_NON_RELOADABLE = 1, LF_ONLY_UNREFERENCED = 2, LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE = 3, LF_PRESERVE_STATE = 4 }
| Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior. More...
enum | LoadingState { LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING, LOADSTATE_PREPARED, LOADSTATE_PREPARING }
| Enum identifying the loading state of the resource. More...
typedef ConstVectorIterator< LodValueList > | LodValueIterator
typedef std::vector< Real > | LodValueList
| distance list used to specify LOD More...
typedef VectorIterator< Techniques > | TechniqueIterator
typedef std::vector< Technique * > | Techniques

## Public Member Functions
| Material (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
| Constructor - use resource manager's create method rather than this. More...
| ~Material ()
virtual void | _dirtyState ()
| Manually mark the state of this resource as having been changed. More...
void | _fireLoadingComplete (bool wasBackgroundLoaded)
| Firing of loading complete event. More...
void | _firePreparingComplete (bool wasBackgroundLoaded)
| Firing of preparing complete event. More...
void | _fireUnloadingComplete (void)
| Firing of unloading complete event. More...
void | _notifyNeedsRecompile (void)
| Tells the material that it needs recompilation. More...
void | _notifyOrigin (const String &origin)
| Notify this resource of it's origin. More...
virtual void | addListener (Listener *lis)
| Register a listener on this resource. More...
bool | applyTextureAliases (const AliasTextureNamePairList &aliasList, const bool apply=true) const
| Applies texture names to Texture Unit State with matching texture name aliases. More...
virtual void | changeGroupOwnership (const String &newGroup)
| Change the resource group ownership of a Resource. More...
MaterialPtr | clone (const String &newName, bool changeGroup=false, const String &newGroup=BLANKSTRING) const
| Creates a new copy of this material with the same settings but a new name. More...
void | compile (bool autoManageTextureUnits=true)
| 'Compiles' this Material. More...
void | copyDetailsTo (MaterialPtr &mat) const
| Copies the details of this material into another, preserving the target's handle and name (unlike operator=) but copying everything else. More...
void | copyParametersTo (StringInterface *dest) const
| Method for copying this object's parameters to another object. More...
Technique * | createTechnique (void)
| Creates a new Technique for this Material. More...
virtual void | escalateLoading ()
| Escalates the loading of a background loaded resource. More...
Technique * | getBestTechnique (unsigned short lodIndex=0, const Renderable *rend=0)
| Gets the best supported technique. More...
bool | getCompilationRequired () const
| Gets the compilation status of the material. More...
ResourceManager * | getCreator (void)
| Gets the manager which created this resource. More...
virtual const String & | getGroup (void) const
| Gets the group which this resource is a member of. More...
virtual ResourceHandle | getHandle (void) const
virtual LoadingState | getLoadingState () const
| Returns the current loading state. More...
ushort | getLodIndex (Real value) const
| Gets the LOD index to use at the given value. More...
const LodStrategy * | getLodStrategy () const
| Get LOD strategy used by this material. More...
LodValueIterator | getLodValueIterator (void) const
const LodValueList & | getLodValues (void) const
| Gets the list of values transformed by the LodStrategy at which each LOD comes into effect. More...
virtual const String & | getName (void) const
| Gets resource name. More...
unsigned short | getNumLodLevels (unsigned short schemeIndex) const
| Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex. More...
unsigned short | getNumLodLevels (const String &schemeName) const
| Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex. More...
unsigned short | getNumSupportedTechniques (void) const
| Retrieves the number of supported techniques. More...
unsigned short | getNumTechniques (void) const
| Retrieves the number of techniques. More...
const String & | getOrigin (void) const
| Get the origin of this resource, e.g. More...
ParamDictionary * | getParamDictionary (void)
| Retrieves the parameter dictionary for this class. More...
const ParamDictionary * | getParamDictionary (void) const
String | getParameter (const String &name) const
| Generic parameter retrieval method. More...
const ParameterList & | getParameters (void) const
| Retrieves a list of parameters valid for this object. More...
bool | getReceiveShadows (void) const
| Returns whether or not objects using this material will receive shadows. More...
virtual size_t | getSize (void) const
| Retrieves info about the size of the resource. More...
virtual size_t | getStateCount () const
| Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
Technique * | getSupportedTechnique (unsigned short index)
| Gets the indexed supported technique. More...
TechniqueIterator | getSupportedTechniqueIterator (void)
const Techniques & | getSupportedTechniques (void) const
| Gets all the Techniques which are supported by the current card. More...
Technique * | getTechnique (unsigned short index) const
| Gets the indexed technique. More...
Technique * | getTechnique (const String &name) const
| searches for the named technique. More...
TechniqueIterator | getTechniqueIterator (void)
| Get an iterator over the Techniques in this Material. More...
const Techniques & | getTechniques (void) const
| Get the Techniques in this Material. More...
bool | getTransparencyCastsShadows (void) const
| Returns whether or not objects using this material be classified as opaque to the shadow caster system. More...
const String & | getUnsupportedTechniquesExplanation () const
| Gets a string explaining why any techniques are not supported. More...
LodValueIterator | getUserLodValueIterator (void) const
const LodValueList & | getUserLodValues (void) const
| Gets the user-defined list of values which are internally transfomed by the LodStrategy. More...
virtual bool | isBackgroundLoaded (void) const
| Returns whether this Resource has been earmarked for background loading. More...
virtual bool | isLoaded (void) const
| Returns true if the Resource has been loaded, false otherwise. More...
virtual bool | isLoading () const
| Returns whether the resource is currently in the process of background loading. More...
virtual bool | isManuallyLoaded (void) const
| Is this resource manually loaded? More...
virtual bool | isPrepared (void) const
| Returns true if the Resource has been prepared, false otherwise. More...
virtual bool | isReloadable (void) const
| Returns true if the Resource is reloadable, false otherwise. More...
bool | isTransparent (void) const
| Determines if the material has any transparency with the rest of the scene (derived from whether any Techniques say they involve transparency). More...
virtual void | load (bool backgroundThread=false)
| Loads the resource, if it is not already. More...
Material & | operator= (const Material &rhs)
| Assignment operator to allow easy copying between materials. More...
virtual void | prepare (bool backgroundThread=false)
| Prepares the resource for load, if it is not already. More...
virtual void | reload (LoadingFlags flags=LF_DEFAULT)
| Reloads the resource, if it is already loaded. More...
void | removeAllTechniques (void)
| Removes all the techniques in this Material. More...
virtual void | removeListener (Listener *lis)
| Remove a listener on this resource. More...
void | removeTechnique (unsigned short index)
| Removes the technique at the given index. More...
void | setAmbient (Real red, Real green, Real blue)
| Sets the ambient colour reflectance properties for every Pass in every Technique. More...
void | setAmbient (const ColourValue &ambient)
virtual void | setBackgroundLoaded (bool bl)
| Tells the resource whether it is background loaded or not. More...
void | setColourWriteEnabled (bool enabled)
| Sets whether or not colour buffer writing is enabled for each Pass. More...
void | setCullingMode (CullingMode mode)
| Sets the culling mode for each pass based on the 'vertex winding'. More...
void | setDepthBias (float constantBias, float slopeScaleBias)
| Sets the depth bias to be used for each Pass. More...
void | setDepthCheckEnabled (bool enabled)
| Sets whether or not each Pass renders with depth-buffer checking on or not. More...
void | setDepthFunction (CompareFunction func)
| Sets the function used to compare depth values when depth checking is on. More...
void | setDepthWriteEnabled (bool enabled)
| Sets whether or not each Pass renders with depth-buffer writing on or not. More...
void | setDiffuse (Real red, Real green, Real blue, Real alpha)
| Sets the diffuse colour reflectance properties of every Pass in every Technique. More...
void | setDiffuse (const ColourValue &diffuse)
void | setFog (bool overrideScene, FogMode mode=FOG_NONE, const ColourValue &colour=ColourValue::White, Real expDensity=0.001, Real linearStart=0.0, Real linearEnd=1.0)
| Sets the fogging mode applied to each pass. More...
void | setLightingEnabled (bool enabled)
| Sets whether or not dynamic lighting is enabled for every Pass. More...
void | setLodLevels (const LodValueList &lodValues)
| Sets the distance at which level-of-detail (LOD) levels come into effect. More...
void | setLodStrategy (LodStrategy *lodStrategy)
| Set the LOD strategy used by this material. More...
void | setManualCullingMode (ManualCullingMode mode)
| Sets the manual culling mode, performed by CPU rather than hardware. More...
bool | setParameter (const String &name, const String &value)
| Generic parameter setting method. More...
void | setParameterList (const NameValuePairList &paramList)
| Generic multiple parameter setting method. More...
void | setPointSize (Real ps)
| Sets the point size properties for every Pass in every Technique. More...
void | setReceiveShadows (bool enabled)
| Sets whether objects using this material will receive shadows. More...
void | setSceneBlending (const SceneBlendType sbt)
| Sets the kind of blending every pass has with the existing contents of the scene. 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 | setSelfIllumination (Real red, Real green, Real blue)
| Sets the amount of self-illumination of every Pass in every Technique. More...
void | setSelfIllumination (const ColourValue &selfIllum)
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 for color and alpha channels. 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 for color and alpha channels. More...
void | setShadingMode (ShadeOptions mode)
| Sets the type of light shading required. More...
void | setShininess (Real val)
| Sets the shininess properties of every Pass in every Technique. More...
void | setSpecular (Real red, Real green, Real blue, Real alpha)
| Sets the specular colour reflectance properties of every Pass in every Technique. More...
void | setSpecular (const ColourValue &specular)
void | setTextureAnisotropy (int maxAniso)
| Sets the anisotropy level to be used for all textures. More...
void | setTextureFiltering (TextureFilterOptions filterType)
| Set texture filtering for every texture unit in every Technique and Pass. More...
void | setTransparencyCastsShadows (bool enabled)
| Sets whether objects using this material be classified as opaque to the shadow caster system. More...
void | touch (void)
| 'Touches' the resource to indicate it has been used. More...
virtual void | unload (void)
| Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...

## Static Public Member Functions
static void | cleanupDictionary ()
| Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...

## Public Attributes
| OGRE_AUTO_MUTEX

## Friends
class | MaterialManager
class | SceneManager

## Detailed Description

Class encapsulates rendering properties of an object.

Remarks
  Ogre's material class encapsulates ALL aspects of the visual appearance, of an object. It also includes other flags which might not be traditionally thought of as material properties such as culling modes and depth buffer settings, but these affect the appearance of the rendered object and are convenient to attach to the material since it keeps all the settings in one place. This is different to Direct3D which treats a material as just the colour components (diffuse, specular) and not texture maps etc. An Ogre Material can be thought of as equivalent to a 'Shader'.

  A Material can be rendered in multiple different ways depending on the hardware available. You may configure a Material to use high-complexity fragment shaders, but these won't work on every card; therefore a Technique is an approach to creating the visual effect you are looking for. You are advised to create fallback techniques with lower hardware requirements if you decide to use advanced features. In addition, you also might want lower-detail techniques for distant geometry.

  Each technique can be made up of multiple passes. A fixed-function pass may combine multiple texture layers using multitexturing, but Ogre can break that into multiple passes automatically if the active card cannot handle that many simultaneous textures. Programmable passes, however, cannot be split down automatically, so if the active graphics card cannot handle the technique which contains these passes, OGRE will try to find another technique which the card can do. If, at the end of the day, the card cannot handle any of the techniques which are listed for the material, the engine will render the geometry plain white, which should alert you to the problem.

  Ogre comes configured with a number of default settings for a newly created material. These can be changed if you wish by retrieving the default material settings through SceneManager::getDefaultMaterialSettings. Any changes you make to the Material returned from this method will apply to any materials created from this point onward.

## Member Typedef Documentation

## ◆ LodValueList

typedef std::vector<Real> Ogre::Material::LodValueList

distance list used to specify LOD

## ◆ LodValueIterator

typedef ConstVectorIterator<LodValueList> Ogre::Material::LodValueIterator

## ◆ Techniques

typedef std::vector<Technique*> Ogre::Material::Techniques

## ◆ TechniqueIterator

typedef VectorIterator<Techniques> Ogre::Material::TechniqueIterator

## Member Enumeration Documentation

## ◆ LoadingState

enum Ogre::Resource::LoadingState
| inherited

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED | Not loaded.
LOADSTATE_LOADING | Loading is in progress.
LOADSTATE_LOADED | Fully loaded.
LOADSTATE_UNLOADING | Currently unloading.
LOADSTATE_PREPARED | Fully prepared.
LOADSTATE_PREPARING | Preparing is in progress.

## ◆ LoadingFlags

enum Ogre::Resource::LoadingFlags
| inherited

Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.

Enumerator
LF_DEFAULT | Only reloadable resources are processed, reload restores initial state.
LF_INCLUDE_NON_RELOADABLE | Process non-reloadable resources too.
LF_ONLY_UNREFERENCED | Process only resources which are not referenced by any other object. Usefull to reduce resource consumption.
LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE | Combination of LF_ONLY_UNREFERENCED and LF_INCLUDE_NON_RELOADABLE.
LF_PRESERVE_STATE | Preserve some states during reloading, for example stencil shadows prepareness for Meshes.

## Constructor & Destructor Documentation

## ◆ Material()

Ogre::Material::Material | ( | ResourceManager * | creator,
|  | const String & | name,
|  | ResourceHandle | handle,
|  | const String & | group,
|  | bool | isManual = `false`,
|  | ManualResourceLoader * | loader = `0`
| ) |  |

Constructor - use resource manager's create method rather than this.

## ◆ ~Material()

Ogre::Material::~Material | ( |  | ) |

## Member Function Documentation

## ◆ operator=()

Material& Ogre::Material::operator= | ( | const Material & | rhs | ) |

Assignment operator to allow easy copying between materials.

## ◆ isTransparent()

bool Ogre::Material::isTransparent | ( | void |  | ) | const

Determines if the material has any transparency with the rest of the scene (derived from whether any Techniques say they involve transparency).

## ◆ setReceiveShadows()

void Ogre::Material::setReceiveShadows | ( | bool | enabled | ) |
| inline

Sets whether objects using this material will receive shadows.

Remarks
  This method allows a material to opt out of receiving shadows, if it would otherwise do so. Shadows will not be cast on any objects unless the scene is set up to support shadows (

See also
  SceneManager::setShadowTechnique), and not all techniques cast shadows on all objects. In any case, if you have a need to prevent shadows being received by material, this is the method you call to do it.

Note
  Transparent materials never receive shadows despite this setting. The default is to receive shadows.

## ◆ getReceiveShadows()

bool Ogre::Material::getReceiveShadows | ( | void |  | ) | const
| inline

Returns whether or not objects using this material will receive shadows.

## ◆ setTransparencyCastsShadows()

void Ogre::Material::setTransparencyCastsShadows | ( | bool | enabled | ) |
| inline

Sets whether objects using this material be classified as opaque to the shadow caster system.

Remarks
  This method allows a material to cast a shadow, even if it is transparent. By default, transparent materials neither cast nor receive shadows. Shadows will not be cast on any objects unless the scene is set up to support shadows (

See also
  SceneManager::setShadowTechnique), and not all techniques cast shadows on all objects.

## ◆ getTransparencyCastsShadows()

bool Ogre::Material::getTransparencyCastsShadows | ( | void |  | ) | const
| inline

Returns whether or not objects using this material be classified as opaque to the shadow caster system.

## ◆ createTechnique()

Technique* Ogre::Material::createTechnique | ( | void |  | ) |

Creates a new Technique for this Material.

Remarks
  A Technique is a single way of rendering geometry in order to achieve the effect you are intending in a material. There are many reason why you would want more than one - the main one being to handle variable graphics card abilities; you might have one technique which is impressive but only runs on 4th-generation graphics cards, for example. In this case you will want to create at least one fallback Technique. OGRE will work out which Techniques a card can support and pick the best one.

  If multiple Techniques are available, the order in which they are created is important - the engine will consider lower-indexed Techniques to be preferable to higher-indexed Techniques, ie when asked for the 'best' technique it will return the first one in the technique list which is supported by the hardware.

## ◆ getTechnique() [1/2]

Technique* Ogre::Material::getTechnique | ( | unsigned short | index | ) | const

Gets the indexed technique.

Deprecated:
  use getTechniques()

## ◆ getTechnique() [2/2]

Technique* Ogre::Material::getTechnique | ( | const String & | name | ) | const

searches for the named technique.

Return 0 if technique with name is not found

## ◆ getNumTechniques()

unsigned short Ogre::Material::getNumTechniques | ( | void |  | ) | const

Retrieves the number of techniques.

Deprecated:
  use getTechniques()

## ◆ removeTechnique()

void Ogre::Material::removeTechnique | ( | unsigned short | index | ) |

Removes the technique at the given index.

## ◆ removeAllTechniques()

void Ogre::Material::removeAllTechniques | ( | void |  | ) |

Removes all the techniques in this Material.

## ◆ getTechniqueIterator()

TechniqueIterator Ogre::Material::getTechniqueIterator | ( | void |  | ) |

Get an iterator over the Techniques in this Material.

Deprecated:
  use getTechniques()

## ◆ getTechniques()

const Techniques& Ogre::Material::getTechniques | ( | void |  | ) | const
| inline

Get the Techniques in this Material.

## ◆ getSupportedTechniques()

const Techniques& Ogre::Material::getSupportedTechniques | ( | void |  | ) | const
| inline

Gets all the Techniques which are supported by the current card.

Remarks
  The supported technique list is only available after this material has been compiled, which typically happens on loading the material. Therefore, if this method returns an empty list, try calling Material::load.

## ◆ getSupportedTechniqueIterator()

TechniqueIterator Ogre::Material::getSupportedTechniqueIterator | ( | void |  | ) |

Deprecated:
  use getSupportedTechniques()

## ◆ getSupportedTechnique()

Technique* Ogre::Material::getSupportedTechnique | ( | unsigned short | index | ) |

Gets the indexed supported technique.

Deprecated:
  use getSupportedTechniques()

## ◆ getNumSupportedTechniques()

unsigned short Ogre::Material::getNumSupportedTechniques | ( | void |  | ) | const

Retrieves the number of supported techniques.

Deprecated:
  use getSupportedTechniques()

## ◆ getUnsupportedTechniquesExplanation()

const String& Ogre::Material::getUnsupportedTechniquesExplanation | ( |  | ) | const
| inline

Gets a string explaining why any techniques are not supported.

## ◆ getNumLodLevels() [1/2]

unsigned short Ogre::Material::getNumLodLevels | ( | unsigned short | schemeIndex | ) | const

Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex.

Remarks
  Note that this will not be up to date until the material has been compiled.

## ◆ getNumLodLevels() [2/2]

unsigned short Ogre::Material::getNumLodLevels | ( | const String & | schemeName | ) | const

Gets the number of levels-of-detail this material has in the given scheme, based on Technique::setLodIndex.

Remarks
  Note that this will not be up to date until the material has been compiled.

## ◆ getBestTechnique()

Technique* Ogre::Material::getBestTechnique | ( | unsigned short | lodIndex = `0`,
|  | const Renderable * | rend = `0`
| ) |  |

Gets the best supported technique.

Remarks
  This method returns the lowest-index supported Technique in this material (since lower-indexed Techniques are considered to be better than higher-indexed ones).

  The best supported technique is only available after this material has been compiled, which typically happens on loading the material. Therefore, if this method returns NULL, try calling Material::load.

Parameters

  lodIndex | The material LOD index to use
  rend | Optional parameter specifying the Renderable that is requesting this technique. Only used if no valid technique for the active material scheme is found, at which point it is passed to MaterialManager::Listener::handleSchemeNotFound as information.

## ◆ clone()

MaterialPtr Ogre::Material::clone | ( | const String & | newName,
|  | bool | changeGroup = `false`,
|  | const String & | newGroup = `BLANKSTRING`
| ) |  | const

Creates a new copy of this material with the same settings but a new name.

Parameters

  newName | The name for the cloned material
  changeGroup | If true, the resource group of the clone is changed
  newGroup | Only required if changeGroup is true; the new group to assign

## ◆ copyDetailsTo()

void Ogre::Material::copyDetailsTo | ( | MaterialPtr & | mat | ) | const

Copies the details of this material into another, preserving the target's handle and name (unlike operator=) but copying everything else.

Parameters

  mat | Weak reference to material which will receive this material's settings.

## ◆ compile()

void Ogre::Material::compile | ( | bool | autoManageTextureUnits = `true` | ) |

'Compiles' this Material.

Remarks
  Compiling a material involves determining which Techniques are supported on the card on which OGRE is currently running, and for fixed-function Passes within those Techniques, splitting the passes down where they contain more TextureUnitState instances than the current card has texture units.

  This process is automatically done when the Material is loaded, but may be repeated if you make some procedural changes.

Parameters

  autoManageTextureUnits | If true, when a fixed function pass has too many TextureUnitState entries than the card has texture units, the Pass in question will be split into more than one Pass in order to emulate the Pass. If you set this to false and this situation arises, an Exception will be thrown.

## ◆ setPointSize()

void Ogre::Material::setPointSize | ( | Real | ps | ) |

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

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

See also
  Pass::setPointSize

## ◆ setAmbient() [1/2]

void Ogre::Material::setAmbient | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |  |

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

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

See also
  Pass::setAmbient

## ◆ setAmbient() [2/2]

void Ogre::Material::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::Material::setDiffuse | ( | Real | red,
|  | Real | green,
|  | Real | blue,
|  | Real | alpha
| ) |  |

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

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

See also
  Pass::setDiffuse

## ◆ setDiffuse() [2/2]

void Ogre::Material::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::Material::setSpecular | ( | Real | red,
|  | Real | green,
|  | Real | blue,
|  | Real | alpha
| ) |  |

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

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

See also
  Pass::setSpecular

## ◆ setSpecular() [2/2]

void Ogre::Material::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::Material::setShininess | ( | Real | val | ) |

Sets the shininess properties of every Pass in every Technique.

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

See also
  Pass::setShininess

## ◆ setSelfIllumination() [1/2]

void Ogre::Material::setSelfIllumination | ( | Real | red,
|  | Real | green,
|  | Real | blue
| ) |  |

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

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

See also
  Pass::setSelfIllumination

## ◆ setSelfIllumination() [2/2]

void Ogre::Material::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::Material::setDepthCheckEnabled | ( | bool | enabled | ) |

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

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

See also
  Pass::setDepthCheckEnabled

## ◆ setDepthWriteEnabled()

void Ogre::Material::setDepthWriteEnabled | ( | bool | enabled | ) |

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

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

See also
  Pass::setDepthWriteEnabled

## ◆ setDepthFunction()

void Ogre::Material::setDepthFunction | ( | CompareFunction | func | ) |

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

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

See also
  Pass::setDepthFunction

## ◆ setColourWriteEnabled()

void Ogre::Material::setColourWriteEnabled | ( | bool | enabled | ) |

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

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

See also
  Pass::setColourWriteEnabled

## ◆ setCullingMode()

void Ogre::Material::setCullingMode | ( | CullingMode | mode | ) |

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

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

See also
  Pass::setCullingMode

## ◆ setManualCullingMode()

void Ogre::Material::setManualCullingMode | ( | ManualCullingMode | mode | ) |

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

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

See also
  Pass::setManualCullingMode

## ◆ setLightingEnabled()

void Ogre::Material::setLightingEnabled | ( | bool | enabled | ) |

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

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

See also
  Pass::setLightingEnabled

## ◆ setShadingMode()

void Ogre::Material::setShadingMode | ( | ShadeOptions | mode | ) |

Sets the type of light shading required.

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

See also
  Pass::setShadingMode

## ◆ setFog()

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

Sets the fogging mode applied to each pass.

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

See also
  Pass::setFog

## ◆ setDepthBias()

void Ogre::Material::setDepthBias | ( | float | constantBias,
|  | float | slopeScaleBias
| ) |  |

Sets the depth bias to be used for each Pass.

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

See also
  Pass::setDepthBias

## ◆ setTextureFiltering()

void Ogre::Material::setTextureFiltering | ( | TextureFilterOptions | filterType | ) |

Set texture filtering for every texture unit in every Technique and Pass.

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::setTextureFiltering

## ◆ setTextureAnisotropy()

void Ogre::Material::setTextureAnisotropy | ( | 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::Material::setSceneBlending | ( | const SceneBlendType | sbt | ) |

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

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

See also
  Pass::setSceneBlending

## ◆ setSeparateSceneBlending() [1/2]

void Ogre::Material::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 for color and alpha channels.

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

See also
  Pass::setSeparateSceneBlending

## ◆ setSceneBlending() [2/2]

void Ogre::Material::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 has been moved to the Pass class, which is accessible via the Technique. For simplicity, this method allows you to set these properties for every current Technique, and for every current Pass within those Techniques. If you need more precision, retrieve the Technique and Pass instances and set the property there.

See also
  Pass::setSceneBlending

## ◆ setSeparateSceneBlending() [2/2]

void Ogre::Material::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 for color and alpha channels.

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

See also
  Pass::setSeparateSceneBlending

## ◆ _notifyNeedsRecompile()

void Ogre::Material::_notifyNeedsRecompile | ( | void |  | ) |

Tells the material that it needs recompilation.

## ◆ setLodLevels()

void Ogre::Material::setLodLevels | ( | const LodValueList & | lodValues | ) |

Sets the distance at which level-of-detail (LOD) levels come into effect.

Remarks
  You should only use this if you have assigned LOD indexes to the Technique instances attached to this Material. If you have done so, you should call this method to determine the distance at which the lowe levels of detail kick in. The decision about what distance is actually used is a combination of this and the LOD bias applied to both the current Camera and the current Entity.

Parameters

  lodValues | A vector of Reals which indicate the LOD value at which to switch to lower details. They are listed in LOD index order, starting at index 1 (ie the first level down from the highest level 0, which automatically applies from a value of 0). These are 'user values', before being potentially transformed by the strategy, so for the distance strategy this is an unsquared distance for example.

## ◆ getLodValues()

const LodValueList& Ogre::Material::getLodValues | ( | void |  | ) | const
| inline

Gets the list of values transformed by the LodStrategy at which each LOD comes into effect.

Remarks
  Note that the iterator returned from this method is not totally analogous to the one passed in by calling setLodLevels - the list includes a zero entry at the start (since the highest LOD starts at value 0). Also, the values returned are after being transformed by LodStrategy::transformUserValue.

## ◆ getLodValueIterator()

LodValueIterator Ogre::Material::getLodValueIterator | ( | void |  | ) | const

Deprecated:
  use getLodValues()

## ◆ getUserLodValues()

const LodValueList& Ogre::Material::getUserLodValues | ( | void |  | ) | const
| inline

Gets the user-defined list of values which are internally transfomed by the LodStrategy.

Remarks
  Note that the iterator returned from this method is not totally analogous to the one passed in by calling setLodLevels - the list includes a zero entry at the start (since the highest LOD starts at value 0). Also, the values returned are after being transformed by LodStrategy::transformUserValue.

## ◆ getUserLodValueIterator()

LodValueIterator Ogre::Material::getUserLodValueIterator | ( | void |  | ) | const

Deprecated:
  use getUserLodValues()

## ◆ getLodIndex()

ushort Ogre::Material::getLodIndex | ( | Real | value | ) | const

Gets the LOD index to use at the given value.

Note
  The value passed in is the 'transformed' value. If you are dealing with an original source value (e.g. distance), use LodStrategy::transformUserValue to turn this into a lookup value.

## ◆ getLodStrategy()

const LodStrategy* Ogre::Material::getLodStrategy | ( |  | ) | const

Get LOD strategy used by this material.

## ◆ setLodStrategy()

void Ogre::Material::setLodStrategy | ( | LodStrategy * | lodStrategy | ) |

Set the LOD strategy used by this material.

## ◆ touch()

void Ogre::Material::touch | ( | void |  | ) |
| inline virtual

'Touches' the resource to indicate it has been used.

Reimplemented from Ogre::Resource.

References Ogre::Resource::touch().

## ◆ applyTextureAliases()

bool Ogre::Material::applyTextureAliases | ( | const AliasTextureNamePairList & | aliasList,
|  | const bool | apply = `true`
| ) |  | const

Applies texture names to Texture Unit State with matching texture name aliases.

All techniques, passes, and Texture Unit States within the material are checked. If matching texture aliases are found then true is returned.

Parameters

  aliasList | is a map container of texture alias, texture name pairs
  apply | set true to apply the texture aliases else just test to see if texture alias matches are found.

Returns
  True if matching texture aliases were found in the material.

## ◆ getCompilationRequired()

bool Ogre::Material::getCompilationRequired | ( |  | ) | const
| inline

Gets the compilation status of the material.

Returns
  True if the material needs recompilation.

## ◆ prepare()

virtual void Ogre::Resource::prepare | ( | bool | backgroundThread = `false` | ) |
| virtual inherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters

  backgroundThread | Whether this is occurring in a background thread

## ◆ load()

virtual void Ogre::Resource::load | ( | bool | backgroundThread = `false` | ) |
| virtual inherited

Loads the resource, if it is not already.

Remarks
  If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.

Parameters

  backgroundThread | Indicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ reload()

virtual void Ogre::Resource::reload | ( | LoadingFlags | flags = `LF_DEFAULT` | ) |
| virtual inherited

Reloads the resource, if it is already loaded.

Remarks
  Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::Mesh, and Ogre::UnifiedHighLevelGpuProgram.

## ◆ isReloadable()

virtual bool Ogre::Resource::isReloadable | ( | void |  | ) | const
| inline virtual inherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ isManuallyLoaded()

virtual bool Ogre::Resource::isManuallyLoaded | ( | void |  | ) | const
| inline virtual inherited

Is this resource manually loaded?

## ◆ unload()

virtual void Ogre::Resource::unload | ( | void |  | ) |
| virtual inherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ getSize()

virtual size_t Ogre::Resource::getSize | ( | void |  | ) | const
| inline virtual inherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

## ◆ getName()

virtual const String& Ogre::Resource::getName | ( | void |  | ) | const
| inline virtual inherited

Gets resource name.

Reimplemented in Ogre::SkeletonInstance.

Referenced by Ogre::GpuProgramUsage::getProgramName(), and OgreBites::TrayManager::resourceLoadStarted().

## ◆ getHandle()

virtual ResourceHandle Ogre::Resource::getHandle | ( | void |  | ) | const
| inline virtual inherited

Reimplemented in Ogre::SkeletonInstance.

## ◆ isPrepared()

virtual bool Ogre::Resource::isPrepared | ( | void |  | ) | const
| inline virtual inherited

Returns true if the Resource has been prepared, false otherwise.

## ◆ isLoaded()

virtual bool Ogre::Resource::isLoaded | ( | void |  | ) | const
| inline virtual inherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ isLoading()

virtual bool Ogre::Resource::isLoading | ( |  | ) | const
| inline virtual inherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ getLoadingState()

virtual LoadingState Ogre::Resource::getLoadingState | ( |  | ) | const
| inline virtual inherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ isBackgroundLoaded()

virtual bool Ogre::Resource::isBackgroundLoaded | ( | void |  | ) | const
| inline virtual inherited

Returns whether this Resource has been earmarked for background loading.

Remarks
  This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ setBackgroundLoaded()

virtual void Ogre::Resource::setBackgroundLoaded | ( | bool | bl | ) |
| inline virtual inherited

Tells the resource whether it is background loaded or not.

See also
  Resource::isBackgroundLoaded. Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ escalateLoading()

virtual void Ogre::Resource::escalateLoading | ( |  | ) |
| virtual inherited

Escalates the loading of a background loaded resource.

Remarks
  If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ addListener()

virtual void Ogre::Resource::addListener | ( | Listener * | lis | ) |
| virtual inherited

Register a listener on this resource.

See also
  Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ removeListener()

virtual void Ogre::Resource::removeListener | ( | Listener * | lis | ) |
| virtual inherited

Remove a listener on this resource.

See also
  Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

## ◆ getGroup()

virtual const String& Ogre::Resource::getGroup | ( | void |  | ) | const
| inline virtual inherited

Gets the group which this resource is a member of.

Reimplemented in Ogre::SkeletonInstance.

## ◆ changeGroupOwnership()

virtual void Ogre::Resource::changeGroupOwnership | ( | const String & | newGroup | ) |
| virtual inherited

Change the resource group ownership of a Resource.

Remarks
  This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.

Parameters

  newGroup | Name of the new group

## ◆ getCreator()

ResourceManager* Ogre::Resource::getCreator | ( | void |  | ) |
| inline inherited

Gets the manager which created this resource.

## ◆ getOrigin()

const String& Ogre::Resource::getOrigin | ( | void |  | ) | const
| inline inherited

Get the origin of this resource, e.g.

a script file name.

Remarks
  This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

## ◆ _notifyOrigin()

void Ogre::Resource::_notifyOrigin | ( | const String & | origin | ) |
| inline inherited

Notify this resource of it's origin.

## ◆ getStateCount()

virtual size_t Ogre::Resource::getStateCount | ( |  | ) | const
| inline virtual inherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

## ◆ _dirtyState()

virtual void Ogre::Resource::_dirtyState | ( |  | ) |
| virtual inherited

Manually mark the state of this resource as having been changed.

Remarks
  You only need to call this from outside if you explicitly want derived objects to think this object has changed.

See also
  getStateCount.

## ◆ _fireLoadingComplete()

void Ogre::Resource::_fireLoadingComplete | ( | bool | wasBackgroundLoaded | ) |
| inherited

Firing of loading complete event.

Remarks
  You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

Parameters

  wasBackgroundLoaded | Whether this was a background loaded event

## ◆ _firePreparingComplete()

void Ogre::Resource::_firePreparingComplete | ( | bool | wasBackgroundLoaded | ) |
| inherited

Firing of preparing complete event.

Remarks
  You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

Parameters

  wasBackgroundLoaded | Whether this was a background loaded event

## ◆ _fireUnloadingComplete()

void Ogre::Resource::_fireUnloadingComplete | ( | void |  | ) |
| inherited

Firing of unloading complete event.

Remarks
  You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

## ◆ getParamDictionary() [1/2]

ParamDictionary* Ogre::StringInterface::getParamDictionary | ( | void |  | ) |
| inline inherited

Retrieves the parameter dictionary for this class.

Remarks
  Only valid to call this after createParamDictionary.

Returns
  Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

## ◆ getParamDictionary() [2/2]

const ParamDictionary* Ogre::StringInterface::getParamDictionary | ( | void |  | ) | const
| inline inherited

## ◆ getParameters()

const ParameterList& Ogre::StringInterface::getParameters | ( | void |  | ) | const
| inherited

Retrieves a list of parameters valid for this object.

Returns
  A reference to a static list of ParameterDef objects.

## ◆ setParameter()

bool Ogre::StringInterface::setParameter | ( | const String & | name,
|  | const String & | value
| ) |  |
| inherited

Generic parameter setting method.

Remarks
  Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.

Parameters

  name | The name of the parameter to set
  value | String value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.

Returns
  true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

## ◆ setParameterList()

void Ogre::StringInterface::setParameterList | ( | const NameValuePairList & | paramList | ) |
| inherited

Generic multiple parameter setting method.

Remarks
  Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.

Parameters

  paramList | Name/value pair list

## ◆ getParameter()

String Ogre::StringInterface::getParameter | ( | const String & | name | ) | const
| inline inherited

Generic parameter retrieval method.

Remarks
  Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.

Parameters

  name | The name of the parameter to get

Returns
  String value of parameter, blank if not found

References Ogre::ParamCommand::doGet().

## ◆ copyParametersTo()

void Ogre::StringInterface::copyParametersTo | ( | StringInterface * | dest | ) | const
| inline inherited

Method for copying this object's parameters to another object.

Remarks
  This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.

  Any unrecognised parameters will be ignored as with setParameter method.

Parameters

  dest | Pointer to object to have it's parameters set the same as this object.

References Ogre::StringInterface::setParameter().

## ◆ cleanupDictionary()

static void Ogre::StringInterface::cleanupDictionary | ( |  | ) |
| static inherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

## Friends And Related Function Documentation

## ◆ SceneManager

friend class SceneManager
| friend

## ◆ MaterialManager

friend class MaterialManager
| friend

## Member Data Documentation

## ◆ OGRE_AUTO_MUTEX

Ogre::Resource::OGRE_AUTO_MUTEX
| inherited

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

- OgreMaterial.h