vectozavr-shooter/SFML-mingw32/doc/html/classsf_1_1RenderStates.html

410 lines
26 KiB
HTML
Raw Normal View History

2021-10-09 13:41:12 +03:00
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>SFML - Simple and Fast Multimedia Library</title>
<meta http-equiv="Content-Type" content="text/html;"/>
<meta charset="utf-8"/>
<!--<link rel='stylesheet' type='text/css' href="https://fonts.googleapis.com/css?family=Ubuntu:400,700,400italic"/>-->
<link rel="stylesheet" type="text/css" href="doxygen.css" title="default" media="screen,print" />
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
</head>
<body>
<div id="banner-container">
<div id="banner">
<span id="sfml">SFML 2.5.1</span>
</div>
</div>
<div id="content">
<!-- Generated by Doxygen 1.8.14 -->
<div id="navrow1" class="tabs">
<ul class="tablist">
<li><a href="index.html"><span>Main&#160;Page</span></a></li>
<li><a href="pages.html"><span>Related&#160;Pages</span></a></li>
<li><a href="modules.html"><span>Modules</span></a></li>
<li><a href="namespaces.html"><span>Namespaces</span></a></li>
<li class="current"><a href="annotated.html"><span>Classes</span></a></li>
<li><a href="files.html"><span>Files</span></a></li>
</ul>
</div>
<div id="navrow2" class="tabs2">
<ul class="tablist">
<li><a href="annotated.html"><span>Class&#160;List</span></a></li>
<li><a href="classes.html"><span>Class&#160;Index</span></a></li>
<li><a href="hierarchy.html"><span>Class&#160;Hierarchy</span></a></li>
<li><a href="functions.html"><span>Class&#160;Members</span></a></li>
</ul>
</div>
<div id="nav-path" class="navpath">
<ul>
<li class="navelem"><b>sf</b></li><li class="navelem"><a class="el" href="classsf_1_1RenderStates.html">RenderStates</a></li> </ul>
</div>
</div><!-- top -->
<div class="header">
<div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#pub-static-attribs">Static Public Attributes</a> &#124;
<a href="classsf_1_1RenderStates-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">sf::RenderStates Class Reference<div class="ingroups"><a class="el" href="group__graphics.html">Graphics module</a></div></div> </div>
</div><!--header-->
<div class="contents">
<p>Define the states used for drawing to a <a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">RenderTarget</a>.
<a href="classsf_1_1RenderStates.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a885bf14070d0d5391f062f62b270b7d0"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a885bf14070d0d5391f062f62b270b7d0">RenderStates</a> ()</td></tr>
<tr class="memdesc:a885bf14070d0d5391f062f62b270b7d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default constructor. <a href="#a885bf14070d0d5391f062f62b270b7d0">More...</a><br /></td></tr>
<tr class="separator:a885bf14070d0d5391f062f62b270b7d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acac8830a593c8a4523ac2fdf3cac8a01"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#acac8830a593c8a4523ac2fdf3cac8a01">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &amp;theBlendMode)</td></tr>
<tr class="memdesc:acac8830a593c8a4523ac2fdf3cac8a01"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a default set of render states with a custom blend mode. <a href="#acac8830a593c8a4523ac2fdf3cac8a01">More...</a><br /></td></tr>
<tr class="separator:acac8830a593c8a4523ac2fdf3cac8a01"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3e99cad6ab05971d40357949930ed890"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a3e99cad6ab05971d40357949930ed890">RenderStates</a> (const <a class="el" href="classsf_1_1Transform.html">Transform</a> &amp;theTransform)</td></tr>
<tr class="memdesc:a3e99cad6ab05971d40357949930ed890"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a default set of render states with a custom transform. <a href="#a3e99cad6ab05971d40357949930ed890">More...</a><br /></td></tr>
<tr class="separator:a3e99cad6ab05971d40357949930ed890"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a8f4ca3be0e27dafea0c4ab8547439bb1">RenderStates</a> (const <a class="el" href="classsf_1_1Texture.html">Texture</a> *theTexture)</td></tr>
<tr class="memdesc:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a default set of render states with a custom texture. <a href="#a8f4ca3be0e27dafea0c4ab8547439bb1">More...</a><br /></td></tr>
<tr class="separator:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a39f94233f464739d8d8522f3aefe97d0"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a39f94233f464739d8d8522f3aefe97d0">RenderStates</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> *theShader)</td></tr>
<tr class="memdesc:a39f94233f464739d8d8522f3aefe97d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a default set of render states with a custom shader. <a href="#a39f94233f464739d8d8522f3aefe97d0">More...</a><br /></td></tr>
<tr class="separator:a39f94233f464739d8d8522f3aefe97d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ab5eda13cd8c79c74eba3b1b0df817d67">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &amp;theBlendMode, const <a class="el" href="classsf_1_1Transform.html">Transform</a> &amp;theTransform, const <a class="el" href="classsf_1_1Texture.html">Texture</a> *theTexture, const <a class="el" href="classsf_1_1Shader.html">Shader</a> *theShader)</td></tr>
<tr class="memdesc:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a set of render states with all its attributes. <a href="#ab5eda13cd8c79c74eba3b1b0df817d67">More...</a><br /></td></tr>
<tr class="separator:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad6ac87f1b5006dae7ebfee4b5d40f5a8">blendMode</a></td></tr>
<tr class="memdesc:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Blending mode. <a href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">More...</a><br /></td></tr>
<tr class="separator:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsf_1_1Transform.html">Transform</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a1f737981a0f2f0d4bb8dac866a8d1149">transform</a></td></tr>
<tr class="memdesc:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a>. <a href="#a1f737981a0f2f0d4bb8dac866a8d1149">More...</a><br /></td></tr>
<tr class="separator:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a457fc5a41731889de9cf39cf9b3436c3"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Texture.html">Texture</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a457fc5a41731889de9cf39cf9b3436c3">texture</a></td></tr>
<tr class="memdesc:a457fc5a41731889de9cf39cf9b3436c3"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a>. <a href="#a457fc5a41731889de9cf39cf9b3436c3">More...</a><br /></td></tr>
<tr class="separator:a457fc5a41731889de9cf39cf9b3436c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Shader.html">Shader</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a></td></tr>
<tr class="memdesc:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a>. <a href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">More...</a><br /></td></tr>
<tr class="separator:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:ad29672df29f19ce50c3021d95f2bb062"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classsf_1_1RenderStates.html">RenderStates</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad29672df29f19ce50c3021d95f2bb062">Default</a></td></tr>
<tr class="memdesc:ad29672df29f19ce50c3021d95f2bb062"><td class="mdescLeft">&#160;</td><td class="mdescRight">Special instance holding the default render states. <a href="#ad29672df29f19ce50c3021d95f2bb062">More...</a><br /></td></tr>
<tr class="separator:ad29672df29f19ce50c3021d95f2bb062"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Define the states used for drawing to a <a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">RenderTarget</a>. </p>
<p>There are four global states that can be applied to the drawn objects:</p>
<ul>
<li>the blend mode: how pixels of the object are blended with the background </li>
<li>the transform: how the object is positioned/rotated/scaled </li>
<li>the texture: what image is mapped to the object </li>
<li>the shader: what custom effect is applied to the object</li>
</ul>
<p>High-level objects such as sprites or text force some of these states when they are drawn. For example, a sprite will set its own texture, so that you don't have to care about it when drawing the sprite.</p>
<p>The transform is a special case: sprites, texts and shapes (and it's a good idea to do it with your own drawable classes too) combine their transform with the one that is passed in the <a class="el" href="classsf_1_1RenderStates.html" title="Define the states used for drawing to a RenderTarget. ">RenderStates</a> structure. So that you can use a "global" transform on top of each object's transform.</p>
<p>Most objects, especially high-level drawables, can be drawn directly without defining render states explicitly &ndash; the default set of states is ok in most cases. </p><div class="fragment"><div class="line">window.draw(sprite);</div></div><!-- fragment --><p>If you want to use a single specific render state, for example a shader, you can pass it directly to the Draw function: <a class="el" href="classsf_1_1RenderStates.html" title="Define the states used for drawing to a RenderTarget. ">sf::RenderStates</a> has an implicit one-argument constructor for each state. </p><div class="fragment"><div class="line">window.draw(sprite, <a class="code" href="classsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a>);</div></div><!-- fragment --><p>When you're inside the Draw function of a drawable object (inherited from <a class="el" href="classsf_1_1Drawable.html" title="Abstract base class for objects that can be drawn to a render target. ">sf::Drawable</a>), you can either pass the render states unmodified, or change some of them. For example, a transformable object will combine the current transform with its own transform. A sprite will set its texture. Etc.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">sf::RenderTarget</a>, <a class="el" href="classsf_1_1Drawable.html" title="Abstract base class for objects that can be drawn to a render target. ">sf::Drawable</a> </dd></dl>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00045">45</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a885bf14070d0d5391f062f62b270b7d0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a885bf14070d0d5391f062f62b270b7d0">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[1/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Default constructor. </p>
<p>Constructing a default set of render states is equivalent to using <a class="el" href="classsf_1_1RenderStates.html#ad29672df29f19ce50c3021d95f2bb062" title="Special instance holding the default render states. ">sf::RenderStates::Default</a>. The default set defines: </p><ul>
<li>the BlendAlpha blend mode </li>
<li>the identity transform </li>
<li>a null texture </li>
<li>a null shader </li>
</ul>
</div>
</div>
<a id="acac8830a593c8a4523ac2fdf3cac8a01"></a>
<h2 class="memtitle"><span class="permalink"><a href="#acac8830a593c8a4523ac2fdf3cac8a01">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[2/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &amp;&#160;</td>
<td class="paramname"><em>theBlendMode</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct a default set of render states with a custom blend mode. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">theBlendMode</td><td>Blend mode to use </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="a3e99cad6ab05971d40357949930ed890"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3e99cad6ab05971d40357949930ed890">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[3/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classsf_1_1Transform.html">Transform</a> &amp;&#160;</td>
<td class="paramname"><em>theTransform</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct a default set of render states with a custom transform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">theTransform</td><td><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a> to use </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="a8f4ca3be0e27dafea0c4ab8547439bb1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8f4ca3be0e27dafea0c4ab8547439bb1">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[4/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> *&#160;</td>
<td class="paramname"><em>theTexture</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct a default set of render states with a custom texture. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">theTexture</td><td><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a> to use </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="a39f94233f464739d8d8522f3aefe97d0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a39f94233f464739d8d8522f3aefe97d0">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[5/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> *&#160;</td>
<td class="paramname"><em>theShader</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct a default set of render states with a custom shader. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">theShader</td><td><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a> to use </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="ab5eda13cd8c79c74eba3b1b0df817d67"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab5eda13cd8c79c74eba3b1b0df817d67">&#9670;&nbsp;</a></span>RenderStates() <span class="overload">[6/6]</span></h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">sf::RenderStates::RenderStates </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &amp;&#160;</td>
<td class="paramname"><em>theBlendMode</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classsf_1_1Transform.html">Transform</a> &amp;&#160;</td>
<td class="paramname"><em>theTransform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> *&#160;</td>
<td class="paramname"><em>theTexture</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> *&#160;</td>
<td class="paramname"><em>theShader</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct a set of render states with all its attributes. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">theBlendMode</td><td>Blend mode to use </td></tr>
<tr><td class="paramname">theTransform</td><td><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a> to use </td></tr>
<tr><td class="paramname">theTexture</td><td><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a> to use </td></tr>
<tr><td class="paramname">theShader</td><td><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a> to use </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<h2 class="groupheader">Member Data Documentation</h2>
<a id="ad6ac87f1b5006dae7ebfee4b5d40f5a8"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">&#9670;&nbsp;</a></span>blendMode</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> sf::RenderStates::blendMode</td>
</tr>
</table>
</div><div class="memdoc">
<p>Blending mode. </p>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00115">115</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div>
</div>
<a id="ad29672df29f19ce50c3021d95f2bb062"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad29672df29f19ce50c3021d95f2bb062">&#9670;&nbsp;</a></span>Default</h2>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
<tr>
<td class="mlabels-left">
<table class="memname">
<tr>
<td class="memname">const <a class="el" href="classsf_1_1RenderStates.html">RenderStates</a> sf::RenderStates::Default</td>
</tr>
</table>
</td>
<td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span> </td>
</tr>
</table>
</div><div class="memdoc">
<p>Special instance holding the default render states. </p>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00110">110</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div>
</div>
<a id="ad4f79ecdd0c60ed0d24fbe555b221bd8"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">&#9670;&nbsp;</a></span>shader</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">const <a class="el" href="classsf_1_1Shader.html">Shader</a>* sf::RenderStates::shader</td>
</tr>
</table>
</div><div class="memdoc">
<p><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a>. </p>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00118">118</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div>
</div>
<a id="a457fc5a41731889de9cf39cf9b3436c3"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a457fc5a41731889de9cf39cf9b3436c3">&#9670;&nbsp;</a></span>texture</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">const <a class="el" href="classsf_1_1Texture.html">Texture</a>* sf::RenderStates::texture</td>
</tr>
</table>
</div><div class="memdoc">
<p><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a>. </p>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00117">117</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div>
</div>
<a id="a1f737981a0f2f0d4bb8dac866a8d1149"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1f737981a0f2f0d4bb8dac866a8d1149">&#9670;&nbsp;</a></span>transform</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname"><a class="el" href="classsf_1_1Transform.html">Transform</a> sf::RenderStates::transform</td>
</tr>
</table>
</div><div class="memdoc">
<p><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a>. </p>
<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00116">116</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a></li>
</ul>
</div><!-- contents -->
</div>
<div id="footer-container">
<div id="footer">
SFML is licensed under the terms and conditions of the <a href="https://www.sfml-dev.org/license.php">zlib/png license</a>.<br>
Copyright &copy; Laurent Gomila &nbsp;::&nbsp;
Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen</a> &nbsp;::&nbsp;
</div>
</div>
</body>
</html>