OCCT3D OCCT 8.0.1
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    Open CASCADE Technology Reference Manual 8.0.1
    Graphic3d_ShaderFlags.hxx File Reference

    Enumerations

    enum  Graphic3d_ShaderFlags {
      Graphic3d_ShaderFlags_VertColor = 0x0001 , Graphic3d_ShaderFlags_TextureRGB = 0x0002 , Graphic3d_ShaderFlags_TextureEnv = 0x0004 , Graphic3d_ShaderFlags_TextureNormal ,
      Graphic3d_ShaderFlags_PointSimple = 0x0008 , Graphic3d_ShaderFlags_PointSprite = 0x0010 , Graphic3d_ShaderFlags_PointSpriteA , Graphic3d_ShaderFlags_StippleLine = 0x0020 ,
      Graphic3d_ShaderFlags_ClipPlanes1 = 0x0040 , Graphic3d_ShaderFlags_ClipPlanes2 = 0x0080 , Graphic3d_ShaderFlags_ClipPlanesN , Graphic3d_ShaderFlags_ClipChains = 0x0100 ,
      Graphic3d_ShaderFlags_MeshEdges = 0x0200 , Graphic3d_ShaderFlags_AlphaTest , Graphic3d_ShaderFlags_WriteOit , Graphic3d_ShaderFlags_OitDepthPeeling = 0x1000 ,
      Graphic3d_ShaderFlags_VertColorFrontOnly , Graphic3d_ShaderFlags_NB = 0x4000 , Graphic3d_ShaderFlags_IsPoint , Graphic3d_ShaderFlags_HasTextures ,
      Graphic3d_ShaderFlags_NeedsGeomShader = Graphic3d_ShaderFlags_MeshEdges
    }
     Standard GLSL program combination bits. More...

    Enumeration Type Documentation

    ◆ Graphic3d_ShaderFlags

    Standard GLSL program combination bits.

    Enumerator
    Graphic3d_ShaderFlags_VertColor 

    per-vertex color

    Graphic3d_ShaderFlags_TextureRGB 

    handle RGB texturing

    Graphic3d_ShaderFlags_TextureEnv 

    handle environment map (obsolete, to be removed)

    Graphic3d_ShaderFlags_TextureNormal 

    extended texture set (with normal map)

    Graphic3d_ShaderFlags_PointSimple 

    point marker without sprite

    Graphic3d_ShaderFlags_PointSprite 

    point sprite with RGB image

    Graphic3d_ShaderFlags_PointSpriteA 

    point sprite with Alpha image

    Graphic3d_ShaderFlags_StippleLine 

    stipple line

    Graphic3d_ShaderFlags_ClipPlanes1 

    handle 1 clipping plane

    Graphic3d_ShaderFlags_ClipPlanes2 

    handle 2 clipping planes

    Graphic3d_ShaderFlags_ClipPlanesN 

    handle N clipping planes

    Graphic3d_ShaderFlags_ClipChains 

    handle chains of clipping planes

    Graphic3d_ShaderFlags_MeshEdges 

    draw mesh edges (wireframe)

    Graphic3d_ShaderFlags_AlphaTest 

    discard fragment by alpha test (defined by cutoff value)

    Graphic3d_ShaderFlags_WriteOit 

    write coverage buffer for Blended Order-Independent Transparency

    Graphic3d_ShaderFlags_OitDepthPeeling 

    handle Depth Peeling OIT

    Graphic3d_ShaderFlags_VertColorFrontOnly 

    apply per-vertex color only to front-facing fragments

    Graphic3d_ShaderFlags_NB 

    overall number of combinations

    Graphic3d_ShaderFlags_IsPoint 
    Graphic3d_ShaderFlags_HasTextures 
    Graphic3d_ShaderFlags_NeedsGeomShader