to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
		
			
				
	
	
		
			429 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			429 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file RAS_IRasterizer.h
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 *  \ingroup bgerast
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 */
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#ifndef __RAS_IRASTERIZER_H__
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#define __RAS_IRASTERIZER_H__
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#ifdef _MSC_VER
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#  pragma warning (disable:4786)
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#endif
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#include "STR_HashedString.h"
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#include "MT_CmMatrix4x4.h"
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#include "MT_Matrix4x4.h"
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#include "RAS_TexVert.h"
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#include <vector>
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using namespace std;
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class RAS_ICanvas;
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class RAS_IPolyMaterial;
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class RAS_MeshSlot;
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typedef vector<unsigned short> KX_IndexArray;
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typedef vector<RAS_TexVert> KX_VertexArray;
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typedef vector< KX_VertexArray* >  vecVertexArray;
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typedef vector< KX_IndexArray* > vecIndexArrays;
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/**
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 * 3D rendering device context interface. 
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 */
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class RAS_IRasterizer
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{
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public:
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	RAS_IRasterizer(RAS_ICanvas* canv) {};
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	virtual ~RAS_IRasterizer() {};
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	/**
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	 * Drawing types
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	 */
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	enum DrawType {
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			KX_BOUNDINGBOX = 1,
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			KX_WIREFRAME,
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			KX_SOLID,
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			KX_SHADED,
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			KX_TEXTURED,
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			KX_SHADOW
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	};
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	/**
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	 * Drawing modes
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	 */
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	enum DrawMode {
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		KX_MODE_LINES = 1,
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		KX_MODE_TRIANGLES,
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		KX_MODE_QUADS
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	};
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	/**
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	 * Valid SetDepthMask parameters
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	 */
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	enum DepthMask {
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			KX_DEPTHMASK_ENABLED =1,
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			KX_DEPTHMASK_DISABLED
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	};
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	/**
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	 */
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	enum {
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		RAS_RENDER_3DPOLYGON_TEXT = 64,	/* GEMAT_TEXT */
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		KX_BACKCULL = 16,		/* GEMAT_BACKCULL */
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		KX_TEX = 4096,			/* GEMAT_TEX */
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		KX_LINES = 32768
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	};
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	/**
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	 * Stereo mode types
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	 */
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	enum StereoMode {
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			RAS_STEREO_NOSTEREO = 1,
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			RAS_STEREO_QUADBUFFERED,
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			RAS_STEREO_ABOVEBELOW,
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			RAS_STEREO_INTERLACED,
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			RAS_STEREO_ANAGLYPH,
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			RAS_STEREO_SIDEBYSIDE,
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			RAS_STEREO_VINTERLACE,
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			RAS_STEREO_DOME,
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			RAS_STEREO_MAXSTEREO
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	};
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	/**
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	 * Texture gen modes.
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	 */
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	enum TexCoGen {
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		RAS_TEXCO_GEN,		//< GPU will generate texture coordinates
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		RAS_TEXCO_ORCO,		//< Vertex coordinates (object space)
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		RAS_TEXCO_GLOB,		//< Vertex coordinates (world space)
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		RAS_TEXCO_UV,		//< UV coordinates
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		RAS_TEXCO_OBJECT,	//< Use another object's position as coordinates
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		RAS_TEXCO_LAVECTOR,	//< Light vector as coordinates
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		RAS_TEXCO_VIEW,		//< View vector as coordinates
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		RAS_TEXCO_STICKY,	//< Sticky coordinates
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		RAS_TEXCO_WINDOW,	//< Window coordinates
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		RAS_TEXCO_NORM,		//< Normal coordinates 
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		RAS_TEXTANGENT,		//<
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		RAS_TEXCO_VCOL,		//< Vertex Color
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		RAS_TEXCO_DISABLE	//< Disable this texture unit (cached)
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	};
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	/**
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	 * Render pass identifiers for stereo.
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	 */
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	enum StereoEye {
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			RAS_STEREO_LEFTEYE = 1,
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			RAS_STEREO_RIGHTEYE
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	};
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	/**
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	 * SetDepthMask enables or disables writing a fragment's depth value
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	 * to the Z buffer.
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	 */
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	virtual void	SetDepthMask(DepthMask depthmask)=0;
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	/**
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	 * SetMaterial sets the material settings for subsequent primitives
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	 * to be rendered with.
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	 * The material will be cached.
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	 */
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	virtual bool	SetMaterial(const RAS_IPolyMaterial& mat)=0;
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	/**
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	 * Init initializes the renderer.
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	 */
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	virtual bool	Init()=0;
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	/**
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	 * Exit cleans up the renderer.
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	 */
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	virtual void	Exit()=0;
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	/**
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	 * BeginFrame is called at the start of each frame.
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	 */
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	virtual bool	BeginFrame(int drawingmode, double time)=0;
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	/**
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	 * ClearColorBuffer clears the color buffer.
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	 */
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	virtual void	ClearColorBuffer()=0;
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	/**
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	 * ClearDepthBuffer clears the depth buffer.
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	 */
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	virtual void	ClearDepthBuffer()=0;
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	/**
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	 * ClearCachingInfo clears the currently cached material.
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	 */
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	virtual void	ClearCachingInfo(void)=0;
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	/**
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	 * EndFrame is called at the end of each frame.
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	 */
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	virtual void	EndFrame()=0;
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	/**
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	 * SetRenderArea sets the render area from the 2d canvas.
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	 * Returns true if only of subset of the canvas is used.
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	 */
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	virtual void	SetRenderArea()=0;
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	// Stereo Functions
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	/**
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	 * SetStereoMode will set the stereo mode
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	 */
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	virtual void	SetStereoMode(const StereoMode stereomode)=0;
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	/**
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	 * Stereo can be used to query if the rasterizer is in stereo mode.
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	 * \return true if stereo mode is enabled.
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	 */
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	virtual bool	Stereo()=0;
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	virtual StereoMode GetStereoMode()=0;
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	virtual bool	InterlacedStereo()=0;
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	/**
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	 * Sets which eye buffer subsequent primitives will be rendered to.
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	 */
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	virtual void	SetEye(const StereoEye eye)=0;
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	virtual StereoEye	GetEye()=0;
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	/**
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	 * Sets the distance between eyes for stereo mode.
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	 */
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	virtual void	SetEyeSeparation(const float eyeseparation)=0;
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	virtual float	GetEyeSeparation() = 0;
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	/**
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	 * Sets the focal length for stereo mode.
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	 */
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	virtual void	SetFocalLength(const float focallength)=0;
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	virtual float	GetFocalLength() = 0;
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	/**
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	 * SwapBuffers swaps the back buffer with the front buffer.
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	 */
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	virtual void	SwapBuffers()=0;
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	// Drawing Functions
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	/**
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	 * IndexPrimitives: Renders primitives from mesh slot.
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	 */
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	virtual void IndexPrimitives(class RAS_MeshSlot& ms)=0;
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	virtual void IndexPrimitivesMulti(class RAS_MeshSlot& ms)=0;
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	/**
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	 * IndexPrimitives_3DText will render text into the polygons.
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	 * The text to be rendered is from \param rendertools client object's text property.
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	 */
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	virtual void	IndexPrimitives_3DText(class RAS_MeshSlot& ms,
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							class RAS_IPolyMaterial* polymat,
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							class RAS_IRenderTools* rendertools)=0;
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	virtual void	SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
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	/* This one should become our final version, methinks. */
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	/**
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	 * Set the projection matrix for the rasterizer. This projects
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	 * from camera coordinates to window coordinates.
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	 * \param mat The projection matrix.
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	 */
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	virtual void	SetProjectionMatrix(const MT_Matrix4x4 & mat)=0;
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	/**
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	 * Sets the modelview matrix.
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	 */
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	virtual void	SetViewMatrix(const MT_Matrix4x4 & mat,
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								const MT_Matrix3x3 & ori,
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								const MT_Point3 & pos,
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								bool perspective)=0;
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	/**
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	 */
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	virtual const	MT_Point3& GetCameraPosition()=0;
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	virtual bool	GetCameraOrtho()=0;
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	/**
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	 */
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	virtual void	SetFog(float start,
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						   float dist,
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						   float r,
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						   float g,
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						   float b)=0;
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	virtual void	SetFogColor(float r,
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								float g,
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								float b)=0;
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	virtual void	SetFogStart(float start)=0;
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	/**
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	 */
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	virtual void	SetFogEnd(float end)=0;
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	/**
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	 */
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	virtual void	DisplayFog()=0;
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	/**
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	 */
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	virtual void	DisableFog()=0;
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	virtual bool	IsFogEnabled()=0;
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	virtual void	SetBackColor(float red,
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								 float green,
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								 float blue,
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								 float alpha)=0;
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	/**
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	 * \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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	 */
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	virtual void	SetDrawingMode(int drawingmode)=0;
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	/**
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	 * \return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
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	 */
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	virtual int	GetDrawingMode()=0;
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	/**
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	 * Sets face culling
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	 */
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	virtual void	SetCullFace(bool enable)=0;
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	/**
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	 * Sets wireframe mode.
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	 */
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	virtual void    SetLines(bool enable)=0;
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	/**
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	 */
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	virtual double	GetTime()=0;
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	/**
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	 * Generates a projection matrix from the specified frustum.
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	 * \param left the left clipping plane
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	 * \param right the right clipping plane
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	 * \param bottom the bottom clipping plane
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	 * \param top the top clipping plane
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	 * \param frustnear the near clipping plane
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	 * \param frustfar the far clipping plane
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	 * \return a 4x4 matrix representing the projection transform.
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	 */
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	virtual MT_Matrix4x4 GetFrustumMatrix(
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		float left,
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		float right,
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		float bottom,
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		float top,
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		float frustnear,
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		float frustfar,
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		float focallength = 0.0f,
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		bool perspective = true
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	)=0;
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	/**
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	 * Generates a orthographic projection matrix from the specified frustum.
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	 * \param left the left clipping plane
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	 * \param right the right clipping plane
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	 * \param bottom the bottom clipping plane
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	 * \param top the top clipping plane
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	 * \param frustnear the near clipping plane
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	 * \param frustfar the far clipping plane
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	 * \return a 4x4 matrix representing the projection transform.
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	 */
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	virtual MT_Matrix4x4 GetOrthoMatrix(
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		float left,
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		float right,
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		float bottom,
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		float top,
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		float frustnear,
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		float frustfar
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	)=0;
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	/**
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	 * Sets the specular color component of the lighting equation.
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	 */
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	virtual void	SetSpecularity(float specX,
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								   float specY,
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								   float specZ,
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								   float specval)=0;
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	/**
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	 * Sets the specular exponent component of the lighting equation.
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	 */
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	virtual void	SetShinyness(float shiny)=0;
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	/**
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	 * Sets the diffuse color component of the lighting equation.
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	 */
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	virtual void	SetDiffuse(float difX,
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							   float difY,
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							   float difZ,
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							   float diffuse)=0;
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	/**
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	 * Sets the emissive color component of the lighting equation.
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	 */ 
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	virtual void	SetEmissive(float eX,
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								float eY,
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								float eZ,
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								float e
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							   )=0;
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	virtual void	SetAmbientColor(float red, float green, float blue)=0;
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	virtual void	SetAmbient(float factor)=0;
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	/**
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	 * Sets a polygon offset.  z depth will be: z1 = mult*z0 + add
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	 */
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	virtual void	SetPolygonOffset(float mult, float add) = 0;
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	virtual	void	DrawDebugLine(const MT_Vector3& from, const MT_Vector3& to, const MT_Vector3& color)=0;
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	virtual	void	DrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
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									const MT_Vector3& normal, int nsector)=0;
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	virtual	void	FlushDebugShapes()=0;
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	virtual void	SetTexCoordNum(int num) = 0;
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	virtual void	SetAttribNum(int num) = 0;
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	virtual void	SetTexCoord(TexCoGen coords, int unit) = 0;
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	virtual void	SetAttrib(TexCoGen coords, int unit, int layer = 0) = 0;
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	virtual const MT_Matrix4x4&	GetViewMatrix() const = 0;
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	virtual const MT_Matrix4x4&	GetViewInvMatrix() const = 0;
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	virtual bool	QueryLists() { return false; }
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	virtual bool	QueryArrays() { return false; }
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	virtual void	EnableMotionBlur(float motionblurvalue)=0;
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	virtual void	DisableMotionBlur()=0;
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	virtual float	GetMotionBlurValue()=0;
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	virtual int		GetMotionBlurState()=0;
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	virtual void	SetMotionBlurState(int newstate)=0;
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 | 
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	virtual void	SetAlphaBlend(int alphablend)=0;
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	virtual void	SetFrontFace(bool ccw)=0;
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 | 
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	virtual void	SetAnisotropicFiltering(short level)=0;
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	virtual short	GetAnisotropicFiltering()=0;
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 | 
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	virtual void	SetUsingOverrideShader(bool val)=0;
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	virtual bool	GetUsingOverrideShader()=0;
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#ifdef WITH_CXX_GUARDEDALLOC
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	MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer")
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#endif
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};
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#endif  /* __RAS_IRASTERIZER_H__ */
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