551 lines
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551 lines
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<li class="navelem"><a class="el" href="namespacesf.html">sf</a></li><li class="navelem"><a class="el" href="structsf_1_1RenderStates.html">RenderStates</a></li> </ul>
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<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>
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<p>Define the states used for drawing to a <code><a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...)">RenderTarget</a></code>
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<a href="#details">More...</a></p>
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<p><code>#include <<a class="el" href="RenderStates_8hpp_source.html">SFML/Graphics/RenderStates.hpp</a>></code></p>
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<table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:a0ac56c8fe228c922f8b8b2bcdf043c80" id="r_a0ac56c8fe228c922f8b8b2bcdf043c80"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0ac56c8fe228c922f8b8b2bcdf043c80">RenderStates</a> ()=default</td></tr>
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<tr class="memdesc:a0ac56c8fe228c922f8b8b2bcdf043c80"><td class="mdescLeft"> </td><td class="mdescRight">Default constructor. <br /></td></tr>
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<tr class="separator:a0ac56c8fe228c922f8b8b2bcdf043c80"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acac8830a593c8a4523ac2fdf3cac8a01" id="r_acac8830a593c8a4523ac2fdf3cac8a01"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#acac8830a593c8a4523ac2fdf3cac8a01">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &theBlendMode)</td></tr>
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<tr class="memdesc:acac8830a593c8a4523ac2fdf3cac8a01"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom blend mode. <br /></td></tr>
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<tr class="separator:acac8830a593c8a4523ac2fdf3cac8a01"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:adf9f457f98a69b8d84b07b0f42b92b4a" id="r_adf9f457f98a69b8d84b07b0f42b92b4a"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#adf9f457f98a69b8d84b07b0f42b92b4a">RenderStates</a> (const <a class="el" href="structsf_1_1StencilMode.html">StencilMode</a> &theStencilMode)</td></tr>
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<tr class="memdesc:adf9f457f98a69b8d84b07b0f42b92b4a"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom stencil mode. <br /></td></tr>
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<tr class="separator:adf9f457f98a69b8d84b07b0f42b92b4a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a3e99cad6ab05971d40357949930ed890" id="r_a3e99cad6ab05971d40357949930ed890"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3e99cad6ab05971d40357949930ed890">RenderStates</a> (const <a class="el" href="classsf_1_1Transform.html">Transform</a> &theTransform)</td></tr>
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<tr class="memdesc:a3e99cad6ab05971d40357949930ed890"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom transform. <br /></td></tr>
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<tr class="separator:a3e99cad6ab05971d40357949930ed890"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8f4ca3be0e27dafea0c4ab8547439bb1" id="r_a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8f4ca3be0e27dafea0c4ab8547439bb1">RenderStates</a> (const <a class="el" href="classsf_1_1Texture.html">Texture</a> *theTexture)</td></tr>
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<tr class="memdesc:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom texture. <br /></td></tr>
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<tr class="separator:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a39f94233f464739d8d8522f3aefe97d0" id="r_a39f94233f464739d8d8522f3aefe97d0"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a39f94233f464739d8d8522f3aefe97d0">RenderStates</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> *theShader)</td></tr>
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<tr class="memdesc:a39f94233f464739d8d8522f3aefe97d0"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom shader. <br /></td></tr>
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<tr class="separator:a39f94233f464739d8d8522f3aefe97d0"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a7bfde40a90f019cde12f1977b64e50b2" id="r_a7bfde40a90f019cde12f1977b64e50b2"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a7bfde40a90f019cde12f1977b64e50b2">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &theBlendMode, const <a class="el" href="structsf_1_1StencilMode.html">StencilMode</a> &theStencilMode, const <a class="el" href="classsf_1_1Transform.html">Transform</a> &theTransform, <a class="el" href="group__graphics.html#ga3279cc83ec99c60693c4fe6d0d3fb98b">CoordinateType</a> theCoordinateType, 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>
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<tr class="memdesc:a7bfde40a90f019cde12f1977b64e50b2"><td class="mdescLeft"> </td><td class="mdescRight">Construct a set of render states with all its attributes. <br /></td></tr>
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<tr class="separator:a7bfde40a90f019cde12f1977b64e50b2"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
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Public Attributes</h2></td></tr>
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<tr class="memitem:ad6ac87f1b5006dae7ebfee4b5d40f5a8" id="r_ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">blendMode</a> {<a class="el" href="namespacesf.html#a3d4548be9621e2fcfe187b3cb59f6f53">BlendAlpha</a>}</td></tr>
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<tr class="memdesc:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="mdescLeft"> </td><td class="mdescRight">Blending mode. <br /></td></tr>
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<tr class="separator:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9d918d3da1c7f0eabfe8ff5e5b10c313" id="r_a9d918d3da1c7f0eabfe8ff5e5b10c313"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structsf_1_1StencilMode.html">StencilMode</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9d918d3da1c7f0eabfe8ff5e5b10c313">stencilMode</a></td></tr>
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<tr class="memdesc:a9d918d3da1c7f0eabfe8ff5e5b10c313"><td class="mdescLeft"> </td><td class="mdescRight">Stencil mode. <br /></td></tr>
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<tr class="separator:a9d918d3da1c7f0eabfe8ff5e5b10c313"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a1f737981a0f2f0d4bb8dac866a8d1149" id="r_a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsf_1_1Transform.html">Transform</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1f737981a0f2f0d4bb8dac866a8d1149">transform</a></td></tr>
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<tr class="memdesc:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classsf_1_1Transform.html" title="3x3 transform matrix">Transform</a>. <br /></td></tr>
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<tr class="separator:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8a0b8a84151fa5598ce0fc8c88b5f475" id="r_a8a0b8a84151fa5598ce0fc8c88b5f475"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__graphics.html#ga3279cc83ec99c60693c4fe6d0d3fb98b">CoordinateType</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8a0b8a84151fa5598ce0fc8c88b5f475">coordinateType</a> {<a class="el" href="group__graphics.html#gga3279cc83ec99c60693c4fe6d0d3fb98bac3d2f5d37334dc978fd8b17fc77408a1">CoordinateType::Pixels</a>}</td></tr>
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<tr class="memdesc:a8a0b8a84151fa5598ce0fc8c88b5f475"><td class="mdescLeft"> </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> coordinate type. <br /></td></tr>
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<tr class="separator:a8a0b8a84151fa5598ce0fc8c88b5f475"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a457fc5a41731889de9cf39cf9b3436c3" id="r_a457fc5a41731889de9cf39cf9b3436c3"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Texture.html">Texture</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#a457fc5a41731889de9cf39cf9b3436c3">texture</a> {}</td></tr>
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<tr class="memdesc:a457fc5a41731889de9cf39cf9b3436c3"><td class="mdescLeft"> </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>. <br /></td></tr>
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<tr class="separator:a457fc5a41731889de9cf39cf9b3436c3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad4f79ecdd0c60ed0d24fbe555b221bd8" id="r_ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Shader.html">Shader</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a> {}</td></tr>
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<tr class="memdesc:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">Shader</a>. <br /></td></tr>
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<tr class="separator:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-static-attribs" name="pub-static-attribs"></a>
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Static Public Attributes</h2></td></tr>
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<tr class="memitem:ad29672df29f19ce50c3021d95f2bb062" id="r_ad29672df29f19ce50c3021d95f2bb062"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="structsf_1_1RenderStates.html">RenderStates</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad29672df29f19ce50c3021d95f2bb062">Default</a></td></tr>
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<tr class="memdesc:ad29672df29f19ce50c3021d95f2bb062"><td class="mdescLeft"> </td><td class="mdescRight">Special instance holding the default render states. <br /></td></tr>
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<tr class="separator:ad29672df29f19ce50c3021d95f2bb062"><td class="memSeparator" colspan="2"> </td></tr>
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</table>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
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<div class="textblock"><p>Define the states used for drawing to a <code><a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...)">RenderTarget</a></code> </p>
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<p>There are six global states that can be applied to the drawn objects:</p>
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<ul>
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<li>the blend mode: how pixels of the object are blended with the background </li>
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<li>the stencil mode: how pixels of the object interact with the stencil buffer </li>
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<li>the transform: how the object is positioned/rotated/scaled </li>
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<li>the texture coordinate type: how texture coordinates are interpreted </li>
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<li>the texture: what image is mapped to the object </li>
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<li>the shader: what custom effect is applied to the object</li>
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</ul>
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<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>
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<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="structsf_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>
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<p>Most objects, especially high-level drawables, can be drawn directly without defining render states explicitly – the default set of states is ok in most cases. </p><div class="fragment"><div class="line">window.draw(sprite);</div>
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</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: <code><a class="el" href="structsf_1_1RenderStates.html" title="Define the states used for drawing to a RenderTarget">sf::RenderStates</a></code> has an implicit one-argument constructor for each state. </p><div class="fragment"><div class="line">window.draw(sprite, <a class="code hl_variable" href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a>);</div>
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<div class="ttc" id="astructsf_1_1RenderStates_html_ad4f79ecdd0c60ed0d24fbe555b221bd8"><div class="ttname"><a href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">sf::RenderStates::shader</a></div><div class="ttdeci">const Shader * shader</div><div class="ttdoc">Shader.</div><div class="ttdef"><b>Definition</b> <a href="RenderStates_8hpp_source.html#l00136">RenderStates.hpp:136</a></div></div>
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</div><!-- fragment --><p>When you're inside the Draw function of a drawable object (inherited from <code><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></code>), 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>
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<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...)">sf::RenderTarget</a></code>, <code><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></code> </dd></dl>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00047">47</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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</div><h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<p>Default constructor. </p>
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<p>Constructing a default set of render states is equivalent to using <code><a class="el" href="#ad29672df29f19ce50c3021d95f2bb062" title="Special instance holding the default render states.">sf::RenderStates::Default</a></code>. The default set defines: </p><ul>
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<li>the <code>BlendAlpha</code> blend mode </li>
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<li>the default <code><a class="el" href="structsf_1_1StencilMode.html" title="Stencil modes for drawing.">StencilMode</a></code> (no stencil) </li>
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<p>Construct a default set of render states with a custom blend mode. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<p>Construct a default set of render states with a custom stencil mode. </p>
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<p>Construct a default set of render states with a custom transform. </p>
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<p>Construct a default set of render states with a custom texture. </p>
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<p>Construct a default set of render states with a custom shader. </p>
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<p>Construct a set of render states with all its attributes. </p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">◆ </a></span>blendMode</h2>
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<td class="memname"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> sf::RenderStates::blendMode {<a class="el" href="namespacesf.html#a3d4548be9621e2fcfe187b3cb59f6f53">BlendAlpha</a>}</td>
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<p>Blending mode. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00131">131</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<p>Special instance holding the default render states. </p>
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<td class="memname"><a class="el" href="classsf_1_1Transform.html">Transform</a> sf::RenderStates::transform</td>
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<p><a class="el" href="classsf_1_1Transform.html" title="3x3 transform matrix">Transform</a>. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00133">133</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li><a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a></li>
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SFML is licensed under the terms and conditions of the <a href="https://www.sfml-dev.org/license.php">zlib/png license</a>.<br />
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Copyright © Laurent Gomila ::
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Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen</a> ::
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