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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<title>Crystal Space 1.2.1: iShaderManager Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iShaderManager Struct Reference</h1><!-- doxytag: class="iShaderManager" --><!-- doxytag: inherits="iShaderVariableContext" -->A manager for all shaders.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="shader_8h-source.html">ivideo/shader/shader.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iShaderManager:</div>
<div class="dynsection">
<p><center><img src="structiShaderManager__inherit__graph.png" border="0" usemap="#iShaderManager__inherit__map" alt="Inheritance graph"></center>
<map name="iShaderManager__inherit__map">
<area shape="rect" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically..." alt="" coords="5,84,179,111"><area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="64,7,120,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiShaderManager-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <br>
<a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structiLight.html">iLight</a> * &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#7dc75b039bd9b8b64d02d7293c34c251">GetActiveLights</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the list of active lights.  <a href="#7dc75b039bd9b8b64d02d7293c34c251"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#8348c5ffe614703d05ad41dba650d502">GetCompiler</a> (const char *name)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a shadercompiler by name.  <a href="#8348c5ffe614703d05ad41dba650d502"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShader.html">iShader</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#c2d1494ef431710b7f9ccf30da3fb4c6">GetShader</a> (const char *name)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a shader by name.  <a href="#c2d1494ef431710b7f9ccf30da3fb4c6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <br>
<a class="el" href="classcsRefArray.html">csRefArray</a>&lt; <a class="el" href="structiShader.html">iShader</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#3ff7912e71d9fe5e089e3425fce47b06">GetShaders</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns all shaders that have been created.  <a href="#3ff7912e71d9fe5e089e3425fce47b06"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#b93a01924a5b1046784ac1946b3c2de0">GetShaderVariableAccessor</a> (const char *name)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Find a shader variable accessor.  <a href="#b93a01924a5b1046784ac1946b3c2de0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#0c405a373237a68b701ba109a94f98d1">GetShaderVariableStack</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the shadervariablestack used to handle shadervariables on rendering.  <a href="#0c405a373237a68b701ba109a94f98d1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#4f08bd7e8d6f41a1b962751c54c118ee">GetTagOptions</a> (<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> tag, <a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> &amp;presence, int &amp;priority)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a technique tag's options.  <a href="#4f08bd7e8d6f41a1b962751c54c118ee"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classcsSet.html">csSet</a><br>
&lt; <a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#8dbad8eece62fdc2603a88d9407df75e">GetTags</a> (<a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> presence, int &amp;count)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the list of all tags with a specific <em>presence</em> setting.  <a href="#8dbad8eece62fdc2603a88d9407df75e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2955a4c4a8fcadb4267f7fa77413983c">RegisterCompiler</a> (<a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> *compiler)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Register a compiler to the manager.  <a href="#2955a4c4a8fcadb4267f7fa77413983c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#ee2d13e2816763a3743d423d022aedb2">RegisterShader</a> (<a class="el" href="structiShader.html">iShader</a> *shader)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Register a shader to the shadermanager.  <a href="#ee2d13e2816763a3743d423d022aedb2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f480969b27a6753c693e54dcf425086e">RegisterShaderVariableAccessor</a> (const char *name, <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *accessor)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Register a named shader variable accessor.  <a href="#f480969b27a6753c693e54dcf425086e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2712256781564c0dc3ca92a1da42d27d">SetActiveLights</a> (const <a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structiLight.html">iLight</a> * &gt; &amp;lights)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the list of active lights.  <a href="#2712256781564c0dc3ca92a1da42d27d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#09375691e61c5ee6628be3cd8598f540">SetTagOptions</a> (<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> tag, <a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> presence, int priority=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set a technique tag's options.  <a href="#09375691e61c5ee6628be3cd8598f540"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2399e0d727edc305bbada85895685d0b">UnregisterShader</a> (<a class="el" href="structiShader.html">iShader</a> *shader)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Unregister a shader.  <a href="#2399e0d727edc305bbada85895685d0b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f8f6f81da1cec252a3dda949fc9d692e">UnregisterShaders</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Remove all shaders.  <a href="#f8f6f81da1cec252a3dda949fc9d692e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f186ef19f017bdb02e59be0d02af9089">UnregisterShaderVariableAccessor</a> (const char *name, <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *accessor)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Unregister a shader variable accessor.  <a href="#f186ef19f017bdb02e59be0d02af9089"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#5bb356361b7072adab937a5cff55e676">UnregisterShaderVariableAcessors</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Remove all shader variable accessors.  <a href="#5bb356361b7072adab937a5cff55e676"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A manager for all shaders. 
<p>
Will only be one at a given time 
<p>Definition at line <a class="el" href="shader_8h-source.html#l00174">174</a> of file <a class="el" href="shader_8h-source.html">shader.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="7dc75b039bd9b8b64d02d7293c34c251"></a><!-- doxytag: member="iShaderManager::GetActiveLights" ref="7dc75b039bd9b8b64d02d7293c34c251" args="() const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="classcsArray.html">csArray</a>&lt;<a class="el" href="structiLight.html">iLight</a>*&gt;&amp; iShaderManager::GetActiveLights           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the list of active lights. 
<p>

</div>
</div><p>
<a class="anchor" name="8348c5ffe614703d05ad41dba650d502"></a><!-- doxytag: member="iShaderManager::GetCompiler" ref="8348c5ffe614703d05ad41dba650d502" args="(const char *name)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structiShaderCompiler.html">iShaderCompiler</a>* iShaderManager::GetCompiler           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get a shadercompiler by name. 
<p>

</div>
</div><p>
<a class="anchor" name="c2d1494ef431710b7f9ccf30da3fb4c6"></a><!-- doxytag: member="iShaderManager::GetShader" ref="c2d1494ef431710b7f9ccf30da3fb4c6" args="(const char *name)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structiShader.html">iShader</a>* iShaderManager::GetShader           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get a shader by name. 
<p>

</div>
</div><p>
<a class="anchor" name="3ff7912e71d9fe5e089e3425fce47b06"></a><!-- doxytag: member="iShaderManager::GetShaders" ref="3ff7912e71d9fe5e089e3425fce47b06" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="classcsRefArray.html">csRefArray</a>&lt;<a class="el" href="structiShader.html">iShader</a>&gt;&amp; iShaderManager::GetShaders           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Returns all shaders that have been created. 
<p>

</div>
</div><p>
<a class="anchor" name="b93a01924a5b1046784ac1946b3c2de0"></a><!-- doxytag: member="iShaderManager::GetShaderVariableAccessor" ref="b93a01924a5b1046784ac1946b3c2de0" args="(const char *name)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a>* iShaderManager::GetShaderVariableAccessor           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Find a shader variable accessor. 
<p>

</div>
</div><p>
<a class="anchor" name="0c405a373237a68b701ba109a94f98d1"></a><!-- doxytag: member="iShaderManager::GetShaderVariableStack" ref="0c405a373237a68b701ba109a94f98d1" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a>* iShaderManager::GetShaderVariableStack           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the shadervariablestack used to handle shadervariables on rendering. 
<p>

</div>
</div><p>
<a class="anchor" name="4f08bd7e8d6f41a1b962751c54c118ee"></a><!-- doxytag: member="iShaderManager::GetTagOptions" ref="4f08bd7e8d6f41a1b962751c54c118ee" args="(csStringID tag, csShaderTagPresence &amp;presence, int &amp;priority)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderManager::GetTagOptions           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a>&nbsp;</td>
          <td class="paramname"> <em>tag</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>presence</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int &amp;&nbsp;</td>
          <td class="paramname"> <em>priority</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get a technique tag's options. 
<p>
Set a technique tag's options. <p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>tag</em>&nbsp;</td><td>The ID of the tag. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>presence</em>&nbsp;</td><td>Whether the presence of a tag is required, forbidden or neither of both. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>priority</em>&nbsp;</td><td>The tag's priority. The sum of all tag priorities is decisive when two shader techniques have the same technique priority. </td></tr>
  </table>
</dl>
 
</div>
</div><p>
<a class="anchor" name="8dbad8eece62fdc2603a88d9407df75e"></a><!-- doxytag: member="iShaderManager::GetTags" ref="8dbad8eece62fdc2603a88d9407df75e" args="(csShaderTagPresence presence, int &amp;count)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="classcsSet.html">csSet</a>&lt;<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a>&gt;&amp; iShaderManager::GetTags           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a>&nbsp;</td>
          <td class="paramname"> <em>presence</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int &amp;&nbsp;</td>
          <td class="paramname"> <em>count</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get the list of all tags with a specific <em>presence</em> setting. 
<p>

</div>
</div><p>
<a class="anchor" name="2955a4c4a8fcadb4267f7fa77413983c"></a><!-- doxytag: member="iShaderManager::RegisterCompiler" ref="2955a4c4a8fcadb4267f7fa77413983c" args="(iShaderCompiler *compiler)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderManager::RegisterCompiler           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> *&nbsp;</td>
          <td class="paramname"> <em>compiler</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Register a compiler to the manager. 
<p>

</div>
</div><p>
<a class="anchor" name="ee2d13e2816763a3743d423d022aedb2"></a><!-- doxytag: member="iShaderManager::RegisterShader" ref="ee2d13e2816763a3743d423d022aedb2" args="(iShader *shader)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderManager::RegisterShader           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShader.html">iShader</a> *&nbsp;</td>
          <td class="paramname"> <em>shader</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Register a shader to the shadermanager. 
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Compiler should register all shaders 
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<a class="anchor" name="f480969b27a6753c693e54dcf425086e"></a><!-- doxytag: member="iShaderManager::RegisterShaderVariableAccessor" ref="f480969b27a6753c693e54dcf425086e" args="(const char *name, iShaderVariableAccessor *accessor)=0" -->
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          <td class="memname">virtual void iShaderManager::RegisterShaderVariableAccessor           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *&nbsp;</td>
          <td class="paramname"> <em>accessor</em></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
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<p>
Register a named shader variable accessor. 
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<a class="anchor" name="2712256781564c0dc3ca92a1da42d27d"></a><!-- doxytag: member="iShaderManager::SetActiveLights" ref="2712256781564c0dc3ca92a1da42d27d" args="(const csArray&lt; iLight * &gt; &amp;lights)=0" -->
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          <td class="memname">virtual void iShaderManager::SetActiveLights           </td>
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          <td class="paramtype">const <a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structiLight.html">iLight</a> * &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>lights</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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Set the list of active lights. 
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Active lights is lights that the shader should use. 
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<a class="anchor" name="09375691e61c5ee6628be3cd8598f540"></a><!-- doxytag: member="iShaderManager::SetTagOptions" ref="09375691e61c5ee6628be3cd8598f540" args="(csStringID tag, csShaderTagPresence presence, int priority=0)=0" -->
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          <td class="memname">virtual void iShaderManager::SetTagOptions           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a>&nbsp;</td>
          <td class="paramname"> <em>tag</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a>&nbsp;</td>
          <td class="paramname"> <em>presence</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>priority</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
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Set a technique tag's options. 
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<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>tag</em>&nbsp;</td><td>The ID of the tag. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>presence</em>&nbsp;</td><td>Whether the presence of a tag is required, forbidden or neither of both. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>priority</em>&nbsp;</td><td>The tag's priority. The sum of all tag priorities is decisive when two shader techniques have the same technique priority. </td></tr>
  </table>
</dl>

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<a class="anchor" name="2399e0d727edc305bbada85895685d0b"></a><!-- doxytag: member="iShaderManager::UnregisterShader" ref="2399e0d727edc305bbada85895685d0b" args="(iShader *shader)=0" -->
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          <td class="memname">virtual void iShaderManager::UnregisterShader           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShader.html">iShader</a> *&nbsp;</td>
          <td class="paramname"> <em>shader</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Unregister a shader. 
<p>

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<a class="anchor" name="f8f6f81da1cec252a3dda949fc9d692e"></a><!-- doxytag: member="iShaderManager::UnregisterShaders" ref="f8f6f81da1cec252a3dda949fc9d692e" args="()=0" -->
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          <td class="memname">virtual void iShaderManager::UnregisterShaders           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Remove all shaders. 
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<a class="anchor" name="f186ef19f017bdb02e59be0d02af9089"></a><!-- doxytag: member="iShaderManager::UnregisterShaderVariableAccessor" ref="f186ef19f017bdb02e59be0d02af9089" args="(const char *name, iShaderVariableAccessor *accessor)=0" -->
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          <td class="memname">virtual void iShaderManager::UnregisterShaderVariableAccessor           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *&nbsp;</td>
          <td class="paramname"> <em>accessor</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
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<p>
Unregister a shader variable accessor. 
<p>

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<a class="anchor" name="5bb356361b7072adab937a5cff55e676"></a><!-- doxytag: member="iShaderManager::UnregisterShaderVariableAcessors" ref="5bb356361b7072adab937a5cff55e676" args="()=0" -->
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          <td class="memname">virtual void iShaderManager::UnregisterShaderVariableAcessors           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
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<p>
Remove all shader variable accessors. 
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<hr>The documentation for this struct was generated from the following file:<ul>
<li>ivideo/shader/<a class="el" href="shader_8h-source.html">shader.h</a></ul>
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