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cg-3.0.0018-0.1.i586.rpm

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<BLOCKQUOTE>

<H1><A NAME="NAME"><A NAME="1">NAME

</A></A></H1>
<P>
<B>cgCallStateResetCallback</B> - calls the state resetting callback function for a
state assignment


</P>

<H1><A NAME="SYNOPSIS"><A NAME="2">SYNOPSIS

</A></A></H1>
<PRE>  #include &lt;Cg/cg.h&gt;

  CGbool cgCallStateResetCallback( CGstateassignment sa );
</PRE>
<H1><A NAME="PARAMETERS"><A NAME="3">PARAMETERS

</A></A></H1>
<DL>
<DT><STRONG>sa

</STRONG></DT>
<DD>

<P>
The state assignment handle.


</P>
</DD></DL>

<H1><A NAME="RETURN_VALUES"><A NAME="4">RETURN VALUES

</A></A></H1>
<P>
Returns the boolean value returned by the callback function.  It should
be <B>CG_TRUE</B> upon success.


</P>
<P>
Returns <B>CG_TRUE</B> if no callback function was defined.


</P>

<H1><A NAME="DESCRIPTION"><A NAME="5">DESCRIPTION

</A></A></H1>
<P>
<B>cgCallStateResetCallback</B> calls the graphics state resetting callback
function for the given state assignment.


</P>
<P>
The semantics of "resetting state" will depend on the particular graphics
state manager that defined the valid state assignments; it will generally
either mean that graphics state is reset to what it was before the pass, or
that it is reset to the default value.  The OpenGL state manager in the
OpenGL Cg runtime implements the latter approach.


</P>

<H1><A NAME="EXAMPLES"><A NAME="6">EXAMPLES

</A></A></H1>
<P>
<I>to-be-written</I>


</P>

<H1><A NAME="ERRORS"><A NAME="7">ERRORS

</A></A></H1>
<P>
<B>CG_INVALID_STATE_ASSIGNMENT_HANDLE_ERROR</B> is generated if <B>sa</B> is not a valid state assignment.


</P>

<H1><A NAME="HISTORY"><A NAME="8">HISTORY

</A></A></H1>
<P>
<B>cgCallStateResetCallback</B> was introduced in Cg 1.4.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="9">SEE ALSO

</A></A></H1>
<P>
<A HREF="cgResetPassState.html">cgResetPassState</A>,
<A HREF="cgSetStateCallbacks.html">cgSetStateCallbacks</A>,
<A HREF="cgCallStateSetCallback.html">cgCallStateSetCallback</A>,
<A HREF="cgCallStateValidateCallback.html">cgCallStateValidateCallback</A>

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