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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>cgCreateState</B> - create a state definition


</P>

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

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

  CGstate cgCreateState( CGcontext context,
                         const char * name,
                         CGtype type );
</PRE>
<H1><A NAME="PARAMETERS"><A NAME="3">PARAMETERS

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

</STRONG></DT>
<DD>

<P>
The context in which to define the new state.


</P>
<DT><STRONG>name

</STRONG></DT>
<DD>

<P>
The name of the new state.


</P>
<DT><STRONG>type

</STRONG></DT>
<DD>

<P>
The type of the new state.


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

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

</A></A></H1>
<P>
Returns a handle to the newly created <B>CGstate</B>.


</P>
<P>
Returns <B>NULL</B> if there is an error.


</P>

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

</A></A></H1>
<P>
<B>cgCreateState</B> adds a new state definition to the context.  When a CgFX
file is added to the context, all state assignments in the file must have
already been defined via a call to <B>cgCreateState</B> or <A HREF="cgCreateArrayState.html">cgCreateArrayState</A>.


</P>
<P>
Applications will typically call <A HREF="cgSetStateCallbacks.html">cgSetStateCallbacks</A> shortly after
creating a new state with <B>cgCreateState</B>. 


</P>

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

</A></A></H1>
<P>
Example callback functions for a state to register:


</P>
<PRE>  CGbool foo_set( CGstateassignment sa )
  {
    int nVals = 0;
    const CGbool *val = cgGetBoolStateAssignmentValues( sa, &amp;nVals );
    printf( "\nFooState set called with value %d.\n", *val );
    return CG_TRUE;
  }
  
  CGbool foo_reset( CGstateassignment sa )
  {
    printf( "\nFooState reset called.\n" );
    return CG_TRUE;
  }
  
  CGbool foo_validate( CGstateassignment sa )
  {
    printf( "FooState validate called.\n" );
    return CG_TRUE;
  }
</PRE><P>
Registering the state:


</P>
<PRE>  // Create and register new state FooState
  CGstate fooState = cgCreateState( myCgContext, "FooState", CG_BOOL );
  cgSetStateCallbacks( fooState, foo_set, foo_reset, foo_validate );
</PRE>
<H1><A NAME="ERRORS"><A NAME="7">ERRORS

</A></A></H1>
<P>
<B>CG_INVALID_CONTEXT_HANDLE_ERROR</B> is generated if <B>context</B> is not a valid context.


</P>
<P>
<B>CG_INVALID_PARAMETER_ERROR</B> is generated if <B>name</B> is <B>NULL</B> or not a
valid identifier, or if <B>type</B> is not a simple scalar, vector, or
matrix-type.  Array-typed state should be created with
<A HREF="cgCreateArrayState.html">cgCreateArrayState</A>.


</P>

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

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


</P>

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

</A></A></H1>
<P>
<A HREF="cgCreateArrayState.html">cgCreateArrayState</A>,
<A HREF="cgGetStateContext.html">cgGetStateContext</A>,
<A HREF="cgGetStateName.html">cgGetStateName</A>,
<A HREF="cgGetStateType.html">cgGetStateType</A>,
<A HREF="cgIsState.html">cgIsState</A>,
<A HREF="cgSetStateCallbacks.html">cgSetStateCallbacks</A>,
<A HREF="cgGLRegisterStates.html">cgGLRegisterStates</A>,
<A HREF="cgD3D9RegisterStates.html">cgD3D9RegisterStates</A>,
<A HREF="cgCreateContext.html">cgCreateContext</A>

</P>

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