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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>cgResetPassState</B> - calls the state resetting callback functions for all
of the state assignments in a pass.


</P>

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

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

  void cgResetPassState( CGpass pass );
</PRE>
<H1><A NAME="PARAMETERS"><A NAME="3">PARAMETERS

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

</STRONG></DT>
<DD>

<P>
The pass handle.


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

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

</A></A></H1>
<P>
None.
             

</P>

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

</A></A></H1>
<P>
<B>cgResetPassState</B> resets all of the graphics state defined in a pass by
calling the state resetting callbacks for all of the state assignments in
the pass.  


</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_PASS_HANDLE_ERROR</B> is generated if <B>pass</B> is not a valid pass.


</P>
<P>
<B>CG_INVALID_TECHNIQUE_ERROR</B> is generated if the technique of which <B>pass</B>
is a part has failed validation.


</P>

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

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


</P>

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

</A></A></H1>
<P>
<A HREF="cgSetPassState.html">cgSetPassState</A>,
<A HREF="cgCallStateResetCallback.html">cgCallStateResetCallback</A>

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