// ***************************************************************************
//
//   Generated automatically by genwrapper.
//   Please DO NOT EDIT this file!
//
// ***************************************************************************

#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Attributes>

#include <osg/Camera>
#include <osg/ColorMask>
#include <osg/CopyOp>
#include <osg/FrameBufferObject>
#include <osg/GraphicsContext>
#include <osg/Image>
#include <osg/Matrix>
#include <osg/Object>
#include <osg/RenderInfo>
#include <osg/StateAttribute>
#include <osg/Texture>
#include <osg/Vec4>
#include <osg/Viewport>
#include <osgUtil/PositionalStateContainer>
#include <osgUtil/RenderBin>
#include <osgUtil/RenderLeaf>
#include <osgUtil/RenderStage>
#include <osgUtil/Statistics>

// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif

BEGIN_OBJECT_REFLECTOR(osgUtil::RenderStage)
	I_DeclaringFile("osgUtil/RenderStage");
	I_BaseType(osgUtil::RenderBin);
	I_Constructor0(____RenderStage,
	               "",
	               "");
	I_Constructor1(IN, osgUtil::RenderBin::SortMode, mode,
	               Properties::NON_EXPLICIT,
	               ____RenderStage__SortMode,
	               "",
	               "");
	I_ConstructorWithDefaults2(IN, const osgUtil::RenderStage &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
	                           ____RenderStage__C5_RenderStage_R1__C5_osg_CopyOp_R1,
	                           "",
	                           "");
	I_Method0(osg::Object *, cloneType,
	          Properties::VIRTUAL,
	          __osg_Object_P1__cloneType,
	          "Clone the type of an object, with Object* return type. ",
	          "Must be defined by derived classes. ");
	I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, x,
	          Properties::VIRTUAL,
	          __osg_Object_P1__clone__C5_osg_CopyOp_R1,
	          "Clone an object, with Object* return type. ",
	          "Must be defined by derived classes. ");
	I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
	          Properties::VIRTUAL,
	          __bool__isSameKindAs__C5_osg_Object_P1,
	          "",
	          "");
	I_Method0(const char *, className,
	          Properties::VIRTUAL,
	          __C5_char_P1__className,
	          "return the name of the object's class type. ",
	          "Must be defined by derived classes. ");
	I_Method0(void, reset,
	          Properties::VIRTUAL,
	          __void__reset,
	          "",
	          "");
	I_MethodWithDefaults2(void, setDrawBuffer, IN, GLenum, buffer, , IN, bool, applyMask, true,
	                      Properties::NON_VIRTUAL,
	                      __void__setDrawBuffer__GLenum__bool,
	                      "Set the draw buffer used at the start of each frame draw. ",
	                      "");
	I_Method0(GLenum, getDrawBuffer,
	          Properties::NON_VIRTUAL,
	          __GLenum__getDrawBuffer,
	          "Get the draw buffer used at the start of each frame draw. ",
	          "");
	I_Method0(bool, getDrawBufferApplyMask,
	          Properties::NON_VIRTUAL,
	          __bool__getDrawBufferApplyMask,
	          "Get the apply mask defining whether glDrawBuffer is called at each frame draw. ",
	          "");
	I_Method1(void, setDrawBufferApplyMask, IN, bool, applyMask,
	          Properties::NON_VIRTUAL,
	          __void__setDrawBufferApplyMask__bool,
	          "Set the apply mask defining whether glDrawBuffer is called at each frame draw. ",
	          "");
	I_MethodWithDefaults2(void, setReadBuffer, IN, GLenum, buffer, , IN, bool, applyMask, true,
	                      Properties::NON_VIRTUAL,
	                      __void__setReadBuffer__GLenum__bool,
	                      "Set the read buffer for any required copy operations to use. ",
	                      "");
	I_Method0(GLenum, getReadBuffer,
	          Properties::NON_VIRTUAL,
	          __GLenum__getReadBuffer,
	          "Get the read buffer for any required copy operations to use. ",
	          "");
	I_Method0(bool, getReadBufferApplyMask,
	          Properties::NON_VIRTUAL,
	          __bool__getReadBufferApplyMask,
	          "Get the apply mask defining whether glReadBuffer is called at each frame draw. ",
	          "");
	I_Method1(void, setReadBufferApplyMask, IN, bool, applyMask,
	          Properties::NON_VIRTUAL,
	          __void__setReadBufferApplyMask__bool,
	          "Set the apply mask defining whether glReadBuffer is called at each frame draw. ",
	          "");
	I_Method1(void, setViewport, IN, osg::Viewport *, viewport,
	          Properties::NON_VIRTUAL,
	          __void__setViewport__osg_Viewport_P1,
	          "Set the viewport. ",
	          "");
	I_Method0(const osg::Viewport *, getViewport,
	          Properties::NON_VIRTUAL,
	          __C5_osg_Viewport_P1__getViewport,
	          "Get the const viewport. ",
	          "");
	I_Method0(osg::Viewport *, getViewport,
	          Properties::NON_VIRTUAL,
	          __osg_Viewport_P1__getViewport,
	          "Get the viewport. ",
	          "");
	I_Method1(void, setClearMask, IN, GLbitfield, mask,
	          Properties::NON_VIRTUAL,
	          __void__setClearMask__GLbitfield,
	          "Set the clear mask used in glClear(. ",
	          ".). Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. ");
	I_Method0(GLbitfield, getClearMask,
	          Properties::NON_VIRTUAL,
	          __GLbitfield__getClearMask,
	          "Get the clear mask. ",
	          "");
	I_Method1(void, setColorMask, IN, osg::ColorMask *, cm,
	          Properties::NON_VIRTUAL,
	          __void__setColorMask__osg_ColorMask_P1,
	          "",
	          "");
	I_Method0(osg::ColorMask *, getColorMask,
	          Properties::NON_VIRTUAL,
	          __osg_ColorMask_P1__getColorMask,
	          "",
	          "");
	I_Method0(const osg::ColorMask *, getColorMask,
	          Properties::NON_VIRTUAL,
	          __C5_osg_ColorMask_P1__getColorMask,
	          "",
	          "");
	I_Method1(void, setClearColor, IN, const osg::Vec4 &, color,
	          Properties::NON_VIRTUAL,
	          __void__setClearColor__C5_osg_Vec4_R1,
	          "Set the clear color used in glClearColor(. ",
	          ".). glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true ");
	I_Method0(const osg::Vec4 &, getClearColor,
	          Properties::NON_VIRTUAL,
	          __C5_osg_Vec4_R1__getClearColor,
	          "Get the clear color. ",
	          "");
	I_Method1(void, setClearAccum, IN, const osg::Vec4 &, color,
	          Properties::NON_VIRTUAL,
	          __void__setClearAccum__C5_osg_Vec4_R1,
	          "Set the clear accum used in glClearAccum(. ",
	          ".). glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. ");
	I_Method0(const osg::Vec4 &, getClearAccum,
	          Properties::NON_VIRTUAL,
	          __C5_osg_Vec4_R1__getClearAccum,
	          "Get the clear accum. ",
	          "");
	I_Method1(void, setClearDepth, IN, double, depth,
	          Properties::NON_VIRTUAL,
	          __void__setClearDepth__double,
	          "Set the clear depth used in glClearDepth(. ",
	          ".). Defaults to 1.0 glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. ");
	I_Method0(double, getClearDepth,
	          Properties::NON_VIRTUAL,
	          __double__getClearDepth,
	          "Get the clear depth. ",
	          "");
	I_Method1(void, setClearStencil, IN, int, stencil,
	          Properties::NON_VIRTUAL,
	          __void__setClearStencil__int,
	          "Set the clear stencil value used in glClearStencil(). ",
	          "Defaults to 0; glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true ");
	I_Method0(int, getClearStencil,
	          Properties::NON_VIRTUAL,
	          __int__getClearStencil,
	          "Get the clear color. ",
	          "");
	I_Method1(void, setCamera, IN, osg::Camera *, camera,
	          Properties::NON_VIRTUAL,
	          __void__setCamera__osg_Camera_P1,
	          "",
	          "");
	I_Method0(osg::Camera *, getCamera,
	          Properties::NON_VIRTUAL,
	          __osg_Camera_P1__getCamera,
	          "",
	          "");
	I_Method0(const osg::Camera *, getCamera,
	          Properties::NON_VIRTUAL,
	          __C5_osg_Camera_P1__getCamera,
	          "",
	          "");
	I_Method1(void, setCameraRequiresSetUp, IN, bool, flag,
	          Properties::NON_VIRTUAL,
	          __void__setCameraRequiresSetUp__bool,
	          "",
	          "");
	I_Method0(bool, getCameraRequiresSetUp,
	          Properties::NON_VIRTUAL,
	          __bool__getCameraRequiresSetUp,
	          "",
	          "");
	I_Method1(void, runCameraSetUp, IN, osg::RenderInfo &, renderInfo,
	          Properties::NON_VIRTUAL,
	          __void__runCameraSetUp__osg_RenderInfo_R1,
	          "Attempt the set the RenderStage from the Camera settings. ",
	          "");
	I_MethodWithDefaults3(void, setTexture, IN, osg::Texture *, texture, , IN, unsigned int, level, 0, IN, unsigned int, face, 0,
	                      Properties::NON_VIRTUAL,
	                      __void__setTexture__osg_Texture_P1__unsigned_int__unsigned_int,
	                      "",
	                      "");
	I_Method0(osg::Texture *, getTexture,
	          Properties::NON_VIRTUAL,
	          __osg_Texture_P1__getTexture,
	          "",
	          "");
	I_Method1(void, setImage, IN, osg::Image *, image,
	          Properties::NON_VIRTUAL,
	          __void__setImage__osg_Image_P1,
	          "",
	          "");
	I_Method0(osg::Image *, getImage,
	          Properties::NON_VIRTUAL,
	          __osg_Image_P1__getImage,
	          "",
	          "");
	I_Method1(void, setImageReadPixelFormat, IN, GLenum, format,
	          Properties::NON_VIRTUAL,
	          __void__setImageReadPixelFormat__GLenum,
	          "",
	          "");
	I_Method0(GLenum, getImageReadPixelFormat,
	          Properties::NON_VIRTUAL,
	          __GLenum__getImageReadPixelFormat,
	          "",
	          "");
	I_Method1(void, setImageReadPixelDataType, IN, GLenum, type,
	          Properties::NON_VIRTUAL,
	          __void__setImageReadPixelDataType__GLenum,
	          "",
	          "");
	I_Method0(GLenum, getImageReadPixelDataType,
	          Properties::NON_VIRTUAL,
	          __GLenum__getImageReadPixelDataType,
	          "",
	          "");
	I_Method1(void, setFrameBufferObject, IN, osg::FrameBufferObject *, fbo,
	          Properties::NON_VIRTUAL,
	          __void__setFrameBufferObject__osg_FrameBufferObject_P1,
	          "Set a framebuffer object to render into. ",
	          "It is permissible for the framebuffer object to be multisampled, in which case you should also set a resolve framebuffer object - see setMultisampleResolveFramebufferObject(). ");
	I_Method0(osg::FrameBufferObject *, getFrameBufferObject,
	          Properties::NON_VIRTUAL,
	          __osg_FrameBufferObject_P1__getFrameBufferObject,
	          "",
	          "");
	I_Method0(const osg::FrameBufferObject *, getFrameBufferObject,
	          Properties::NON_VIRTUAL,
	          __C5_osg_FrameBufferObject_P1__getFrameBufferObject,
	          "",
	          "");
	I_Method1(void, setMultisampleResolveFramebufferObject, IN, osg::FrameBufferObject *, fbo,
	          Properties::NON_VIRTUAL,
	          __void__setMultisampleResolveFramebufferObject__osg_FrameBufferObject_P1,
	          "Sets the destination framebuffer object for glBlitFramebufferEXT to resolve a multisampled framebuffer object after the RenderStage is drawn. ",
	          "The resolve framebuffer object must not be multisampled. The resolve framebuffer object is only necessary if the primary framebuffer object is multisampled, if not then leave it set to null. ");
	I_Method0(osg::FrameBufferObject *, getMultisampleResolveFramebufferObject,
	          Properties::NON_VIRTUAL,
	          __osg_FrameBufferObject_P1__getMultisampleResolveFramebufferObject,
	          "",
	          "");
	I_Method0(const osg::FrameBufferObject *, getMultisampleResolveFramebufferObject,
	          Properties::NON_VIRTUAL,
	          __C5_osg_FrameBufferObject_P1__getMultisampleResolveFramebufferObject,
	          "",
	          "");
	I_Method1(void, setDisableFboAfterRender, IN, bool, disable,
	          Properties::NON_VIRTUAL,
	          __void__setDisableFboAfterRender__bool,
	          "Set whether the framebuffer object should be unbound after rendering. ",
	          "By default this is set to true. Set it to false if the unbinding is not required. ");
	I_Method0(bool, getDisableFboAfterRender,
	          Properties::NON_VIRTUAL,
	          __bool__getDisableFboAfterRender,
	          "",
	          "");
	I_Method1(void, setGraphicsContext, IN, osg::GraphicsContext *, context,
	          Properties::NON_VIRTUAL,
	          __void__setGraphicsContext__osg_GraphicsContext_P1,
	          "",
	          "");
	I_Method0(osg::GraphicsContext *, getGraphicsContext,
	          Properties::NON_VIRTUAL,
	          __osg_GraphicsContext_P1__getGraphicsContext,
	          "",
	          "");
	I_Method0(const osg::GraphicsContext *, getGraphicsContext,
	          Properties::NON_VIRTUAL,
	          __C5_osg_GraphicsContext_P1__getGraphicsContext,
	          "",
	          "");
	I_Method1(void, setInheritedPositionalStateContainerMatrix, IN, const osg::Matrix &, matrix,
	          Properties::NON_VIRTUAL,
	          __void__setInheritedPositionalStateContainerMatrix__C5_osg_Matrix_R1,
	          "",
	          "");
	I_Method0(const osg::Matrix &, getInheritedPositionalStateContainerMatrix,
	          Properties::NON_VIRTUAL,
	          __C5_osg_Matrix_R1__getInheritedPositionalStateContainerMatrix,
	          "",
	          "");
	I_Method1(void, setInheritedPositionalStateContainer, IN, osgUtil::PositionalStateContainer *, rsl,
	          Properties::NON_VIRTUAL,
	          __void__setInheritedPositionalStateContainer__PositionalStateContainer_P1,
	          "",
	          "");
	I_Method0(osgUtil::PositionalStateContainer *, getInheritedPositionalStateContainer,
	          Properties::NON_VIRTUAL,
	          __PositionalStateContainer_P1__getInheritedPositionalStateContainer,
	          "",
	          "");
	I_Method1(void, setPositionalStateContainer, IN, osgUtil::PositionalStateContainer *, rsl,
	          Properties::NON_VIRTUAL,
	          __void__setPositionalStateContainer__PositionalStateContainer_P1,
	          "",
	          "");
	I_Method0(osgUtil::PositionalStateContainer *, getPositionalStateContainer,
	          Properties::NON_VIRTUAL,
	          __PositionalStateContainer_P1__getPositionalStateContainer,
	          "",
	          "");
	I_Method2(void, addPositionedAttribute, IN, osg::RefMatrix *, matrix, IN, const osg::StateAttribute *, attr,
	          Properties::VIRTUAL,
	          __void__addPositionedAttribute__osg_RefMatrix_P1__C5_osg_StateAttribute_P1,
	          "",
	          "");
	I_Method3(void, addPositionedTextureAttribute, IN, unsigned int, textureUnit, IN, osg::RefMatrix *, matrix, IN, const osg::StateAttribute *, attr,
	          Properties::VIRTUAL,
	          __void__addPositionedTextureAttribute__unsigned_int__osg_RefMatrix_P1__C5_osg_StateAttribute_P1,
	          "",
	          "");
	I_Method1(void, copyTexture, IN, osg::RenderInfo &, renderInfo,
	          Properties::NON_VIRTUAL,
	          __void__copyTexture__osg_RenderInfo_R1,
	          "",
	          "");
	I_Method0(void, sort,
	          Properties::VIRTUAL,
	          __void__sort,
	          "",
	          "");
	I_Method2(void, drawPreRenderStages, IN, osg::RenderInfo &, renderInfo, IN, osgUtil::RenderLeaf *&, previous,
	          Properties::VIRTUAL,
	          __void__drawPreRenderStages__osg_RenderInfo_R1__RenderLeaf_P1R1,
	          "",
	          "");
	I_Method2(void, draw, IN, osg::RenderInfo &, renderInfo, IN, osgUtil::RenderLeaf *&, previous,
	          Properties::VIRTUAL,
	          __void__draw__osg_RenderInfo_R1__RenderLeaf_P1R1,
	          "",
	          "");
	I_Method3(void, drawInner, IN, osg::RenderInfo &, renderInfo, IN, osgUtil::RenderLeaf *&, previous, IN, bool &, doCopyTexture,
	          Properties::VIRTUAL,
	          __void__drawInner__osg_RenderInfo_R1__RenderLeaf_P1R1__bool_R1,
	          "",
	          "");
	I_Method2(void, drawPostRenderStages, IN, osg::RenderInfo &, renderInfo, IN, osgUtil::RenderLeaf *&, previous,
	          Properties::VIRTUAL,
	          __void__drawPostRenderStages__osg_RenderInfo_R1__RenderLeaf_P1R1,
	          "",
	          "");
	I_Method2(void, drawImplementation, IN, osg::RenderInfo &, renderInfo, IN, osgUtil::RenderLeaf *&, previous,
	          Properties::VIRTUAL,
	          __void__drawImplementation__osg_RenderInfo_R1__RenderLeaf_P1R1,
	          "",
	          "");
	I_Method1(void, addToDependencyList, IN, osgUtil::RenderStage *, rs,
	          Properties::NON_VIRTUAL,
	          __void__addToDependencyList__RenderStage_P1,
	          "",
	          "");
	I_MethodWithDefaults2(void, addPreRenderStage, IN, osgUtil::RenderStage *, rs, , IN, int, order, 0,
	                      Properties::NON_VIRTUAL,
	                      __void__addPreRenderStage__RenderStage_P1__int,
	                      "",
	                      "");
	I_MethodWithDefaults2(void, addPostRenderStage, IN, osgUtil::RenderStage *, rs, , IN, int, order, 0,
	                      Properties::NON_VIRTUAL,
	                      __void__addPostRenderStage__RenderStage_P1__int,
	                      "",
	                      "");
	I_Method1(bool, getStats, IN, osgUtil::Statistics &, stats,
	          Properties::NON_VIRTUAL,
	          __bool__getStats__Statistics_R1,
	          "Extract stats for current draw list. ",
	          "");
	I_Method0(unsigned int, computeNumberOfDynamicRenderLeaves,
	          Properties::VIRTUAL,
	          __unsigned_int__computeNumberOfDynamicRenderLeaves,
	          "Compute the number of dynamic RenderLeaves. ",
	          "");
	I_Method2(void, attach, IN, osg::Camera::BufferComponent, buffer, IN, osg::Image *, image,
	          Properties::NON_VIRTUAL,
	          __void__attach__osg_Camera_BufferComponent__osg_Image_P1,
	          "",
	          "");
	I_Method0(void, collateReferencesToDependentCameras,
	          Properties::NON_VIRTUAL,
	          __void__collateReferencesToDependentCameras,
	          "search through any pre and post RenderStage that reference a Camera, and take a reference to each of these cameras to prevent them being deleted while they are still be used by the drawing thread. ",
	          "");
	I_Method0(void, clearReferencesToDependentCameras,
	          Properties::NON_VIRTUAL,
	          __void__clearReferencesToDependentCameras,
	          "clear the references to any dependent cameras. ",
	          "");
	I_SimpleProperty(osg::Camera *, Camera, 
	                 __osg_Camera_P1__getCamera, 
	                 __void__setCamera__osg_Camera_P1);
	I_SimpleProperty(bool, CameraRequiresSetUp, 
	                 __bool__getCameraRequiresSetUp, 
	                 __void__setCameraRequiresSetUp__bool);
	I_SimpleProperty(const osg::Vec4 &, ClearAccum, 
	                 __C5_osg_Vec4_R1__getClearAccum, 
	                 __void__setClearAccum__C5_osg_Vec4_R1);
	I_SimpleProperty(const osg::Vec4 &, ClearColor, 
	                 __C5_osg_Vec4_R1__getClearColor, 
	                 __void__setClearColor__C5_osg_Vec4_R1);
	I_SimpleProperty(double, ClearDepth, 
	                 __double__getClearDepth, 
	                 __void__setClearDepth__double);
	I_SimpleProperty(GLbitfield, ClearMask, 
	                 __GLbitfield__getClearMask, 
	                 __void__setClearMask__GLbitfield);
	I_SimpleProperty(int, ClearStencil, 
	                 __int__getClearStencil, 
	                 __void__setClearStencil__int);
	I_SimpleProperty(osg::ColorMask *, ColorMask, 
	                 __osg_ColorMask_P1__getColorMask, 
	                 __void__setColorMask__osg_ColorMask_P1);
	I_SimpleProperty(bool, DisableFboAfterRender, 
	                 __bool__getDisableFboAfterRender, 
	                 __void__setDisableFboAfterRender__bool);
	I_SimpleProperty(GLenum, DrawBuffer, 
	                 __GLenum__getDrawBuffer, 
	                 0);
	I_SimpleProperty(bool, DrawBufferApplyMask, 
	                 __bool__getDrawBufferApplyMask, 
	                 __void__setDrawBufferApplyMask__bool);
	I_SimpleProperty(osg::FrameBufferObject *, FrameBufferObject, 
	                 __osg_FrameBufferObject_P1__getFrameBufferObject, 
	                 __void__setFrameBufferObject__osg_FrameBufferObject_P1);
	I_SimpleProperty(osg::GraphicsContext *, GraphicsContext, 
	                 __osg_GraphicsContext_P1__getGraphicsContext, 
	                 __void__setGraphicsContext__osg_GraphicsContext_P1);
	I_SimpleProperty(osg::Image *, Image, 
	                 __osg_Image_P1__getImage, 
	                 __void__setImage__osg_Image_P1);
	I_SimpleProperty(GLenum, ImageReadPixelDataType, 
	                 __GLenum__getImageReadPixelDataType, 
	                 __void__setImageReadPixelDataType__GLenum);
	I_SimpleProperty(GLenum, ImageReadPixelFormat, 
	                 __GLenum__getImageReadPixelFormat, 
	                 __void__setImageReadPixelFormat__GLenum);
	I_SimpleProperty(osgUtil::PositionalStateContainer *, InheritedPositionalStateContainer, 
	                 __PositionalStateContainer_P1__getInheritedPositionalStateContainer, 
	                 __void__setInheritedPositionalStateContainer__PositionalStateContainer_P1);
	I_SimpleProperty(const osg::Matrix &, InheritedPositionalStateContainerMatrix, 
	                 __C5_osg_Matrix_R1__getInheritedPositionalStateContainerMatrix, 
	                 __void__setInheritedPositionalStateContainerMatrix__C5_osg_Matrix_R1);
	I_SimpleProperty(osg::FrameBufferObject *, MultisampleResolveFramebufferObject, 
	                 __osg_FrameBufferObject_P1__getMultisampleResolveFramebufferObject, 
	                 __void__setMultisampleResolveFramebufferObject__osg_FrameBufferObject_P1);
	I_SimpleProperty(osgUtil::PositionalStateContainer *, PositionalStateContainer, 
	                 __PositionalStateContainer_P1__getPositionalStateContainer, 
	                 __void__setPositionalStateContainer__PositionalStateContainer_P1);
	I_SimpleProperty(GLenum, ReadBuffer, 
	                 __GLenum__getReadBuffer, 
	                 0);
	I_SimpleProperty(bool, ReadBufferApplyMask, 
	                 __bool__getReadBufferApplyMask, 
	                 __void__setReadBufferApplyMask__bool);
	I_SimpleProperty(osg::Texture *, Texture, 
	                 __osg_Texture_P1__getTexture, 
	                 0);
	I_SimpleProperty(osg::Viewport *, Viewport, 
	                 __osg_Viewport_P1__getViewport, 
	                 __void__setViewport__osg_Viewport_P1);
END_REFLECTOR

BEGIN_VALUE_REFLECTOR(osgUtil::RenderStage::Attachment)
	I_DeclaringFile("osgUtil/RenderStage");
	I_Constructor0(____Attachment,
	               "",
	               "");
	I_PublicMemberProperty(osg::ref_ptr< osg::Image >, _image);
	I_PublicMemberProperty(GLenum, _imageReadPixelFormat);
	I_PublicMemberProperty(GLenum, _imageReadPixelDataType);
END_REFLECTOR

