These are some classes to allow per renderable transparency, avoiding to change others that use the same materials. The intention is to solve the problem presented in this forum thread.

There are methods to retrieve the cloned material, and to traverse all the SubEntities material instances, as well as others to change blending type, for instance.

I've not tested them intensively, but no bugs or leaks were found (as long as you call destructors). If you find any, feel free to remove them.

The classes

MaterialInstance.h

#ifndef __MATERIALINSTANCE_H__
#define __MATERIALINSTANCE_H__

#include "Ogre.h"

using namespace Ogre;

/** An instance of a single material.
 * This class represents a single instance of a material. It's mainly 
 * an utility to allow a single Renderable to change its transparency without changing every 
 * other renderables' transparency which also use this material. 
 * It will create (and use) a copy of the original material only when needed. But it will keep 
 * the reference to the cloned material until it's no longer needed (to save re-clonation time).
 * Allows also changing the Renderable material through this class, so it's no need to destroy 
 * this instance and create a new one if the material changes.
 * @note Transparency is applied to all the passes in all the techniques.
 * @note Default blending method is alpha blending. Blending methods in the original material will be overridden. 
 * @note Modulative blending is not supported as it can't be done if some textures exist.
 * @author Kencho
 * @todo Check lighting enabled or not. Disabled lighting won't allow colour changing.
 * @todo Take care of shininess, specularity, and emissiveness.
 * @todo Add existing material recognising support (to allow existing transparency updating...).
 */
class MaterialInstance {
// Attributes =================================================================================
  public:
  protected:
    /** Reference to the original material.
     */
    MaterialPtr mOriginalMat;
    /** Reference to the copy material.
     */
    MaterialPtr mCopyMat;
    /** Keeps the current transparency value.
     */
    Real mCurrentTransparency;
    /** Current blending method.
     */
    SceneBlendType mSBT;
// Methods ====================================================================================
  public:
    /** Constructor. 
     * Initialises references and parameters.
     */
    MaterialInstance ();
    /** Destructor.
     * @note Destroys the copy material if needed.
     */
    ~MaterialInstance ();
    /** Sets the blending method to use to adjust transparency.
     * @param sbt The SceneBlendType desired.
     */
    void setSceneBlending (SceneBlendType sbt);
    /** Changes this instance transparency. 
     * @param transparency The new transparency. Values will be clamped to [0..1].
     * @note This changes transparency. A value of 0 means full opacity, while 1 means full 
     *       transparency (invisible)
     * @note If transparency equals 0, it will use the original material instead of the copy 
     *       (the copy is mandatory transparent, and thus might be slower than the original).
     */
    void setTransparency (Real transparency);
    /** Retrieves a shared pointer to its cloned material.
     * @return A MaterialPtr of the cloned material.
     */
    MaterialPtr getCopyMaterial ();
  protected:
    /** Initialises the reference to the original material.
     */
    virtual void initOriginalMaterial () = 0;
    /** Clones the original material.
     */
    void createCopyMaterial ();
    /** If exists, removes the copy material, and clears the reference to it.
     */
    void clearCopyMaterial ();
};

#endif // __MATERIALINSTANCE_H__

MaterialInstance.cpp

#include "MaterialInstance.h"

MaterialInstance::MaterialInstance () {
  mCurrentTransparency = 0.0f;

  mCopyMat.setNull ();
      
  mSBT = SBT_TRANSPARENT_ALPHA;
}

MaterialInstance::~MaterialInstance () {
  clearCopyMaterial ();
}

void MaterialInstance::setSceneBlending (SceneBlendType sbt) {
  mSBT = sbt;

  if (!mCopyMat.isNull ()) {
    Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
    while (techniqueIt.hasMoreElements ()) {
      Technique *t = techniqueIt.getNext ();
      Technique::PassIterator passIt = t->getPassIterator ();
      while (passIt.hasMoreElements ()) {
        passIt.getNext ()->setSceneBlending (mSBT);
      }
    }
  }
}

void MaterialInstance::setTransparency (Real transparency) {
  mCurrentTransparency = transparency;
  if (mCurrentTransparency > 0.0f) {
    if (mCurrentTransparency > 1.0f)
      mCurrentTransparency = 1.0f;
    
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
      
    unsigned short i = 0, j;
    ColourValue sc, dc; // Source colur, destination colour
    Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
    while (techniqueIt.hasMoreElements ()) {
      Technique *t = techniqueIt.getNext ();
      Technique::PassIterator passIt = t->getPassIterator ();
      j = 0;
      while (passIt.hasMoreElements ()) {
        sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

        switch (mSBT) {
          case SBT_ADD:
            dc = sc;
            dc.r -= sc.r * mCurrentTransparency;
            dc.g -= sc.g * mCurrentTransparency;
            dc.b -= sc.b * mCurrentTransparency;
            passIt.peekNext ()->setAmbient (ColourValue::Black);
            break;
          case SBT_TRANSPARENT_ALPHA:
          default:
            dc = sc;
            dc.a = sc.a * (1.0f - mCurrentTransparency);
            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
            break;
        }
        passIt.peekNext ()->setDiffuse (dc);
        passIt.moveNext ();
            
        ++j;
      }
          
      ++i;
    }
  }
  else {
    mCurrentTransparency = 0.0f;
  }
}

MaterialPtr MaterialInstance::getCopyMaterial () {
  return mCopyMat;
}

void MaterialInstance::createCopyMaterial () {
  String name;
  // Avoid name collision
  do {
    name = mOriginalMat->getName () + StringConverter::toString (Math::UnitRandom ());
  } while (MaterialManager::getSingleton ().resourceExists (name));
          
  mCopyMat = mOriginalMat->clone (name);

  Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
  while (techniqueIt.hasMoreElements ()) {
    Technique *t = techniqueIt.getNext ();
    Technique::PassIterator passIt = t->getPassIterator ();
    while (passIt.hasMoreElements ()) {
      passIt.peekNext ()->setDepthWriteEnabled (false);
      passIt.peekNext ()->setSceneBlending (mSBT);
      passIt.moveNext ();
    }
  }
}

void MaterialInstance::clearCopyMaterial () {
  if (!mCopyMat.isNull ())
    MaterialManager::getSingleton ().remove (mCopyMat->getName ());
       
  mCopyMat.setNull ();
}

SubEntityMaterialInstance.h

#ifndef __SUBENTITYMATERIALINSTANCE_H__
#define __SUBENTITYMATERIALINSTANCE_H__

#include "MaterialInstance.h"

using namespace Ogre;

/** Specialisation of the MaterialInstance class for SubEntities.
 * @author Kencho.
 * @see MaterialInstance.
 */
class SubEntityMaterialInstance : public MaterialInstance {
// Attributes =================================================================================
  public:
  protected:
    /** Reference to the affected SubEntity.
     */
    SubEntity *mSubEntity;
// Methods ====================================================================================
  public:
    /** Constructor. 
     * Initialises references and parameters.
     * @param se The SubEntity this SubEntityMaterialInstance works on.
     */
    SubEntityMaterialInstance (SubEntity *se);
    /** Destructor.
     * @note Destroys the copy material if needed.
     */
    ~SubEntityMaterialInstance ();
    /** Changes this SubEntity material and does any needed operations to keep the previous
     * material instance parameters (transparency and such).
     * @param name Name of the new material.
     * @note This also changes the references SubEntity material, so there is no need to call 
     *       SubEntity::setMaterialName() if this method is called. Indeed it's recommended to 
     *       change it through this instance rather than changing it manually.
     */
    void setMaterialName (String name);
    /** Changes this instance transparency. 
     * @param transparency The new transparency. Values will be clamped to [0..1].
     * @note This changes transparency. A value of 0 means full opacity, while 1 means full 
     *       transparency (invisible)
     * @note If transparency equals 0, it will use the original material instead of the copy 
     *       (the copy is mandatory transparent, and thus might be slower than the original).
     * @see MaterialInstance::setTransparency().
     */
    void setTransparency (Real transparency);
  protected:
    /** Initialises the reference to the original material from the SubEntity's.
     * @see MaterialInstance::initOriginalMaterial().
     */
    void initOriginalMaterial ();
};

#endif // __SUBENTITYMATERIALINSTANCE_H__

SubEntityMaterialInstance.cpp

#include "SubEntityMaterialInstance.h"

SubEntityMaterialInstance::SubEntityMaterialInstance (SubEntity *se) : MaterialInstance () {
  mSubEntity = se;
      
  initOriginalMaterial ();
}

SubEntityMaterialInstance::~SubEntityMaterialInstance () {
  // Reset to the original material
  mSubEntity->setMaterialName (mOriginalMat->getName ());
}

void SubEntityMaterialInstance::setMaterialName (String name) {
  clearCopyMaterial ();
      
  mSubEntity->setMaterialName (name);
      
  initOriginalMaterial ();
      
  setTransparency (mCurrentTransparency);
}

void SubEntityMaterialInstance::setTransparency (Real transparency) {
  MaterialInstance::setTransparency (transparency);
        
  if (mCurrentTransparency > 0.0f) {
    mSubEntity->setMaterialName (mCopyMat->getName ());
  }
  else {
    mSubEntity->setMaterialName (mOriginalMat->getName ());
  }
}

void SubEntityMaterialInstance::initOriginalMaterial () {
  mOriginalMat = MaterialManager::getSingleton ().getByName (mSubEntity->getMaterialName ());
}

EntityMaterialInstance.h

#ifndef __ENTITYMATERIALINSTANCE_H__
#define __ENTITYMATERIALINSTANCE_H__

#include "SubEntityMaterialInstance.h"

using namespace Ogre;

/** Iterator to traverse the SubEntityMaterialInstance's.
 * @author Kencho.
 */
typedef VectorIterator<std::vector<SubEntityMaterialInstance *> > SubEntityMaterialInstancesIterator;

/** An instance of a full Entity material.
 * This is like a hub for all the underlying SubEntities material instances.
 * It keeps a list of each SubEntity's material instance.
 * @see SubEntityMaterialInstance.
 * @author Kencho
 */
class EntityMaterialInstance {
// Attributes =================================================================================
  public:
  protected:
    /** List of SubEntities' material instances.
     */
    std::vector<SubEntityMaterialInstance *> mSEMIs;
    /** Keeps the current transparency value.
     * @see SubEntityMaterialInstance::mCurrentTransparency.
     */
    Real mCurrentTransparency;
// Methods ====================================================================================
  public:
    /** Constructor. 
     * Initialises the list of SubEntities' material instances.
     * @param e The entity this material instance will affect to.
     * @note This will create material instances for all the underlying SubEntities.
     */
    EntityMaterialInstance (Entity *e);
    /** Destructor.
     * Destroys all the underlying SubEntityMaterialInstances.
     */
    ~EntityMaterialInstance ();
    /** Assigns this material to all the SubEntities through their respective 
     * SubEntityMaterialInstances.
     * @param name Name of the new material for this entity (all of its SubEntities).
     * @see SubEntityMaterialInstance::setMaterialName().
     */
    void setMaterialName (String name);
    /** Sets the scene blending method for all the SubEntities.
     * @param sbt The desired SceneBlendType.
     * @see SubEntityMaterialInstance::setSceneBlending().
     */
    void setSceneBlending (SceneBlendType sbt);
    /** Changes the whole Entity transparency, through all the underlying SubEntityMaterialInstances.
     * @param transparency New transparency.
     * @see SubEntityMaterialInstance::setTransparency().
     */
    void setTransparency (Real transparency);
    /** Returns an iterator to traverse all the underlying MaterialInstances.
     * @return The SubEntityMaterialInstances iterator.
     */
    SubEntityMaterialInstancesIterator getSubEntityMaterialInstancesIterator ();
  protected:
};

#endif // __ENTITYMATERIALINSTANCE_H__

EntityMaterialInstance.cpp

#include "EntityMaterialInstance.h"

EntityMaterialInstance::EntityMaterialInstance (Entity *e) {
  for (unsigned int i = 0; i < e->getNumSubEntities (); i++) {
    mSEMIs.push_back (new SubEntityMaterialInstance (e->getSubEntity (i)));
  }
}

EntityMaterialInstance::~EntityMaterialInstance () {
  std::vector<SubEntityMaterialInstance *>::iterator it, iend;
  iend = mSEMIs.end ();
  for (it = mSEMIs.begin (); it != iend; ++it) {
    delete *it;
  }
}

void EntityMaterialInstance::setMaterialName (String name) {
  std::vector<SubEntityMaterialInstance *>::iterator it, iend;
  iend = mSEMIs.end ();
  for (it = mSEMIs.begin (); it != iend; ++it) {
    (*it)->setMaterialName (name);
  }
}

void EntityMaterialInstance::setSceneBlending (SceneBlendType sbt) {
  std::vector<SubEntityMaterialInstance *>::iterator it, iend;
  iend = mSEMIs.end ();
  for (it = mSEMIs.begin (); it != iend; ++it) {
    (*it)->setSceneBlending (sbt);
  }
}

void EntityMaterialInstance::setTransparency (Real transparency) {
  mCurrentTransparency = transparency;
  if (mCurrentTransparency > 1.0f)
    mCurrentTransparency = 1.0f;
  if (mCurrentTransparency < 0.0f)
    mCurrentTransparency = 0.0f;
        
  std::vector<SubEntityMaterialInstance *>::iterator it, iend;
  iend = mSEMIs.end ();
  for (it = mSEMIs.begin (); it != iend; ++it) {
    (*it)->setTransparency (mCurrentTransparency);
  }
}

SubEntityMaterialInstancesIterator EntityMaterialInstance::getSubEntityMaterialInstancesIterator () {
  return SubEntityMaterialInstancesIterator (mSEMIs.begin (), mSEMIs.end ());
}

Usage examples

Prerequisites

We'll demonstrate how to modify one Entity's transparency and one SubEntity's (included in EntityMaterialInstance.h) transparency.
So we add the header at first

#include "EntityMaterialInstance.h"

Creating the scene



We'll add a single Ogre head (hehehe)

Entity *ent = mSceneMgr->createEntity ("Ogre Head", "ogrehead.mesh");
SceneNode *node = mSceneMgr->getRootSceneNode ()->createChildSceneNode ("Ogre Head node");
node->attachObject (ent);

Whole entity transparency changes



First, we create our material transparency instance for this Entity.

EntityMaterialInstance *emi = new EntityMaterialInstance (ent);

and now we play with the instance's methods :P

Set whole Entity transparency to 50%

emi->setTransparency (0.5f);

Change whole Entity material to the env-mapped rusty steel

emi->setMaterialName ("Examples/EnvMappedRustySteel");
Change blending mode<BR>

The MaterialInstance is clever enough to modify the transparency requirements to fit the selected scene blending mode (alpha blending modifies alpha values, while additive blending fades the mesh to black, thus making it invisible)

  • Alpha blending



emi->setSceneBlending (SBT_TRANSPARENT_ALPHA);
  • Additive blending



emi->setSceneBlending (SBT_ADD);

Single subentity (eyes) transparency changes



Same as before. First we create our material transparency instance for a single SubEntity

SubEntityMaterialInstance *semi = new SubEntityMaterialInstance (ent->getSubEntity (0));

and then play with the methods :-)

Set SubEntity (eyes) transparency to 50%

semi->setTransparency (0.5f);

Change SubEntity (eyes) material to the env-mapped rusty steel

semi->setMaterialName ("Examples/EnvMappedRustySteel");

Future changes

  • Check if lighting is enabled or not. Disabled lighting won't allow colour changing.
  • Take care of shininess, specularity, and emissiveness. They affect blending types like additive one.
  • Add existing material recognising support (to allow existing transparency updating...). I'm afraid this won't be possible, but would be nice, so ideas are welcome :-)


Alias: Per_renderable_transparency

<HR>
Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.