// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgProducer::GraphicsContextImplementation) I_BaseType(osg::GraphicsContext); I_Constructor1(IN, osg::GraphicsContext::Traits *, traits, ____GraphicsContextImplementation__Traits_P1, "Construct a graphics context to specified traits. ", ""); I_Constructor1(IN, Producer::RenderSurface *, rs, ____GraphicsContextImplementation__Producer_RenderSurface_P1, "Construct a graphics context with specified RenderSurface. ", ""); I_Method0(Producer::RenderSurface *, getRenderSurface, __Producer_RenderSurface_P1__getRenderSurface, "Return the RenderSurface that implements the graphics context. ", ""); I_Method0(const Producer::RenderSurface *, getRenderSurface, __C5_Producer_RenderSurface_P1__getRenderSurface, "Return the const RenderSurface that implements the graphics context. ", ""); I_Method0(bool, valid, __bool__valid, "Return whether a valid and usable GraphicsContext has been created - assume success. ", ""); I_Method0(bool, realizeImplementation, __bool__realizeImplementation, "Realise the GraphicsContext. ", ""); I_Method0(bool, isRealizedImplementation, __bool__isRealizedImplementation, "Return true if the graphics context has been realised and is ready to use. ", ""); I_Method0(void, closeImplementation, __void__closeImplementation, "Close the graphics context. ", ""); I_Method0(bool, makeCurrentImplementation, __bool__makeCurrentImplementation, "Make this graphics context current. ", ""); I_Method1(bool, makeContextCurrentImplementation, IN, osg::GraphicsContext *, readContext, __bool__makeContextCurrentImplementation__osg_GraphicsContext_P1, "Make this graphics context current with specified read context. ", ""); I_Method0(bool, releaseContextImplementation, __bool__releaseContextImplementation, "Release the graphics context. ", ""); I_Method1(void, bindPBufferToTextureImplementation, IN, GLenum, buffer, __void__bindPBufferToTextureImplementation__GLenum, "Bind the graphics context to associated texture. ", ""); I_Method0(void, swapBuffersImplementation, __void__swapBuffersImplementation, "swap the front and back buffers. ", ""); I_SimpleProperty(Producer::RenderSurface *, RenderSurface, __Producer_RenderSurface_P1__getRenderSurface, 0); END_REFLECTOR