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OpenSceneGraph/doc/osgUtil/SceneView.html
2001-01-10 16:32:10 +00:00

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<TITLE>class OSGUTIL_EXPORT osgUtil::SceneView</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.3">
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<BODY BGCOLOR="#ffffff">
<H2>class OSGUTIL_EXPORT <A HREF="#DOC.DOCU">osgUtil::SceneView</A>: public osg::Referenced</H2>
<BLOCKQUOTE> SceneView is literaly a view of a scene, encapsulating the camera, global state, lights and the scene itself.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Referenced,M,CSceneView,MSceneView.html">
<param name=before value="M,M">
<param name=after value="Md_,M">
<param name=indent value="0,1">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Classes</H3><DD><DT>
<A HREF="#DOC.2.12.9"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>enum <B>LightingMode</B>
<DD><I></I>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<A HREF="#DOC.2.12.1"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>SceneView</B>()
<DD><I>Constrcut a default scene view</I>
<DT>
<A HREF="#DOC.2.12.2"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setSceneData</B>(osg::Node* node)
<DD><I>Set the data which to view.</I>
<DT>
<A HREF="#DOC.2.12.3"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::Node* <B>getSceneData</B>()
<DD><I>Get the scene data which to view.</I>
<DT>
<A HREF="#DOC.2.12.4"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setViewport</B>(int x, int y, int width, int height)
<DD><I>Set the viewport of the scene view.</I>
<DT>
<A HREF="#DOC.2.12.5"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>getViewport</B>(int&amp; x, int&amp; y, int&amp; width, int&amp; height)
<DD><I>Get the viewport of the scene view.</I>
<DT>
<A HREF="#DOC.2.12.6"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setDefaults</B>()
<DD><I>Set scene view to use default global state, light, camera and render visitor</I>
<DT>
<A HREF="#DOC.2.12.7"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setBackgroundColor</B>(const osg::Vec4&amp; color)
<DD><I>Set the background color used in glClearColor().</I>
<DT>
<A HREF="#DOC.2.12.8"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>const osg::Vec4&amp; <B>getBackgroundColor</B>() const
<DD><I>Get the background color</I>
<DT>
<A HREF="#DOC.2.12.15"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setGlobalState</B>(osg::GeoState* state)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.16"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::GeoState* <B>getGlobalState</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.17"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setLightingMode</B>(<!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> mode)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.18"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> <B>getLightingMode</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.19"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setLight</B>(osg::Light* light)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.20"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::Light* <B>getLight</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.21"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setCamera</B>(osg::Camera* camera)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.22"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::Camera* <B>getCamera</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.23"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setRenderVisitor</B>(<!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>* rv)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.24"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>* <B>getRenderVisitor</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.25"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setLODBias</B>(float bias)
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.26"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>getLODBias</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.10"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setCalcNearFar</B>(bool calc)
<DD><I>Set to true if you want SceneView to automatically calculate values for the near/far clipping planes, each frame, set false to use camera's internal near and far planes.</I>
<DT>
<A HREF="#DOC.2.12.11"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>getCalcNearFar</B>()
<DD><I>return true if SceneView automatically caclculates near and far clipping planes for each frame</I>
<DT>
<A HREF="#DOC.2.12.12"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>projectWindowIntoObject</B>(const osg::Vec3&amp; window, osg::Vec3&amp; object) const
<DD><I>Calculate, via glUnProject, the object coordinates of a window point.</I>
<DT>
<A HREF="#DOC.2.12.13"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>projectWindowXYIntoObject</B>(int x, int y, osg::Vec3&amp; near_point, osg::Vec3&amp; far_point) const
<DD><I>Calculate, via glUnProject, the object coordinates of a window x,y when projected onto the near and far planes.</I>
<DT>
<A HREF="#DOC.2.12.14"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>projectObjectIntoWindow</B>(const osg::Vec3&amp; object, osg::Vec3&amp; window) const
<DD><I>Calculate, via glProject, the object coordinates of a window.</I>
<DT>
<A HREF="#DOC.2.12.27"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual void <B>cull</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.28"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual void <B>draw</B>()
<DD><I></I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<A HREF="#DOC.2.12.30"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::ref_ptr&lt;osg::Node&gt; <B>_sceneData</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.31"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::ref_ptr&lt;osg::GeoState&gt; <B>_globalState</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.32"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::ref_ptr&lt;osg::Light&gt; <B>_light</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.33"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::ref_ptr&lt;osg::Camera&gt; <B>_camera</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.34"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::ref_ptr&lt;<!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>&gt; <B>_renderVisitor</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.35"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>_need_compile</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.36"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>_calc_nearfar</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.37"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>osg::Vec4 <B>_backgroundColor</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.38"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>double <B>_near_plane</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.39"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>double <B>_far_plane</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.40"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>_lodBias</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.41"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>GLint <B>_view</B>[4]
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.42"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>GLdouble <B>_model</B>[16]
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.43"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>GLdouble <B>_proj</B>[16]
<DD><I></I>
<DT>
<A HREF="#DOC.2.12.44"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> <B>_lightingMode</B>
<DD><I></I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<A HREF="#DOC.2.12.29"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual <B>~SceneView</B>()
<DD><I></I>
</DL></P>
</DL>
<A NAME="DOC.DOCU">
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
SceneView is literaly a view of a scene, encapsulating the
camera, global state, lights and the scene itself. Provides
methods for setting up the view and rendering it.</BLOCKQUOTE>
<DL>
<A NAME="SceneView">
<A NAME="DOC.2.12.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SceneView()</B></TT>
<DD>Constrcut a default scene view
<DL><DT><DD></DL><P>
<A NAME="setSceneData">
<A NAME="DOC.2.12.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSceneData(osg::Node* node)</B></TT>
<DD>Set the data which to view. The data will typically be
an osg::Scene but can be any osg::Node type.
<DL><DT><DD></DL><P>
<A NAME="getSceneData">
<A NAME="DOC.2.12.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node* getSceneData()</B></TT>
<DD>Get the scene data which to view. The data will typically be
an osg::Scene but can be any osg::Node type.
<DL><DT><DD></DL><P>
<A NAME="setViewport">
<A NAME="DOC.2.12.4">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setViewport(int x, int y, int width, int height)</B></TT>
<DD>Set the viewport of the scene view.
<DL><DT><DD></DL><P>
<A NAME="getViewport">
<A NAME="DOC.2.12.5">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getViewport(int&amp; x, int&amp; y, int&amp; width, int&amp; height)</B></TT>
<DD>Get the viewport of the scene view.
<DL><DT><DD></DL><P>
<A NAME="setDefaults">
<A NAME="DOC.2.12.6">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDefaults()</B></TT>
<DD>Set scene view to use default global state, light, camera
and render visitor
<DL><DT><DD></DL><P>
<A NAME="setBackgroundColor">
<A NAME="DOC.2.12.7">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setBackgroundColor(const osg::Vec4&amp; color)</B></TT>
<DD>Set the background color used in glClearColor().
Defaults to an off blue color.
<DL><DT><DD></DL><P>
<A NAME="getBackgroundColor">
<A NAME="DOC.2.12.8">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Vec4&amp; getBackgroundColor() const </B></TT>
<DD>Get the background color
<DL><DT><DD></DL><P>
<A NAME="setGlobalState">
<A NAME="DOC.2.12.15">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setGlobalState(osg::GeoState* state)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getGlobalState">
<A NAME="DOC.2.12.16">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::GeoState* getGlobalState() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="LightingMode">
<A NAME="DOC.2.12.9">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum LightingMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="HEADLIGHT">
<A NAME="DOC.2.12.9.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> HEADLIGHT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SKY_LIGHT">
<A NAME="DOC.2.12.9.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SKY_LIGHT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NO_SCENEVIEW_LIGHT">
<A NAME="DOC.2.12.9.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_SCENEVIEW_LIGHT</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setLightingMode">
<A NAME="DOC.2.12.17">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLightingMode(<!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLightingMode">
<A NAME="DOC.2.12.18">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> getLightingMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLight">
<A NAME="DOC.2.12.19">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLight(osg::Light* light)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLight">
<A NAME="DOC.2.12.20">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Light* getLight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCamera">
<A NAME="DOC.2.12.21">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCamera(osg::Camera* camera)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCamera">
<A NAME="DOC.2.12.22">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Camera* getCamera() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderVisitor">
<A NAME="DOC.2.12.23">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderVisitor(<!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>* rv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderVisitor">
<A NAME="DOC.2.12.24">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>* getRenderVisitor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLODBias">
<A NAME="DOC.2.12.25">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLODBias(float bias)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLODBias">
<A NAME="DOC.2.12.26">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getLODBias() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCalcNearFar">
<A NAME="DOC.2.12.10">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCalcNearFar(bool calc)</B></TT>
<DD>Set to true if you want SceneView to automatically calculate values
for the near/far clipping planes, each frame, set false to use camera's
internal near and far planes. Default value is true.
<DL><DT><DD></DL><P>
<A NAME="getCalcNearFar">
<A NAME="DOC.2.12.11">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getCalcNearFar()</B></TT>
<DD>return true if SceneView automatically caclculates near and
far clipping planes for each frame
<DL><DT><DD></DL><P>
<A NAME="projectWindowIntoObject">
<A NAME="DOC.2.12.12">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectWindowIntoObject(const osg::Vec3&amp; window, osg::Vec3&amp; object) const </B></TT>
<DD>Calculate, via glUnProject, the object coordinates of a window point.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="projectWindowXYIntoObject">
<A NAME="DOC.2.12.13">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectWindowXYIntoObject(int x, int y, osg::Vec3&amp; near_point, osg::Vec3&amp; far_point) const </B></TT>
<DD>Calculate, via glUnProject, the object coordinates of a window x,y
when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="projectObjectIntoWindow">
<A NAME="DOC.2.12.14">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectObjectIntoWindow(const osg::Vec3&amp; object, osg::Vec3&amp; window) const </B></TT>
<DD>Calculate, via glProject, the object coordinates of a window.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window,
whereas as window API's normally have the top left as the origin,
so you may need to pass in (mouseX,window_height-mouseY,...).
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="cull">
<A NAME="DOC.2.12.27">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void cull()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="draw">
<A NAME="DOC.2.12.28">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void draw()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~SceneView">
<A NAME="DOC.2.12.29">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~SceneView()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_sceneData">
<A NAME="DOC.2.12.30">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Node&gt; _sceneData</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_globalState">
<A NAME="DOC.2.12.31">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::GeoState&gt; _globalState</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_light">
<A NAME="DOC.2.12.32">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Light&gt; _light</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_camera">
<A NAME="DOC.2.12.33">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Camera&gt; _camera</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderVisitor">
<A NAME="DOC.2.12.34">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderVisitor.html">osgUtil::RenderVisitor</A>&gt; _renderVisitor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_need_compile">
<A NAME="DOC.2.12.35">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _need_compile</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_calc_nearfar">
<A NAME="DOC.2.12.36">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _calc_nearfar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_backgroundColor">
<A NAME="DOC.2.12.37">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec4 _backgroundColor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_near_plane">
<A NAME="DOC.2.12.38">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _near_plane</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_far_plane">
<A NAME="DOC.2.12.39">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _far_plane</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_lodBias">
<A NAME="DOC.2.12.40">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _lodBias</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_view">
<A NAME="DOC.2.12.41">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLint _view[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_model">
<A NAME="DOC.2.12.42">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLdouble _model[16]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_proj">
<A NAME="DOC.2.12.43">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLdouble _proj[16]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_lightingMode">
<A NAME="DOC.2.12.44">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.12.9">LightingMode</A> _lightingMode</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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