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