Removed gl and glu prefixes from SceneGraphBuilder methods to avoid problems under Solaris
This commit is contained in:
parent
849d2fdc8f
commit
292be66ecc
@ -16,8 +16,8 @@ PROJECT(OpenSceneGraph)
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SET(OPENSCENEGRAPH_MAJOR_VERSION 2)
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SET(OPENSCENEGRAPH_MINOR_VERSION 3)
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SET(OPENSCENEGRAPH_PATCH_VERSION 4)
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SET(OPENSCENEGRAPH_SOVERSION 30)
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SET(OPENSCENEGRAPH_PATCH_VERSION 5)
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SET(OPENSCENEGRAPH_SOVERSION 31)
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SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})
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@ -21,8 +21,8 @@ extern "C" {
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#define OPENSCENEGRAPH_MAJOR_VERSION 2
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#define OPENSCENEGRAPH_MINOR_VERSION 3
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#define OPENSCENEGRAPH_PATCH_VERSION 4
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#define OPENSCENEGRAPH_SOVERSION 30
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#define OPENSCENEGRAPH_PATCH_VERSION 5
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#define OPENSCENEGRAPH_SOVERSION 31
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/**
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* osgGetVersion() returns the library version number.
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@ -34,83 +34,83 @@ class OSGUTIL_EXPORT SceneGraphBuilder
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//
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// OpenGL 1.0 style building methods
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//
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void glPushMatrix();
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void glPopMatrix();
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void glLoadIdentity();
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void glLoadMatrixd(const GLdouble* m);
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void glMultMatrixd(const GLdouble* m);
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void glTranslated(GLdouble x, GLdouble y, GLdouble z);
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void glScaled(GLdouble x, GLdouble y, GLdouble z);
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void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void PushMatrix();
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void PopMatrix();
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void LoadIdentity();
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void LoadMatrixd(const GLdouble* m);
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void MultMatrixd(const GLdouble* m);
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void Translated(GLdouble x, GLdouble y, GLdouble z);
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void Scaled(GLdouble x, GLdouble y, GLdouble z);
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void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void glBlendFunc(GLenum srcFactor, GLenum dstFactor);
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void glCullFace(GLenum mode);
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void glDepthFunc(GLenum mode);
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void glFrontFace(GLenum mode);
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void glLineStipple(GLint factor, GLushort pattern);
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void glLineWidth(GLfloat lineWidth);
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void glPointSize(GLfloat pointSize);
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void glPolygonMode(GLenum face, GLenum mode);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glPolygonStipple(const GLubyte* mask);
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void glShadeModel(GLenum mode);
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void BlendFunc(GLenum srcFactor, GLenum dstFactor);
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void CullFace(GLenum mode);
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void DepthFunc(GLenum mode);
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void FrontFace(GLenum mode);
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void LineStipple(GLint factor, GLushort pattern);
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void LineWidth(GLfloat lineWidth);
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void PointSize(GLfloat pointSize);
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void PolygonMode(GLenum face, GLenum mode);
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void PolygonOffset(GLfloat factor, GLfloat units);
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void PolygonStipple(const GLubyte* mask);
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void ShadeModel(GLenum mode);
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void glEnable(GLenum mode);
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void glDisable(GLenum mode);
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void Enable(GLenum mode);
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void Disable(GLenum mode);
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glColor4fv(GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void Color4fv(GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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void glVertex3fv(GLfloat* v) { glVertex3f(v[0], v[1], v[2]); }
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void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
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void Vertex3fv(GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
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void glNormal3f(GLfloat x, GLfloat y, GLfloat z);
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void glNormal3fv(GLfloat* n) { glNormal3f(n[0], n[1], n[2]); }
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void Normal3f(GLfloat x, GLfloat y, GLfloat z);
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void Normal3fv(GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
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void glTexCoord1f(GLfloat x);
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void glTexCoord1fv(GLfloat* tc) { glTexCoord1f(tc[0]); }
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void TexCoord1f(GLfloat x);
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void TexCoord1fv(GLfloat* tc) { TexCoord1f(tc[0]); }
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void glTexCoord2f(GLfloat x, GLfloat y);
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void glTexCoord2fv(GLfloat* tc) { glTexCoord2f(tc[0],tc[1]); }
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void TexCoord2f(GLfloat x, GLfloat y);
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void TexCoord2fv(GLfloat* tc) { TexCoord2f(tc[0],tc[1]); }
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void glTexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void glTexCoord3fv(GLfloat* tc) { glTexCoord3f(tc[0], tc[1], tc[2]); }
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void TexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void TexCoord3fv(GLfloat* tc) { TexCoord3f(tc[0], tc[1], tc[2]); }
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void glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glTexCoord4fv(GLfloat* tc) { glTexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void TexCoord4fv(GLfloat* tc) { TexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void glBegin(GLenum mode);
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void glEnd();
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void Begin(GLenum mode);
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void End();
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//
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// glu style building methods
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//
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void gluQuadricDrawStyle(GLenum aDrawStyle);
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void gluQuadricNormals(GLenum aNormals);
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void gluQuadricOrientation(GLenum aOrientation);
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void gluQuadricTexture(GLboolean aTexture);
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void QuadricDrawStyle(GLenum aDrawStyle);
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void QuadricNormals(GLenum aNormals);
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void QuadricOrientation(GLenum aOrientation);
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void QuadricTexture(GLboolean aTexture);
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void gluCylinder(GLfloat aBase,
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GLfloat aTop,
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GLfloat aHeight,
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GLint aSlices,
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GLint aStacks);
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void Cylinder(GLfloat base,
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GLfloat top,
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GLfloat height,
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GLint slices,
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GLint stacks);
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void gluDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops);
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void Disk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops);
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void gluPartialDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops,
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GLfloat aStart,
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GLfloat aSweep);
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void PartialDisk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops,
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GLfloat start,
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GLfloat sweep);
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void gluSphere(GLfloat aRadius,
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GLint aSlices,
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GLint aStacks);
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void Sphere(GLfloat radius,
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GLint slices,
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GLint stacks);
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//
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@ -46,20 +46,20 @@ SceneGraphBuilder::SceneGraphBuilder():
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//
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// OpenGL 1.0 building methods
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//
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void SceneGraphBuilder::glPushMatrix()
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void SceneGraphBuilder::PushMatrix()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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else _matrixStack.push_back(_matrixStack.back());
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}
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void SceneGraphBuilder::glPopMatrix()
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void SceneGraphBuilder::PopMatrix()
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{
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if (!_matrixStack.empty()) _matrixStack.pop_back();
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matrixChanged();
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}
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void SceneGraphBuilder::glLoadIdentity()
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void SceneGraphBuilder::LoadIdentity()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().makeIdentity();
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@ -67,7 +67,7 @@ void SceneGraphBuilder::glLoadIdentity()
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matrixChanged();
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}
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void SceneGraphBuilder::glLoadMatrixd(const GLdouble* m)
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void SceneGraphBuilder::LoadMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().set(m);
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@ -75,7 +75,7 @@ void SceneGraphBuilder::glLoadMatrixd(const GLdouble* m)
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matrixChanged();
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}
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void SceneGraphBuilder::glMultMatrixd(const GLdouble* m)
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void SceneGraphBuilder::MultMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd(m));
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@ -83,7 +83,7 @@ void SceneGraphBuilder::glMultMatrixd(const GLdouble* m)
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matrixChanged();
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}
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void SceneGraphBuilder::glTranslated(GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Translated(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::translate(x,y,z));
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@ -91,7 +91,7 @@ void SceneGraphBuilder::glTranslated(GLdouble x, GLdouble y, GLdouble z)
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matrixChanged();
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}
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void SceneGraphBuilder::glScaled(GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Scaled(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::scale(x,y,z));
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@ -99,7 +99,7 @@ void SceneGraphBuilder::glScaled(GLdouble x, GLdouble y, GLdouble z)
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matrixChanged();
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}
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void SceneGraphBuilder::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::rotate(osg::inDegrees(angle),x,y,z));
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@ -107,107 +107,107 @@ void SceneGraphBuilder::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdoub
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matrixChanged();
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}
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void SceneGraphBuilder::glBlendFunc(GLenum srcFactor, GLenum dstFactor)
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void SceneGraphBuilder::BlendFunc(GLenum srcFactor, GLenum dstFactor)
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{
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addAttribute(new osg::BlendFunc(srcFactor, dstFactor));
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}
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void SceneGraphBuilder::glCullFace(GLenum mode)
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void SceneGraphBuilder::CullFace(GLenum mode)
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{
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addAttribute(new osg::CullFace(osg::CullFace::Mode(mode)));
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}
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void SceneGraphBuilder::glDepthFunc(GLenum mode)
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void SceneGraphBuilder::DepthFunc(GLenum mode)
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{
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addAttribute(new osg::Depth(osg::Depth::Function(mode)));
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}
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void SceneGraphBuilder::glFrontFace(GLenum mode)
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void SceneGraphBuilder::FrontFace(GLenum mode)
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{
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addAttribute(new osg::FrontFace(osg::FrontFace::Mode(mode)));
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}
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void SceneGraphBuilder::glLineStipple(GLint factor, GLushort pattern)
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void SceneGraphBuilder::LineStipple(GLint factor, GLushort pattern)
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{
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addAttribute(new osg::LineStipple(factor, pattern));
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}
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void SceneGraphBuilder::glLineWidth(GLfloat lineWidth)
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void SceneGraphBuilder::LineWidth(GLfloat lineWidth)
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{
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addAttribute(new osg::LineWidth(lineWidth));
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}
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void SceneGraphBuilder::glPointSize(GLfloat pointSize)
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void SceneGraphBuilder::PointSize(GLfloat pointSize)
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{
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addAttribute(new osg::Point(pointSize));
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}
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void SceneGraphBuilder::glPolygonMode(GLenum face, GLenum mode)
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void SceneGraphBuilder::PolygonMode(GLenum face, GLenum mode)
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{
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addAttribute(new osg::PolygonMode(osg::PolygonMode::Face(face),osg::PolygonMode::Mode(mode)));
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}
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void SceneGraphBuilder::glPolygonOffset(GLfloat factor, GLfloat units)
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void SceneGraphBuilder::PolygonOffset(GLfloat factor, GLfloat units)
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{
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addAttribute(new osg::PolygonOffset(factor,units));
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}
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void SceneGraphBuilder::glPolygonStipple(const GLubyte* mask)
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void SceneGraphBuilder::PolygonStipple(const GLubyte* mask)
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{
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addAttribute(new osg::PolygonStipple(mask));
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}
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void SceneGraphBuilder::glShadeModel(GLenum mode)
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void SceneGraphBuilder::ShadeModel(GLenum mode)
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{
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addAttribute(new osg::ShadeModel(osg::ShadeModel::Mode(mode)));
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}
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void SceneGraphBuilder::glEnable(GLenum mode)
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void SceneGraphBuilder::Enable(GLenum mode)
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{
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addMode(mode, true);
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}
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void SceneGraphBuilder::glDisable(GLenum mode)
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void SceneGraphBuilder::Disable(GLenum mode)
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{
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addMode(mode, false);
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}
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void SceneGraphBuilder::glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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void SceneGraphBuilder::Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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_normalSet = true;
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_color.set(red,green,blue,alpha);
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}
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void SceneGraphBuilder::glNormal3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::Normal3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_normalSet = true;
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_normal.set(x,y,z);
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}
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void SceneGraphBuilder::glTexCoord1f(GLfloat x)
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void SceneGraphBuilder::TexCoord1f(GLfloat x)
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{
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_maxNumTexCoordComponents = 1;
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_texCoord.set(x,0.0f,0.0f,1.0f);
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}
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void SceneGraphBuilder::glTexCoord2f(GLfloat x, GLfloat y)
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void SceneGraphBuilder::TexCoord2f(GLfloat x, GLfloat y)
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{
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_maxNumTexCoordComponents = 2;
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_texCoord.set(x,y,0.0f,1.0f);
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}
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void SceneGraphBuilder::glTexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::TexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_maxNumTexCoordComponents = 3;
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_texCoord.set(x,y,z,1.0);
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}
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void SceneGraphBuilder::glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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void SceneGraphBuilder::TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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_maxNumTexCoordComponents = 4;
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_texCoord.set(x,y,z,w);
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}
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void SceneGraphBuilder::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::Vertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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osg::Vec3 vertex(x,y,z);
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@ -219,7 +219,7 @@ void SceneGraphBuilder::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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if (_texCoords.valid()) _texCoords->push_back(_texCoord);
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}
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void SceneGraphBuilder::glBegin(GLenum mode)
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void SceneGraphBuilder::Begin(GLenum mode)
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{
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// reset geometry
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_primitiveMode = mode;
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@ -236,7 +236,7 @@ void SceneGraphBuilder::glBegin(GLenum mode)
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}
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void SceneGraphBuilder::glEnd()
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void SceneGraphBuilder::End()
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{
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allocateGeometry();
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@ -316,114 +316,114 @@ void SceneGraphBuilder::glEnd()
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//
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// GLU style building methods
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//
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void SceneGraphBuilder::gluQuadricDrawStyle(GLenum aDrawStyle)
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void SceneGraphBuilder::QuadricDrawStyle(GLenum aDrawStyle)
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{
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_quadricState._drawStyle = aDrawStyle;
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}
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void SceneGraphBuilder::gluQuadricNormals(GLenum aNormals)
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void SceneGraphBuilder::QuadricNormals(GLenum aNormals)
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{
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_quadricState._normals = aNormals;
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}
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void SceneGraphBuilder::gluQuadricOrientation(GLenum aOrientation)
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void SceneGraphBuilder::QuadricOrientation(GLenum aOrientation)
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{
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_quadricState._orientation = aOrientation;
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}
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void SceneGraphBuilder::gluQuadricTexture(GLboolean aTexture)
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void SceneGraphBuilder::QuadricTexture(GLboolean aTexture)
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{
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_quadricState._texture = aTexture;
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}
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void SceneGraphBuilder::gluCylinder(GLfloat aBase,
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void SceneGraphBuilder::Cylinder(GLfloat aBase,
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GLfloat aTop,
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GLfloat aHeight,
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GLint aSlices,
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GLint aStacks)
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{
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::gluCylinder("<<aBase<<", "<<aTop<<", "<<aHeight<<", "<<aSlices<<", "<<aStacks<<") not implemented yet"<<std::endl;
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::Cylinder("<<aBase<<", "<<aTop<<", "<<aHeight<<", "<<aSlices<<", "<<aStacks<<") not implemented yet"<<std::endl;
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}
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void SceneGraphBuilder::gluDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops)
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void SceneGraphBuilder::Disk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint /*loops*/)
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{
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double angle = 0.0;
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double delta = 2.0*osg::PI/double(aSlices-1);
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double delta = 2.0*osg::PI/double(slices-1);
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if (_quadricState._normals!=GLU_NONE) glNormal3f(0.0f,0.0f,1.0f);
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if (_quadricState._normals!=GLU_NONE) Normal3f(0.0f,0.0f,1.0f);
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|
||||
switch(_quadricState._drawStyle)
|
||||
{
|
||||
case(GLU_POINT):
|
||||
{
|
||||
glBegin(GL_POINTS);
|
||||
if (_quadricState._texture) glTexCoord2f(0.5f,0.5f);
|
||||
glVertex3f(0.0f, 0.0f, 0.0f);
|
||||
for(GLint i=0; i<aSlices; ++i, angle += delta)
|
||||
Begin(GL_POINTS);
|
||||
if (_quadricState._texture) TexCoord2f(0.5f,0.5f);
|
||||
Vertex3f(0.0f, 0.0f, 0.0f);
|
||||
for(GLint i=0; i<slices; ++i, angle += delta)
|
||||
{
|
||||
if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
|
||||
if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
|
||||
}
|
||||
glEnd();
|
||||
End();
|
||||
break;
|
||||
}
|
||||
case(GLU_LINE):
|
||||
{
|
||||
glBegin(GL_LINE_LOOP);
|
||||
for(GLint i=0; i<aSlices; ++i, angle += delta)
|
||||
Begin(GL_LINE_LOOP);
|
||||
for(GLint i=0; i<slices; ++i, angle += delta)
|
||||
{
|
||||
if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
|
||||
if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
|
||||
}
|
||||
glEnd();
|
||||
End();
|
||||
break;
|
||||
}
|
||||
case(GLU_FILL):
|
||||
{
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
if (_quadricState._texture) glTexCoord2f(0.5f,0.5f);
|
||||
glVertex3f(0.0f, 0.0f, 0.0f);
|
||||
for(GLint i=0; i<aSlices; ++i, angle += delta)
|
||||
Begin(GL_TRIANGLE_FAN);
|
||||
if (_quadricState._texture) TexCoord2f(0.5f,0.5f);
|
||||
Vertex3f(0.0f, 0.0f, 0.0f);
|
||||
for(GLint i=0; i<slices; ++i, angle += delta)
|
||||
{
|
||||
if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
|
||||
if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
|
||||
}
|
||||
glEnd();
|
||||
End();
|
||||
break;
|
||||
}
|
||||
case(GLU_SILHOUETTE):
|
||||
{
|
||||
glBegin(GL_LINE_LOOP);
|
||||
for(GLint i=0; i<aSlices; ++i, angle += delta)
|
||||
Begin(GL_LINE_LOOP);
|
||||
for(GLint i=0; i<slices; ++i, angle += delta)
|
||||
{
|
||||
if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
|
||||
if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
|
||||
Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
|
||||
}
|
||||
glEnd();
|
||||
End();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SceneGraphBuilder::gluPartialDisk(GLfloat aInner,
|
||||
GLfloat aOuter,
|
||||
GLint aSlices,
|
||||
GLint aLoops,
|
||||
GLfloat aStart,
|
||||
GLfloat aSweep)
|
||||
void SceneGraphBuilder::PartialDisk(GLfloat inner,
|
||||
GLfloat outer,
|
||||
GLint slices,
|
||||
GLint loops,
|
||||
GLfloat start,
|
||||
GLfloat sweep)
|
||||
{
|
||||
osg::notify(osg::NOTICE)<<"SceneGraphBuilder::gluPartialDisk("<<aInner<<", "<<aOuter<<", "<<aSlices<<", "<<aLoops<<", "<<aStart<<", "<<aSweep<<") not implemented yet."<<std::endl;
|
||||
osg::notify(osg::NOTICE)<<"SceneGraphBuilder::PartialDisk("<<inner<<", "<<outer<<", "<<slices<<", "<<loops<<", "<<start<<", "<<sweep<<") not implemented yet."<<std::endl;
|
||||
osg::notify(osg::NOTICE)<<" quadric("<<_quadricState._drawStyle<<", "<<_quadricState._normals<<", "<<_quadricState._orientation<<", "<<_quadricState._texture<<std::endl;
|
||||
}
|
||||
|
||||
void SceneGraphBuilder::gluSphere(GLfloat aRadius,
|
||||
GLint aSlices,
|
||||
GLint aStacks)
|
||||
void SceneGraphBuilder::Sphere(GLfloat radius,
|
||||
GLint /*slices*/,
|
||||
GLint /*stacks*/)
|
||||
{
|
||||
addShape(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f), aRadius));
|
||||
addShape(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f), radius));
|
||||
}
|
||||
|
||||
|
||||
|
@ -26,229 +26,229 @@ BEGIN_VALUE_REFLECTOR(osgUtil::SceneGraphBuilder)
|
||||
I_Constructor0(____SceneGraphBuilder,
|
||||
"",
|
||||
"");
|
||||
I_Method0(void, glPushMatrix,
|
||||
I_Method0(void, PushMatrix,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPushMatrix,
|
||||
__void__PushMatrix,
|
||||
"",
|
||||
"");
|
||||
I_Method0(void, glPopMatrix,
|
||||
I_Method0(void, PopMatrix,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPopMatrix,
|
||||
__void__PopMatrix,
|
||||
"",
|
||||
"");
|
||||
I_Method0(void, glLoadIdentity,
|
||||
I_Method0(void, LoadIdentity,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glLoadIdentity,
|
||||
__void__LoadIdentity,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glLoadMatrixd, IN, const GLdouble *, m,
|
||||
I_Method1(void, LoadMatrixd, IN, const GLdouble *, m,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glLoadMatrixd__C5_GLdouble_P1,
|
||||
__void__LoadMatrixd__C5_GLdouble_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glMultMatrixd, IN, const GLdouble *, m,
|
||||
I_Method1(void, MultMatrixd, IN, const GLdouble *, m,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glMultMatrixd__C5_GLdouble_P1,
|
||||
__void__MultMatrixd__C5_GLdouble_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, glTranslated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
I_Method3(void, Translated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTranslated__GLdouble__GLdouble__GLdouble,
|
||||
__void__Translated__GLdouble__GLdouble__GLdouble,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, glScaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
I_Method3(void, Scaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glScaled__GLdouble__GLdouble__GLdouble,
|
||||
__void__Scaled__GLdouble__GLdouble__GLdouble,
|
||||
"",
|
||||
"");
|
||||
I_Method4(void, glRotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
I_Method4(void, Rotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glRotated__GLdouble__GLdouble__GLdouble__GLdouble,
|
||||
__void__Rotated__GLdouble__GLdouble__GLdouble__GLdouble,
|
||||
"",
|
||||
"");
|
||||
I_Method2(void, glBlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor,
|
||||
I_Method2(void, BlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glBlendFunc__GLenum__GLenum,
|
||||
__void__BlendFunc__GLenum__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glCullFace, IN, GLenum, mode,
|
||||
I_Method1(void, CullFace, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glCullFace__GLenum,
|
||||
__void__CullFace__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glDepthFunc, IN, GLenum, mode,
|
||||
I_Method1(void, DepthFunc, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glDepthFunc__GLenum,
|
||||
__void__DepthFunc__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glFrontFace, IN, GLenum, mode,
|
||||
I_Method1(void, FrontFace, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glFrontFace__GLenum,
|
||||
__void__FrontFace__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method2(void, glLineStipple, IN, GLint, factor, IN, GLushort, pattern,
|
||||
I_Method2(void, LineStipple, IN, GLint, factor, IN, GLushort, pattern,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glLineStipple__GLint__GLushort,
|
||||
__void__LineStipple__GLint__GLushort,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glLineWidth, IN, GLfloat, lineWidth,
|
||||
I_Method1(void, LineWidth, IN, GLfloat, lineWidth,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glLineWidth__GLfloat,
|
||||
__void__LineWidth__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glPointSize, IN, GLfloat, pointSize,
|
||||
I_Method1(void, PointSize, IN, GLfloat, pointSize,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPointSize__GLfloat,
|
||||
__void__PointSize__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method2(void, glPolygonMode, IN, GLenum, face, IN, GLenum, mode,
|
||||
I_Method2(void, PolygonMode, IN, GLenum, face, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPolygonMode__GLenum__GLenum,
|
||||
__void__PolygonMode__GLenum__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method2(void, glPolygonOffset, IN, GLfloat, factor, IN, GLfloat, units,
|
||||
I_Method2(void, PolygonOffset, IN, GLfloat, factor, IN, GLfloat, units,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPolygonOffset__GLfloat__GLfloat,
|
||||
__void__PolygonOffset__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glPolygonStipple, IN, const GLubyte *, mask,
|
||||
I_Method1(void, PolygonStipple, IN, const GLubyte *, mask,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glPolygonStipple__C5_GLubyte_P1,
|
||||
__void__PolygonStipple__C5_GLubyte_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glShadeModel, IN, GLenum, mode,
|
||||
I_Method1(void, ShadeModel, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glShadeModel__GLenum,
|
||||
__void__ShadeModel__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glEnable, IN, GLenum, mode,
|
||||
I_Method1(void, Enable, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glEnable__GLenum,
|
||||
__void__Enable__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glDisable, IN, GLenum, mode,
|
||||
I_Method1(void, Disable, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glDisable__GLenum,
|
||||
__void__Disable__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method4(void, glColor4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha,
|
||||
I_Method4(void, Color4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glColor4f__GLfloat__GLfloat__GLfloat__GLfloat,
|
||||
__void__Color4f__GLfloat__GLfloat__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glColor4fv, IN, GLfloat *, c,
|
||||
I_Method1(void, Color4fv, IN, GLfloat *, c,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glColor4fv__GLfloat_P1,
|
||||
__void__Color4fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, glVertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
I_Method3(void, Vertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glVertex3f__GLfloat__GLfloat__GLfloat,
|
||||
__void__Vertex3f__GLfloat__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glVertex3fv, IN, GLfloat *, v,
|
||||
I_Method1(void, Vertex3fv, IN, GLfloat *, v,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glVertex3fv__GLfloat_P1,
|
||||
__void__Vertex3fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, glNormal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
I_Method3(void, Normal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glNormal3f__GLfloat__GLfloat__GLfloat,
|
||||
__void__Normal3f__GLfloat__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glNormal3fv, IN, GLfloat *, n,
|
||||
I_Method1(void, Normal3fv, IN, GLfloat *, n,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glNormal3fv__GLfloat_P1,
|
||||
__void__Normal3fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glTexCoord1f, IN, GLfloat, x,
|
||||
I_Method1(void, TexCoord1f, IN, GLfloat, x,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord1f__GLfloat,
|
||||
__void__TexCoord1f__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glTexCoord1fv, IN, GLfloat *, tc,
|
||||
I_Method1(void, TexCoord1fv, IN, GLfloat *, tc,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord1fv__GLfloat_P1,
|
||||
__void__TexCoord1fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method2(void, glTexCoord2f, IN, GLfloat, x, IN, GLfloat, y,
|
||||
I_Method2(void, TexCoord2f, IN, GLfloat, x, IN, GLfloat, y,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord2f__GLfloat__GLfloat,
|
||||
__void__TexCoord2f__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glTexCoord2fv, IN, GLfloat *, tc,
|
||||
I_Method1(void, TexCoord2fv, IN, GLfloat *, tc,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord2fv__GLfloat_P1,
|
||||
__void__TexCoord2fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, glTexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
I_Method3(void, TexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord3f__GLfloat__GLfloat__GLfloat,
|
||||
__void__TexCoord3f__GLfloat__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glTexCoord3fv, IN, GLfloat *, tc,
|
||||
I_Method1(void, TexCoord3fv, IN, GLfloat *, tc,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord3fv__GLfloat_P1,
|
||||
__void__TexCoord3fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method4(void, glTexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,
|
||||
I_Method4(void, TexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat,
|
||||
__void__TexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glTexCoord4fv, IN, GLfloat *, tc,
|
||||
I_Method1(void, TexCoord4fv, IN, GLfloat *, tc,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glTexCoord4fv__GLfloat_P1,
|
||||
__void__TexCoord4fv__GLfloat_P1,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, glBegin, IN, GLenum, mode,
|
||||
I_Method1(void, Begin, IN, GLenum, mode,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glBegin__GLenum,
|
||||
__void__Begin__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method0(void, glEnd,
|
||||
I_Method0(void, End,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__glEnd,
|
||||
__void__End,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, gluQuadricDrawStyle, IN, GLenum, aDrawStyle,
|
||||
I_Method1(void, QuadricDrawStyle, IN, GLenum, aDrawStyle,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluQuadricDrawStyle__GLenum,
|
||||
__void__QuadricDrawStyle__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, gluQuadricNormals, IN, GLenum, aNormals,
|
||||
I_Method1(void, QuadricNormals, IN, GLenum, aNormals,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluQuadricNormals__GLenum,
|
||||
__void__QuadricNormals__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, gluQuadricOrientation, IN, GLenum, aOrientation,
|
||||
I_Method1(void, QuadricOrientation, IN, GLenum, aOrientation,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluQuadricOrientation__GLenum,
|
||||
__void__QuadricOrientation__GLenum,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, gluQuadricTexture, IN, GLboolean, aTexture,
|
||||
I_Method1(void, QuadricTexture, IN, GLboolean, aTexture,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluQuadricTexture__GLboolean,
|
||||
__void__QuadricTexture__GLboolean,
|
||||
"",
|
||||
"");
|
||||
I_Method5(void, gluCylinder, IN, GLfloat, aBase, IN, GLfloat, aTop, IN, GLfloat, aHeight, IN, GLint, aSlices, IN, GLint, aStacks,
|
||||
I_Method5(void, Cylinder, IN, GLfloat, base, IN, GLfloat, top, IN, GLfloat, height, IN, GLint, slices, IN, GLint, stacks,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluCylinder__GLfloat__GLfloat__GLfloat__GLint__GLint,
|
||||
__void__Cylinder__GLfloat__GLfloat__GLfloat__GLint__GLint,
|
||||
"",
|
||||
"");
|
||||
I_Method4(void, gluDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops,
|
||||
I_Method4(void, Disk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluDisk__GLfloat__GLfloat__GLint__GLint,
|
||||
__void__Disk__GLfloat__GLfloat__GLint__GLint,
|
||||
"",
|
||||
"");
|
||||
I_Method6(void, gluPartialDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops, IN, GLfloat, aStart, IN, GLfloat, aSweep,
|
||||
I_Method6(void, PartialDisk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops, IN, GLfloat, start, IN, GLfloat, sweep,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluPartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat,
|
||||
__void__PartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat,
|
||||
"",
|
||||
"");
|
||||
I_Method3(void, gluSphere, IN, GLfloat, aRadius, IN, GLint, aSlices, IN, GLint, aStacks,
|
||||
I_Method3(void, Sphere, IN, GLfloat, radius, IN, GLint, slices, IN, GLint, stacks,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__gluSphere__GLfloat__GLint__GLint,
|
||||
__void__Sphere__GLfloat__GLint__GLint,
|
||||
"",
|
||||
"");
|
||||
I_Method0(osg::Node *, getScene,
|
||||
|
Loading…
Reference in New Issue
Block a user