More clean up for synch with 0.8.42

This commit is contained in:
Don BURNS 2001-09-19 21:19:47 +00:00
parent 2462c6273c
commit 7e81f6cfa6
292 changed files with 39673 additions and 0 deletions

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The following is a very basic intro of how to get the OSG going under Linux,
FreeBSD, IRIX, Windows and Mac. Each intro mentions OpenSceneGraph-Data, it is
recommended that you also download it alongside this source distribution.
The scene graph depends upon Standard C++, STL and OpenGL so you need a C++
compiler up to the task and OpenGL or Mesa installed. The viewer depends upon
GLUT which you'll need to download and install from the GLUT website. The
OSG has it own native ascii file format, and .rgb image reader inbuilt which
allows you read the example data with any dependencies other than C++, STL and
OpenGL.
The OSG also has a set of plug-ins which support non-native 3d database and
image formats, several have no dependencies on external libraries (flt,3ds,obj,
lwo,dw, tga & pic), while others (pfb,jpeg,gif,tiff) require other libraries
to be installed to compile them. If you don't already have them installed then
don't worry, you'll still be able to use the OSG. The core osg library and
viewer has been designed to load the plug-ins at run-time only and if they
are required to load a specific data set. If you don't need them for your
datasets then it won't matter that you haven't been able to compile
all the plug-ins. A full list of dependencies and where to download the
required libraries are listed in the index.html.
If you're coming across the OSG for the first time and want to get started
quickly, go right ahead and follow the compilation instructions. You can
always later download the libraries which the plug-ins require if you
eventually need them.
If you haven't already checked it out, for a list of distribution contents,
contacts and links to documentation check out index.html.
Environmental settings under Unix:
---------------------------------
These enviromental settings are useful to help develop with an
entirely local copy of the osg. However, once you've done a
make install you can make do without all of these, although
OSGFILEPATH is still useful as the osgDB library uses it for
picking locating datafiles.
Add the following to your .cshrc :
setenv OSGHOME <location of OSG root>
setenv OSGDATA <location of OSG data root>
setenv OSGFILEPATH ./:${OSGDATA}:${OSGDATA}/Images:
setenv LD_LIBRARY_PATH ${LD_LIBRARY_PATH}:${OSGHOME}/lib
setenv PATH ${PATH}:${OSGHOME}/bin
Or the following if you're using a sh compatible shell :
export OSGHOME=<location of OSG root>
export OSGDATA=<location of OSG data root>
export OSGFILEPATH=./:${OSGDATA}:${OSGDATA}/Images:
export LD_LIBRARY_PATH=${LD_LIBRARY_PATH}:${OSGHOME}/lib
export PATH=${PATH}:${OSGHOME}/bin
Compiling under Linux :
-----------------------
To compile, from the OSG root directory, type:
make
Note, make should automatically detect linux and copy the
Make/makerules.linux and Make/makedefs.linux over the
default Make/makerules and Make/makedefs. If autodetection
does not work type 'make linux'.
And if you wish to install the OSG to /usr/include/ &
/usr/lib then su root, and type:
make install
or
make instlinks
To get full details of make options, type:
make help
Compiling under FreeBSD :
-------------------------
To compile, from the OSG root directory, type :
make freebsd
And if you wish to install the OSG to /usr/include/ &
/usr/lib then su root, and type:
make install
or
make instlinks
To get full details of make options, type:
make help
Compiling under IRIX :
----------------------
When setting up environmental variables, specified above,
LD_LIBRARY_PATH should of course be replaced by LD_LIBRARYN32_PATH.
Since the OSG uses Standard C++ features such as STL it is important
to have an up to date version of the MIPSPro compilers. The library
has been tested under MIPSPro7.3 & MIPSPro7.2.1, and *may* compile
under previous versions but has yet to be tested. It is recommended
to use MIPSPro7.3.1.1m.
To compile, from the OSG root directory, type :
make
Note, make should automatically detect IRIX and copy the
Make/makerules.irix.std and Make/makedefs.irix.std over the
default Make/makerules and Make/makedefs. If autodetection
does not work type 'make irix' for MIPSPro7.3 or 'make irix.old'
for MIPSPro7.2.1 and before.
And if you wish to install the OSG to /usr/include/ &
/usr/lib then su root, and type:
make install
or
make instlinks
To get full details of make options, type:
make help
Compiling under Windows :
-------------------------
The Microsoft Visual C++ 6.0 workspace file is VisualStudio.dsw located
in the VisualStudio\ below the OSG this root directory. The OSG will
compile with the basic VisualC++6.0, but its recommended that you use
Service Pack 4 to fix MS compiler bugs which affect the OSG.
The OSG is composed of a number of libraries and executables, to get
running you'll need at least to compile osg,osgUtil,osgDB,osgGLUT,
dot_osg and sgv. The rest of the libraries and executables are
optional and can be compiled if you need them. It may well be simplest
to do a batch build of all the libraries and executables in the
distribution, some of the plug-ins which support non native file
formats may not compile due to dependencies on other libraries (such
as libpng), you can ignore these compilation errors unless you need
to load the related file types.
To execute the viewer the file path for the .dll's and .exe, both compiled
into the OSG's bin directory, need to be setup, such as by adding the PATH
to your autoexec.bat, its also useful to add the OSGFILEPATH to your
autoexec.bat to help the location of datafiles. For example :
SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;C:\Oglsdk\lib;D:\osg-0.8.40\bin;
To help compilation of the image reader plugins, various image libraries
have been zipped up for your convienice, your find these on the OSG
release download directory.
Compiling under Mac :
---------------------
The Microwerks Codewarrior workspace files can be found under the
Microwerks directory. Further details to be fleshed out since
Mac port is in its early stages and is not uptodate with the
current release. To get it compiling you will have to use these
Codewarrior files as a starting place. If you get it running and
have time to maintian the port please email robert@openscenegraph.org.
Running the demos
-----------------
To run the viewer demo type (you made need to type rehash first under Unix) :
sgv dumptruck.osg
sgv cow.osg
sgv e-s-bike.osg
sgv lz.rgb
sgv Spinnercar.flt
sgv Alley.3ds
sgv town_ogl_pfi.pfb
Other run other demos type
osgcube
or
hangglide
hangglide master.flt
or
osgreflect cow.osg
or
osgconv Alley.3ds Alley.osg
or
osgtexture lz.rgb tree.rgb
or
osgimpostor cow.osg
or
osgviews glider.osg
(Note: the file is picked up by checking the directories pointed to
by $OSGFILEPATH)
Plug-in dependencies
--------------------
You may have compile errors if you don't have all the required libraries,
especially for the plugins. As long as the core libraries osg, osgUtl,
osgGLUT and sgv have compiled you won't have any problems running the osg
itself but may not be able to use some non-native data formats. To get
the problematic plugins working you may need to download support libraries
such as libtiff, libjpeg etc. For further details see index.html.

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MAKEDIR = $(OSGHOME)/Make
INSTRULES = $(MAKEDIR)/instrules
MAKEDEPEND = Makedepend
OBJS = $(C++FILES:.cpp=.o) $(CFILES:.c=.o) $(YACCFILES:.y=.o) $(LEXFILES:.l=.o)
DEPFILES = $(OBJS:.o=.d)
C++ = g++
YFLAGS = -d
LCINCS += -I/usr/local/include -I/usr/X11R6/include
LC++INCS += ${LCINCS}
CFLAGS = -O2 -W -Wall $(LCINCS)
C++FLAGS = ${CFLAGS}
CPPFLAGS = ${CFLAGS}
FREEBSD_LOCALLIBS = -L/usr/local/lib -rpath /usr/local/lib
LDFLAGS = -O2 -W -Wall -pthread -L/usr/local/lib -L/usr/X11R6/lib
DYNAMICLIBRARYLIB =
PFLIBS =
GLUTLIB = -lglut
#
# TARGET_DIRS are directories that would not exist on the system except
# for the presence of OpenSceneGraph. 'make instclean' removes these
# directories
#
TARGET_DIRS = \
/usr/include/osg \
/usr/include/osgDB \
/usr/include/osgGLUT \
/usr/include/osgUtil \
/usr/share/OpenSceneGraph\
/usr/share/OpenSceneGraph/data\
/usr/share/OpenSceneGraph/data/Images\
/usr/share/OpenSceneGraph/data/Test\
/usr/lib/osgPlugins\
TARGET_BIN = /usr/bin
TARGET_LIB = /usr/lib
TARGET_INCLUDE = /usr/include
TARGET_DATA = /usr/share/OpenSceneGraph/data
#
# This definitions are necessary for IRIX. The following statement
# does not work for smake using a sh:
#
# for variable in $(LIST); do ...; done
#
# .. if $(LIST) is a NULL variable. So we have to define 0 length
# strings and check for them inside the for loop
#
TARGET_LIB_FILES = ""
TARGET_BIN_FILES = ""
TARGET_INCLUDE_FILES = ""
TARGET_DATA_FILES = ""
TARGET_LOADER_FILES = ""

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all : $(MAKEDEPEND) $(TARGET) $(LIB)
$(TARGET) : $(OBJS)
$(C++) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
$(LIB) : $(OBJS)
$(C++) $(LDFLAGS) -shared $(OBJS) $(LIBS) -o $@
clean :
rm -f $(OBJS) core $(TARGET) $(MAKEDEPEND)
touch $(MAKEDEPEND)
clobber : clean
rm -f $(TARGET) a.out $(LIB)
to_unix :
for f in *.cpp ; do to_unix $$f $$f; done
for f in *.h ; do to_unix $$f $$f; done
# force it
depend :
$(C++) $(C++FLAGS) -M $(C++FILES) $(CFILES) > $(MAKEDEPEND)
$(MAKEDEPEND) : $(C++FILES) $(CFILES)
$(C++) $(C++FLAGS) -M $(C++FILES) $(CFILES) > $(MAKEDEPEND)
%.o : %.cpp
$(C++) $(C++FLAGS) -c $*.cpp -o $*.o
%.o : %.c
$(C++) $(C++FLAGS) -c $*.c -o $*.o
docs:
[ "$(TARGET_BASENAME)" != "" ] && \
mkdir -p ../../doc/doc++/$(TARGET_BASENAME) && \
doc++ -d ../../doc/doc++/$(TARGET_BASENAME) -H -A ../../include/$(TARGET_BASENAME)/* && \
echo $(TARGET_BASENAME) HTML documentation created in ../../doc/doc++/$(TARGET_BASENAME)
install : home
@ $(MAKE) __install
instlinks : home
@ $(MAKE) __instlinks
instclean : home
@ $(MAKE) __instclean
home :
@ [ -n "$(OSGHOME)" ] || (echo ; echo "-------------> Please define OSGHOME"; echo)
@ [ -n "$(OSGHOME)" ] && echo > /dev/null;
sinclude $(INSTRULES)
include $(MAKEDEPEND)

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::AlphaFunc</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::AlphaFunc</A></H2></H2><BLOCKQUOTE>Encapsulte OpenGL glAlphaFunc</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CAlphaFunc,MAlphaFunc.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.1.1">AlphaFunc</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.1.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.1.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.1.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.1.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.1.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.1.8">setFunction</A></B>(const <!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> func, const float <!1><A HREF="Referenced.html#DOC.2.69.4">ref</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> <B><A HREF="#DOC.2.1.9">getFunction</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.1.10">getReferenceValue</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.1.11">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.1.7">ComparisonFunction</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> <B><A HREF="#DOC.2.1.13">_comparisonFunc</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.1.14">_referenceValue</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.1.12">~AlphaFunc</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulte OpenGL glAlphaFunc</BLOCKQUOTE>
<DL>
<A NAME="AlphaFunc"></A>
<A NAME="DOC.2.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AlphaFunc()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.1.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.1.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.1.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.1.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ComparisonFunction"></A>
<A NAME="DOC.2.1.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ComparisonFunction</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="NEVER"></A>
<A NAME="DOC.2.1.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEVER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LESS"></A>
<A NAME="DOC.2.1.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LESS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EQUAL"></A>
<A NAME="DOC.2.1.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LEQUAL"></A>
<A NAME="DOC.2.1.7.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GREATER"></A>
<A NAME="DOC.2.1.7.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GREATER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTEQUAL"></A>
<A NAME="DOC.2.1.7.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GEQUAL"></A>
<A NAME="DOC.2.1.7.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ALWAYS"></A>
<A NAME="DOC.2.1.7.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
<A NAME="DOC.2.1.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction(const <!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> func, const float <!1><A HREF="Referenced.html#DOC.2.69.4">ref</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunction"></A>
<A NAME="DOC.2.1.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> getFunction() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getReferenceValue"></A>
<A NAME="DOC.2.1.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getReferenceValue() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.1.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~AlphaFunc"></A>
<A NAME="DOC.2.1.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~AlphaFunc()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_comparisonFunc"></A>
<A NAME="DOC.2.1.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="AlphaFunc.html#DOC.2.1.7">ComparisonFunction</A> _comparisonFunc</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_referenceValue"></A>
<A NAME="DOC.2.1.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _referenceValue</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Billboard</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Billboard</A></H2></H2><BLOCKQUOTE>Billboard - a Geode which orientates its child osg::Drawable's to face the eye point.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=155>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGeode,MGeode.html,CBillboard,MBillboard.html">
<param name=before value="M,M,M,M,M">
<param name=after value="Md_SPSPSP,Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3,4">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.2.2">Billboard</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.2.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.2.4">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.2.5">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.6">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.7">setAxis</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; axis)
<DD><I>Set the axis about which all the billboard's drawable rotate.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.2.8">getAxis</A></B>() const
<DD><I>Get the axis about which all the billboard's drawable rotate.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.9">setMode</A></B>(const <!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> mode)
<DD><I>Set the billboard rotation mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> <B><A HREF="#DOC.2.2.10">getMode</A></B>() const
<DD><I>Get the billboard rotation mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.11">setPos</A></B>(int i, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos)
<DD><I>Set the position of specified drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.2.12">getPos</A></B>(int i) const
<DD><I>Get the position of specified drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A>&amp; <B><A HREF="#DOC.2.2.14">getPositionList</A></B>()
<DD><I>Get the PostionList from the billboard</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A>&amp; <B><A HREF="#DOC.2.2.15">getPositionList</A></B>() const
<DD><I>Get a const PostionList from the billboard</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.2.16">addDrawable</A></B>( <!1><A HREF="Drawable.html">Drawable</A>* gset )
<DD><I>Add Drawable to Billboard with default position(0,0,0); If gset not NULL and is not contained in Billboard then increment its reference count, and dirty the bounding box to cause it to recompute on next getBound() and return true for success.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.2.17">addDrawable</A></B>(<!1><A HREF="Drawable.html">Drawable</A>* gset, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos)
<DD><I>Add Drawable to Geode at position pos.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.2.18">removeDrawable</A></B>( <!1><A HREF="Drawable.html">Drawable</A>* gset )
<DD><I>Remove Drawable and associated position from Billboard.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.19">calcRotation</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos_local, <!1><A HREF="Matrix.html">Matrix</A>&amp; mat) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.20">calcTransform</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos_local, <!1><A HREF="Matrix.html">Matrix</A>&amp; mat) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.2.1">Mode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt; <B><A HREF="#DOC.2.2.13">PositionList</A></B>
<DD><I>PositionList represents a list of pivot points for each drawable</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> <B><A HREF="#DOC.2.2.23">_mode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.2.24">_axis</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A> <B><A HREF="#DOC.2.2.25">_positionList</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.2.21">~Billboard</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.2.22">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Geode.html">Geode</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual const bool <B>replaceDrawable</B>( <!1><A HREF="Drawable.html">Drawable</A>* origDraw, <!1><A HREF="Drawable.html">Drawable</A>* newDraw )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDrawables</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Drawable.html">Drawable</A>* <B>getDrawable</B>( const int i )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Drawable.html">Drawable</A>* <B>getDrawable</B>( const int i ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const bool <B>containsDrawable</B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline DrawableList::iterator <B>findDrawable</B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline DrawableList::const_iterator <B>findDrawable</B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>compileDrawables</B>(<!1><A HREF="State.html">State</A>&amp; state)
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>DrawableList <B>_drawables</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Billboard - a Geode which orientates its child osg::Drawable's to face
the eye point.
Typical uses are for trees, or particle explosions.</BLOCKQUOTE>
<DL>
<A NAME="Mode"></A>
<A NAME="DOC.2.2.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="AXIAL_ROT"></A>
<A NAME="DOC.2.2.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AXIAL_ROT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POINT_ROT_EYE"></A>
<A NAME="DOC.2.2.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINT_ROT_EYE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POINT_ROT_WORLD"></A>
<A NAME="DOC.2.2.1.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINT_ROT_WORLD</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="Billboard"></A>
<A NAME="DOC.2.2.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Billboard()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.2.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.2.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.2.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.2.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setAxis"></A>
<A NAME="DOC.2.2.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAxis(const <!1><A HREF="Vec3.html">Vec3</A>&amp; axis)</B></TT>
<DD>Set the axis about which all the billboard's drawable rotate.
<DL><DT><DD></DL><P>
<A NAME="getAxis"></A>
<A NAME="DOC.2.2.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getAxis() const </B></TT>
<DD>Get the axis about which all the billboard's drawable rotate.
<DL><DT><DD></DL><P>
<A NAME="setMode"></A>
<A NAME="DOC.2.2.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMode(const <!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> mode)</B></TT>
<DD>Set the billboard rotation mode.
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.2.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> getMode() const </B></TT>
<DD>Get the billboard rotation mode.
<DL><DT><DD></DL><P>
<A NAME="setPos"></A>
<A NAME="DOC.2.2.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setPos(int i, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos)</B></TT>
<DD>Set the position of specified drawable.
<DL><DT><DD></DL><P>
<A NAME="getPos"></A>
<A NAME="DOC.2.2.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getPos(int i) const </B></TT>
<DD>Get the position of specified drawable.
<DL><DT><DD></DL><P>
<A NAME="PositionList"></A>
<A NAME="DOC.2.2.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt; PositionList</B></TT>
<DD>PositionList represents a list of pivot points for each drawable
<DL><DT><DD></DL><P>
<A NAME="getPositionList"></A>
<A NAME="DOC.2.2.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A>&amp; getPositionList()</B></TT>
<DD>Get the PostionList from the billboard
<DL><DT><DD></DL><P>
<A NAME="getPositionList"></A>
<A NAME="DOC.2.2.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A>&amp; getPositionList() const </B></TT>
<DD>Get a const PostionList from the billboard
<DL><DT><DD></DL><P>
<A NAME="addDrawable"></A>
<A NAME="DOC.2.2.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool addDrawable( <!1><A HREF="Drawable.html">Drawable</A>* gset )</B></TT>
<DD>Add Drawable to Billboard with default position(0,0,0);
If gset not NULL and is not contained in Billboard then increment its
reference count, and dirty the bounding box to cause it to recompute on
next getBound() and return true for success. Otherwise return false.
<DL><DT><DD></DL><P>
<A NAME="addDrawable"></A>
<A NAME="DOC.2.2.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool addDrawable(<!1><A HREF="Drawable.html">Drawable</A>* gset, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos)</B></TT>
<DD>Add Drawable to Geode at position pos.
If gset not NULL and is not contained in Billboard then increment its
reference count, and dirty the bounding box to cause it to recompute on
next getBound() and return true for success. Otherwise return false.
<DL><DT><DD></DL><P>
<A NAME="removeDrawable"></A>
<A NAME="DOC.2.2.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool removeDrawable( <!1><A HREF="Drawable.html">Drawable</A>* gset )</B></TT>
<DD>Remove Drawable and associated position from Billboard.
If gset is contained in Billboard then remove it from the geoset
list and decrement its reference count, and dirty the
bounding box to cause it to recompute on next getBound() and
return true for success. If gset is not found then return false
and do not the reference count of gset is left unchanged.
<DL><DT><DD></DL><P>
<A NAME="calcRotation"></A>
<A NAME="DOC.2.2.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void calcRotation(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos_local, <!1><A HREF="Matrix.html">Matrix</A>&amp; mat) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="calcTransform"></A>
<A NAME="DOC.2.2.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void calcTransform(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const <!1><A HREF="Vec3.html">Vec3</A>&amp; pos_local, <!1><A HREF="Matrix.html">Matrix</A>&amp; mat) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Billboard"></A>
<A NAME="DOC.2.2.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Billboard()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.2.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.2.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Billboard.html#DOC.2.2.1">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_axis"></A>
<A NAME="DOC.2.2.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _axis</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_positionList"></A>
<A NAME="DOC.2.2.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Billboard.html#DOC.2.2.13">PositionList</A> _positionList</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
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<TITLE>class SG_EXPORT osg::BoundingBox</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingBox</A></H2></H2><BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.1">_min</A></B>
<DD><I>The corner with the smallest values for each coordinate of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.2">_max</A></B>
<DD><I>The corner with the largest values for each coordinate of the bounding box</I>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.3.3">BoundingBox</A></B>()
<DD><I>construct to invalid values to represent an unset bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.3.4">init</A></B>()
<DD><I>initialize to invalid values to represent an unset bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.5">isValid</A></B>() const
<DD><I>return true if the bounding box contains valid values, false if the bounding box is effectively unset/empty</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.6">xMin</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.7">xMin</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.8">yMin</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.9">yMin</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.10">zMin</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.11">zMin</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.12">xMax</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.13">xMax</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.14">yMax</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.15">yMax</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.3.16">zMax</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.17">zMax</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.18">center</A></B>() const
<DD><I>Calculate and return the center of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.19">radius</A></B>() const
<DD><I>Calculate and return the radius of the bounding box</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.3.20">radius2</A></B>() const
<DD><I>Calculate and return the radius squared of the bounding box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.3.21">corner</A></B>(unsigned int pos) const
<DD><I>return the corner of the bounding box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.22">expandBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>If the vertex is outwith the box expand to ecompass vertex.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.23">expandBy</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)
<DD><I>If incomming box is outwith the box expand to ecompass incomming box.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.3.24">expandBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)
<DD><I>If incomming sphere is outwith the box expand to ecompass incomming sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.3.25">contains</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DD><I>return true is vertex v is within the box</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.
Used to bounding the leaf objects in the scene,
i.e. osg::GeoSet's to assist in view frustum culling etc.</BLOCKQUOTE>
<DL>
<A NAME="_min"></A>
<A NAME="DOC.2.3.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _min</B></TT>
<DD>The corner with the smallest values for each coordinate of the
bounding box
<DL><DT><DD></DL><P>
<A NAME="_max"></A>
<A NAME="DOC.2.3.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _max</B></TT>
<DD>The corner with the largest values for each coordinate of the
bounding box
<DL><DT><DD></DL><P>
<A NAME="BoundingBox"></A>
<A NAME="DOC.2.3.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BoundingBox()</B></TT>
<DD>construct to invalid values to represent an unset bounding box
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.3.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void init()</B></TT>
<DD>initialize to invalid values to represent an unset bounding box
<DL><DT><DD></DL><P>
<A NAME="isValid"></A>
<A NAME="DOC.2.3.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isValid() const </B></TT>
<DD>return true if the bounding box contains valid values,
false if the bounding box is effectively unset/empty
<DL><DT><DD></DL><P>
<A NAME="xMin"></A>
<A NAME="DOC.2.3.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; xMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMin"></A>
<A NAME="DOC.2.3.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMin"></A>
<A NAME="DOC.2.3.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; yMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMin"></A>
<A NAME="DOC.2.3.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMin"></A>
<A NAME="DOC.2.3.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; zMin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMin"></A>
<A NAME="DOC.2.3.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMin() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMax"></A>
<A NAME="DOC.2.3.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; xMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="xMax"></A>
<A NAME="DOC.2.3.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMax"></A>
<A NAME="DOC.2.3.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; yMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="yMax"></A>
<A NAME="DOC.2.3.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMax"></A>
<A NAME="DOC.2.3.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; zMax()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="zMax"></A>
<A NAME="DOC.2.3.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMax() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="center"></A>
<A NAME="DOC.2.3.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> center() const </B></TT>
<DD>Calculate and return the center of the bounding box
<DL><DT><DD></DL><P>
<A NAME="radius"></A>
<A NAME="DOC.2.3.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius() const </B></TT>
<DD>Calculate and return the radius of the bounding box
<DL><DT><DD></DL><P>
<A NAME="radius2"></A>
<A NAME="DOC.2.3.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius2() const </B></TT>
<DD>Calculate and return the radius squared of the bounding box.
Note, radius2() is faster to calculate than radius().
<DL><DT><DD></DL><P>
<A NAME="corner"></A>
<A NAME="DOC.2.3.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> corner(unsigned int pos) const </B></TT>
<DD>return the corner of the bounding box.
Position (pos) is specfied by a number between 0 and 7,
the first bit toggles between x min and x max, second
bit toggles between y min and y max, third bit toggles
between z min and z max.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>If the vertex is outwith the box expand to ecompass vertex.
If this box is empty then move set this box's min max to vertex.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)</B></TT>
<DD>If incomming box is outwith the box expand to ecompass incomming box.
If this box is empty then move set this box to incomming box.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.3.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)</B></TT>
<DD>If incomming sphere is outwith the box expand to ecompass incomming sphere.
If this box is empty then move set this box to encompass the sphere.
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.3.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DD>return true is vertex v is within the box
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<TITLE>class SG_EXPORT osg::BoundingSphere</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingSphere</A></H2></H2><BLOCKQUOTE>General purpose bounding sphere class for enclosing nodes/objects/vertices.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.4.1">_center</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.4.2">_radius</A></B>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.4.3">BoundingSphere</A></B>()
<DD><I>construct to invalid values to represent an unset bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.4">init</A></B>()
<DD><I>initialize to invalid values to represent an unset bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.5">isValid</A></B>() const
<DD><I>return true if the bounding sphere contains valid values, false if the bounding sphere is effectively unset</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.4.6">center</A></B>()
<DD><I>return the center of the bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.4.7">center</A></B>() const
<DD><I>return the const center of the bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.4.8">radius</A></B>()
<DD><I>return the radius of the bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.9">radius</A></B>() const
<DD><I>return the const radius of the bounding sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.10">radius2</A></B>() const
<DD><I>return the radius squared.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.11">expandBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>If the vertex is outwith the sphere expand to ecompass vertex.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.12">expandRadiusBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>If the vertex is outwith the sphere expand radius to ecompass vertex.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.13">expandBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)
<DD><I>If incomming sphere is outwith the sphere expand to ecompass incomming sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.14">expandRadiusBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)
<DD><I>If incomming sphere is outwith the sphere expand radius to ecompass incomming sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.15">contains</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DD><I>return true is vertex v is within the sphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.16">intersects</A></B>( const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs ) const
<DD><I>return true if bounding sphere's intersect each other</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose bounding sphere class for enclosing nodes/objects/vertices.
Used to bound internal osg::Node's in the scene,
to assist in view frustrum culling etc. Similar in function to BoundingBox
but is quicker for evaluating culling, but generally encloses a greater volume
than a BoundingBox so will not cull so aggressively.</BLOCKQUOTE>
<DL>
<A NAME="_center"></A>
<A NAME="DOC.2.4.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_radius"></A>
<A NAME="DOC.2.4.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _radius</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BoundingSphere"></A>
<A NAME="DOC.2.4.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BoundingSphere()</B></TT>
<DD>construct to invalid values to represent an unset bounding sphere
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.4.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void init()</B></TT>
<DD>initialize to invalid values to represent an unset bounding sphere
<DL><DT><DD></DL><P>
<A NAME="isValid"></A>
<A NAME="DOC.2.4.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isValid() const </B></TT>
<DD>return true if the bounding sphere contains valid values,
false if the bounding sphere is effectively unset
<DL><DT><DD></DL><P>
<A NAME="center"></A>
<A NAME="DOC.2.4.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; center()</B></TT>
<DD>return the center of the bounding sphere
<DL><DT><DD></DL><P>
<A NAME="center"></A>
<A NAME="DOC.2.4.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; center() const </B></TT>
<DD>return the const center of the bounding sphere
<DL><DT><DD></DL><P>
<A NAME="radius"></A>
<A NAME="DOC.2.4.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; radius()</B></TT>
<DD>return the radius of the bounding sphere
<DL><DT><DD></DL><P>
<A NAME="radius"></A>
<A NAME="DOC.2.4.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius() const </B></TT>
<DD>return the const radius of the bounding sphere
<DL><DT><DD></DL><P>
<A NAME="radius2"></A>
<A NAME="DOC.2.4.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius2() const </B></TT>
<DD>return the radius squared.
Note, for performance reasons, assumes the calling method has ensured
that the sphere is valid before calling radius2(), i.e. has _radius>=0.0,
as it does not check th validity of sphere and will eroneously return a positive value.
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.4.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>If the vertex is outwith the sphere expand to ecompass vertex.
Calculates the combination of movement of center and radius which
minimizes the radius increase. If this sphere is empty then
move the centrer to v and set radius to 0.
<DL><DT><DD></DL><P>
<A NAME="expandRadiusBy"></A>
<A NAME="DOC.2.4.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandRadiusBy(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>If the vertex is outwith the sphere expand radius to ecompass vertex.
Unlike update, does not move the center, just increasing the radius.
If this sphere is empty then move the centrer to v and set radius to 0
<DL><DT><DD></DL><P>
<A NAME="expandBy"></A>
<A NAME="DOC.2.4.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)</B></TT>
<DD>If incomming sphere is outwith the sphere expand to ecompass incomming sphere.
calculates the combination of movement of center and radius which
minimizes the radius increase. If this sphere is empty then
move the centrer to v and set radius to 0.
<DL><DT><DD></DL><P>
<A NAME="expandRadiusBy"></A>
<A NAME="DOC.2.4.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandRadiusBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; sh)</B></TT>
<DD>If incomming sphere is outwith the sphere expand radius to ecompass incomming sphere.
Unlike update, does not move the center, just increasing the radius.
If this sphere is empty then move the centrer to v and set radius to 0.
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.4.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DD>return true is vertex v is within the sphere
<DL><DT><DD></DL><P>
<A NAME="intersects"></A>
<A NAME="DOC.2.4.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool intersects( const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs ) const </B></TT>
<DD>return true if bounding sphere's intersect each other
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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<TITLE>class SG_EXPORT osg::Camera</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Camera</A></H2></H2><BLOCKQUOTE>Camera class for encapsulating the view position and orientation and projection (lens) used.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CCamera,MCamera.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.20.1">Camera</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.20.2">~Camera</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.20.3">ProjectionType</A> <B><A HREF="#DOC.2.20.4">getProjectionType</A></B>() const
<DD><I>Get the projection type set by setOtho,setOtho2D,setFrustum, and set perspective methods</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.5">setOrtho</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)
<DD><I>Set a orthographics projection.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.6">setOrtho2D</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>)
<DD><I>Set a 2D orthographics projection.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.7">setFrustum</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)
<DD><I>Set a perspective projection.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.8">setPerspective</A></B>(const double fovy, const double aspectRatio, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)
<DD><I>Set a sysmetical perspective projection, See gluPerspective for further details.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.9">setNearFar</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)
<DD><I>Set the near and far clipping planes</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.11">adjustAspectRatio</A></B>(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.20.10">AdjustAxis</A> aa = <!1><A HREF="Camera.html#DOC.2.20.10.2">ADJUST_HORIZONTAL</A>)
<DD><I>Adjust the clipping planes to account for a new window aspcect ratio.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.12">left</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.13">right</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.14">top</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.15">bottom</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.16">zNear</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.17">zFar</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.18">calc_fovy</A></B>() const
<DD><I>Calculate and return the equivilant fovx for the current project setting.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.19">calc_fovx</A></B>() const
<DD><I>Calculate and return the equivilant fovy for the current project setting.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const double <B><A HREF="#DOC.2.20.20">calc_aspectRatio</A></B>() const
<DD><I>Calculate and return the projection aspect ratio.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.20.21">getProjectionMatrix</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Camera.html#DOC.2.20.22">LookAtType</A> <B><A HREF="#DOC.2.20.23">getLookAtType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.24">home</A></B>()
<DD><I> hardwired home view for now, looking straight down the Z axis at the origin, with 'up' being the y axis</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.25">setView</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eyePoint, const <!1><A HREF="Vec3.html">Vec3</A>&amp; lookPoint, const <!1><A HREF="Vec3.html">Vec3</A>&amp; upVector)
<DD><I> Set the View, the up vector should be orthogonal to the look vector.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.26">setLookAt</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye, const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="BoundingSphere.html#DOC.2.4.6">center</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; up)
<DD><I>set the position and orientaion of the camera, using the same convention as gluLookAt</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.27">setLookAt</A></B>(const double eyeX, const double eyeY, const double eyeZ, const double centerX, const double centerY, const double centerZ, const double upX, const double upY, const double upZ)
<DD><I>set the position and orientaion of the camera, using the same convention as gluLookAt</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.28">transformLookAt</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)
<DD><I>post multiple the existing eye point and orientation by matrix.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.29">ensureOrthogonalUpVector</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.20.30">getEyePoint</A></B>() const
<DD><I>get the eye point.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.20.31">getCenterPoint</A></B>() const
<DD><I>get the center point.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.20.32">getUpVector</A></B>() const
<DD><I>get the up vector </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.33">getLookVector</A></B>() const
<DD><I>calculate look vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.34">getSideVector</A></B>() const
<DD><I>calculate side vector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.20.35">getFocalLength</A></B>() const
<DD><I>get focal distance</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.37">attachTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode, <!1><A HREF="Matrix.html">Matrix</A>* modelTransform=0)
<DD><I>Attach a transform matrix which is applied after the camera look at.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.38">dirtyTransform</A></B>()
<DD><I>must be called after you modify an attachedTransform.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrix.html">Matrix</A>* <B><A HREF="#DOC.2.20.39">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A>* <B><A HREF="#DOC.2.20.40">getTransform</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.41">getEyePoint_Model</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.42">getCenterPoint_Model</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.43">getLookVector_Model</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.44">getUpVector_Model</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.45">getSideVector_Model</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.20.46">getModelViewMatrix</A></B>() const
<DD><I>Get the ModelView matrix.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.47">setUseNearClippingPlane</A></B>(const bool use)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.48">getUseNearClippingPlane</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.49">setUseFarClippingPlane</A></B>(const bool use)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.50">getUseFarClippingPlane</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; <B><A HREF="#DOC.2.20.51">getClippingVolume</A></B>() const
<DD><I>get the view frustum clipping in model coordinates </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.52">project</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; obj, const int* viewport, <!1><A HREF="Vec3.html">Vec3</A>&amp; win) const
<DD><I>Map object coordinates into windows coordinates.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.20.53">unproject</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; win, const int* viewport, <!1><A HREF="Vec3.html">Vec3</A>&amp; obj) const
<DD><I>Map window coordinates into object coordinates.</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.20.3">ProjectionType</A></B>
<DD><I>Range of projection types.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.20.10">AdjustAxis</A></B>
<DD><I>Use in combination with adjustAspectRatio, to control the change in frustum clipping planes to account for changes in windows aspect ratio,</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.20.22">LookAtType</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.20.36">TransformMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.3">ProjectionType</A> <B><A HREF="#DOC.2.20.56">_projectionType</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.57">_left</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.58">_right</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.59">_bottom</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.60">_top</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.61">_zNear</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.62">_zFar</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.22">LookAtType</A> <B><A HREF="#DOC.2.20.63">_lookAtType</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.64">_eye</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.65">_center</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.20.66">_up</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.20.67">_focalLength</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> <B><A HREF="#DOC.2.20.68">_attachedTransformMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.69">_eyeToModelTransform</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.70">_modelToEyeTransform</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.20.71">_useNearClippingPlane</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.20.72">_useFarClippingPlane</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.20.73">_dirty</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.74">_projectionMatrix</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.75">_modelViewMatrix</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ClippingVolume.html">ClippingVolume</A> <B><A HREF="#DOC.2.20.76">_clippingVolume</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.77">_MP</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.20.78">_inverseMP</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.20.54">Camera</A></B>(const <!1><A HREF="Camera.html#DOC.2.20.54">Camera</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Camera.html">Camera</A>&amp; <B><A HREF="#DOC.2.20.55">operator=</A></B>(const <!1><A HREF="Camera.html">Camera</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.20.79">calculateMatricesAndClippingVolume</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Camera class for encapsulating the view position and orientation and
projection (lens) used. Creates a projection and modelview matrices
which can be used to set OpenGL's PROJECTION and MODELVIEW matrices
represectively.</BLOCKQUOTE>
<DL>
<A NAME="Camera"></A>
<A NAME="DOC.2.20.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Camera()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Camera"></A>
<A NAME="DOC.2.20.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Camera()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ProjectionType"></A>
<A NAME="DOC.2.20.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ProjectionType</B></TT>
<DD>Range of projection types.
OTHO2D is a special case of OTHO where the near and far planes
are equal to -1 and 1 respectively.
PRESPECTIVE is a special case of FRUSTUM where the left & right
and bottom and top and symetrical.
<DL><DT><DD></DL><P><DL>
<A NAME="ORTHO"></A>
<A NAME="DOC.2.20.3.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ORTHO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ORTHO2D"></A>
<A NAME="DOC.2.20.3.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ORTHO2D</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRUSTUM"></A>
<A NAME="DOC.2.20.3.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRUSTUM</B></TT>
<DL><DT><DD></DL><P>
<A NAME="PERSPECTIVE"></A>
<A NAME="DOC.2.20.3.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PERSPECTIVE</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="getProjectionType"></A>
<A NAME="DOC.2.20.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.20.3">ProjectionType</A> getProjectionType() const </B></TT>
<DD>Get the projection type set by setOtho,setOtho2D,setFrustum,
and set perspective methods
<DL><DT><DD></DL><P>
<A NAME="setOrtho"></A>
<A NAME="DOC.2.20.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)</B></TT>
<DD>Set a orthographics projection. See glOrtho for further details.
<DL><DT><DD></DL><P>
<A NAME="setOrtho2D"></A>
<A NAME="DOC.2.20.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setOrtho2D(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>)</B></TT>
<DD>Set a 2D orthographics projection. See gluOrtho2D for further details.
<DL><DT><DD></DL><P>
<A NAME="setFrustum"></A>
<A NAME="DOC.2.20.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFrustum(const double <!1><A HREF="Camera.html#DOC.2.20.12">left</A>, const double <!1><A HREF="Camera.html#DOC.2.20.13">right</A>, const double <!1><A HREF="Camera.html#DOC.2.20.15">bottom</A>, const double <!1><A HREF="Camera.html#DOC.2.20.14">top</A>, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)</B></TT>
<DD>Set a perspective projection. See glFrustum for further details.
<DL><DT><DD></DL><P>
<A NAME="setPerspective"></A>
<A NAME="DOC.2.20.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPerspective(const double fovy, const double aspectRatio, const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)</B></TT>
<DD>Set a sysmetical perspective projection, See gluPerspective for further details.
Aspect ratio is defined as width/height.
<DL><DT><DD></DL><P>
<A NAME="setNearFar"></A>
<A NAME="DOC.2.20.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNearFar(const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)</B></TT>
<DD>Set the near and far clipping planes
<DL><DT><DD></DL><P>
<A NAME="AdjustAxis"></A>
<A NAME="DOC.2.20.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum AdjustAxis</B></TT>
<DD>Use in combination with adjustAspectRatio, to control
the change in frustum clipping planes to account for
changes in windows aspect ratio,
<DL><DT><DD></DL><P><DL>
<A NAME="ADJUST_VERTICAL"></A>
<A NAME="DOC.2.20.10.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ADJUST_VERTICAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ADJUST_HORIZONTAL"></A>
<A NAME="DOC.2.20.10.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ADJUST_HORIZONTAL</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="adjustAspectRatio"></A>
<A NAME="DOC.2.20.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void adjustAspectRatio(const double newAspectRatio, const <!1><A HREF="Camera.html#DOC.2.20.10">AdjustAxis</A> aa = <!1><A HREF="Camera.html#DOC.2.20.10.2">ADJUST_HORIZONTAL</A>)</B></TT>
<DD>Adjust the clipping planes to account for a new window aspcect ratio.
Typicall used after resizeing a window. Aspect ratio is defined as
width/height.
<DL><DT><DD></DL><P>
<A NAME="left"></A>
<A NAME="DOC.2.20.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double left() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="right"></A>
<A NAME="DOC.2.20.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double right() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="top"></A>
<A NAME="DOC.2.20.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double top() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="bottom"></A>
<A NAME="DOC.2.20.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double bottom() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zNear"></A>
<A NAME="DOC.2.20.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double zNear() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="zFar"></A>
<A NAME="DOC.2.20.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double zFar() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="calc_fovy"></A>
<A NAME="DOC.2.20.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_fovy() const </B></TT>
<DD>Calculate and return the equivilant fovx for the current project setting.
This value is only valid for when a symetric persepctive projection exists.
i.e. getProjectionType()==PERSPECTIVE.
<DL><DT><DD></DL><P>
<A NAME="calc_fovx"></A>
<A NAME="DOC.2.20.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_fovx() const </B></TT>
<DD>Calculate and return the equivilant fovy for the current project setting.
This value is only valid for when a symetric persepctive projection exists.
i.e. getProjectionType()==PERSPECTIVE.
<DL><DT><DD></DL><P>
<A NAME="calc_aspectRatio"></A>
<A NAME="DOC.2.20.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const double calc_aspectRatio() const </B></TT>
<DD>Calculate and return the projection aspect ratio.
Aspect ratio is defined as width/height.
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrix"></A>
<A NAME="DOC.2.20.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>&amp; getProjectionMatrix() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="LookAtType"></A>
<A NAME="DOC.2.20.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum LookAtType</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="USE_HOME_POSITON"></A>
<A NAME="DOC.2.20.22.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_HOME_POSITON</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_EYE_AND_QUATERNION"></A>
<A NAME="DOC.2.20.22.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_EYE_AND_QUATERNION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_EYE_CENTER_AND_UP"></A>
<A NAME="DOC.2.20.22.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_EYE_CENTER_AND_UP</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="getLookAtType"></A>
<A NAME="DOC.2.20.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Camera.html#DOC.2.20.22">LookAtType</A> getLookAtType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="home"></A>
<A NAME="DOC.2.20.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void home()</B></TT>
<DD>
hardwired home view for now, looking straight down the
Z axis at the origin, with 'up' being the y axis
<DL><DT><DD></DL><P>
<A NAME="setView"></A>
<A NAME="DOC.2.20.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setView(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eyePoint, const <!1><A HREF="Vec3.html">Vec3</A>&amp; lookPoint, const <!1><A HREF="Vec3.html">Vec3</A>&amp; upVector)</B></TT>
<DD>
Set the View, the up vector should be orthogonal to the look vector.
setView is now mapped to setLookAt(eye,center,up), and is only
kept for backwards compatibility.
<DL><DT><DD></DL><P>
<A NAME="setLookAt"></A>
<A NAME="DOC.2.20.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLookAt(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye, const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="BoundingSphere.html#DOC.2.4.6">center</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; up)</B></TT>
<DD>set the position and orientaion of the camera, using the same convention as
gluLookAt
<DL><DT><DD></DL><P>
<A NAME="setLookAt"></A>
<A NAME="DOC.2.20.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLookAt(const double eyeX, const double eyeY, const double eyeZ, const double centerX, const double centerY, const double centerZ, const double upX, const double upY, const double upZ)</B></TT>
<DD>set the position and orientaion of the camera, using the same convention as
gluLookAt
<DL><DT><DD></DL><P>
<A NAME="transformLookAt"></A>
<A NAME="DOC.2.20.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void transformLookAt(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)</B></TT>
<DD>post multiple the existing eye point and orientation by matrix.
note, does not affect any ModelTransforms that are applied.
<DL><DT><DD></DL><P>
<A NAME="ensureOrthogonalUpVector"></A>
<A NAME="DOC.2.20.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void ensureOrthogonalUpVector()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEyePoint"></A>
<A NAME="DOC.2.20.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getEyePoint() const </B></TT>
<DD>get the eye point.
<DL><DT><DD></DL><P>
<A NAME="getCenterPoint"></A>
<A NAME="DOC.2.20.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getCenterPoint() const </B></TT>
<DD>get the center point.
<DL><DT><DD></DL><P>
<A NAME="getUpVector"></A>
<A NAME="DOC.2.20.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getUpVector() const </B></TT>
<DD>get the up vector
<DL><DT><DD></DL><P>
<A NAME="getLookVector"></A>
<A NAME="DOC.2.20.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getLookVector() const </B></TT>
<DD>calculate look vector
<DL><DT><DD></DL><P>
<A NAME="getSideVector"></A>
<A NAME="DOC.2.20.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getSideVector() const </B></TT>
<DD>calculate side vector
<DL><DT><DD></DL><P>
<A NAME="getFocalLength"></A>
<A NAME="DOC.2.20.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getFocalLength() const </B></TT>
<DD>get focal distance
<DL><DT><DD></DL><P>
<A NAME="TransformMode"></A>
<A NAME="DOC.2.20.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum TransformMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="EYE_TO_MODEL"></A>
<A NAME="DOC.2.20.36.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EYE_TO_MODEL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MODEL_TO_EYE"></A>
<A NAME="DOC.2.20.36.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MODEL_TO_EYE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NO_ATTACHED_TRANSFORM"></A>
<A NAME="DOC.2.20.36.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_ATTACHED_TRANSFORM</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="attachTransform"></A>
<A NAME="DOC.2.20.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void attachTransform(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode, <!1><A HREF="Matrix.html">Matrix</A>* modelTransform=0)</B></TT>
<DD>Attach a transform matrix which is applied after the camera look at.
The attached matrix can work in two ways, either as transform of the eye
into the model coordinates - EYE_TO_MODEL, or as a transform of the
model to the eye - MODEL_TO_EYE. The former is equivilant to attaching
a camera internal to the scene graph. The later is equivilant to adding
a osg::Transform at root of the scene to move the scene to the eye point.
Typical used in conjunction with the LookAt position set to home,
in which case it is simply treated as a model view matrix.
If the same behaviour as IRIS Performer's setViewMat is desired
then set the LookAt to be (0,0,0),(0,1,0),(0,0,1) since Performer's
default direction is along the y axis, unlike OpenGL and the default OSG.
If modelTransfor is NULL then do not use any model transform - just use the
basic LookAt values.
note: Camera internals maintains the both EYE_TO_MODEL and MODEL_TO_EYE
internally and ensures that they are the inverse of one another. However,
if you modify the attached transform then you must call dirtyTransform, to
allow the OSG to update matrices accordingly.
<DL><DT><DD></DL><P>
<A NAME="dirtyTransform"></A>
<A NAME="DOC.2.20.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyTransform()</B></TT>
<DD>must be called after you modify an attachedTransform.
<DL><DT><DD></DL><P>
<A NAME="getTransform"></A>
<A NAME="DOC.2.20.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrix.html">Matrix</A>* getTransform(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getTransform"></A>
<A NAME="DOC.2.20.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>* getTransform(const <!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> mode) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEyePoint_Model"></A>
<A NAME="DOC.2.20.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getEyePoint_Model() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCenterPoint_Model"></A>
<A NAME="DOC.2.20.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getCenterPoint_Model() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLookVector_Model"></A>
<A NAME="DOC.2.20.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getLookVector_Model() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUpVector_Model"></A>
<A NAME="DOC.2.20.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getUpVector_Model() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getSideVector_Model"></A>
<A NAME="DOC.2.20.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> getSideVector_Model() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getModelViewMatrix"></A>
<A NAME="DOC.2.20.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">Matrix</A>&amp; getModelViewMatrix() const </B></TT>
<DD>Get the ModelView matrix.
If a ModelTransform is supplied then the ModelView matrix is
created by multipling the current LookAt by ModelTransform.
Otherwise it is simply created by using the current LookAt,
equivialent to using gluLookAt.
<DL><DT><DD></DL><P>
<A NAME="setUseNearClippingPlane"></A>
<A NAME="DOC.2.20.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseNearClippingPlane(const bool use)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUseNearClippingPlane"></A>
<A NAME="DOC.2.20.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getUseNearClippingPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setUseFarClippingPlane"></A>
<A NAME="DOC.2.20.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseFarClippingPlane(const bool use)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUseFarClippingPlane"></A>
<A NAME="DOC.2.20.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getUseFarClippingPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getClippingVolume"></A>
<A NAME="DOC.2.20.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; getClippingVolume() const </B></TT>
<DD>get the view frustum clipping in model coordinates
<DL><DT><DD></DL><P>
<A NAME="project"></A>
<A NAME="DOC.2.20.52"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool project(const <!1><A HREF="Vec3.html">Vec3</A>&amp; obj, const int* viewport, <!1><A HREF="Vec3.html">Vec3</A>&amp; win) const </B></TT>
<DD>Map object coordinates into windows coordinates.
Equivilant to gluProject(...).
<DL><DT><DD></DL><P>
<A NAME="unproject"></A>
<A NAME="DOC.2.20.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool unproject(const <!1><A HREF="Vec3.html">Vec3</A>&amp; win, const int* viewport, <!1><A HREF="Vec3.html">Vec3</A>&amp; obj) const </B></TT>
<DD>Map window coordinates into object coordinates.
Equivilant to gluUnProject(...).
<DL><DT><DD></DL><P>
<A NAME="Camera"></A>
<A NAME="DOC.2.20.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Camera(const <!1><A HREF="Camera.html#DOC.2.20.54">Camera</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator="></A>
<A NAME="DOC.2.20.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html">Camera</A>&amp; operator=(const <!1><A HREF="Camera.html">Camera</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_projectionType"></A>
<A NAME="DOC.2.20.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.3">ProjectionType</A> _projectionType</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_left"></A>
<A NAME="DOC.2.20.57"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _left</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_right"></A>
<A NAME="DOC.2.20.58"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _right</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_bottom"></A>
<A NAME="DOC.2.20.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _bottom</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_top"></A>
<A NAME="DOC.2.20.60"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _top</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zNear"></A>
<A NAME="DOC.2.20.61"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zNear</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zFar"></A>
<A NAME="DOC.2.20.62"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zFar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_lookAtType"></A>
<A NAME="DOC.2.20.63"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.22">LookAtType</A> _lookAtType</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_eye"></A>
<A NAME="DOC.2.20.64"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _eye</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_center"></A>
<A NAME="DOC.2.20.65"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_up"></A>
<A NAME="DOC.2.20.66"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _up</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_focalLength"></A>
<A NAME="DOC.2.20.67"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _focalLength</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_attachedTransformMode"></A>
<A NAME="DOC.2.20.68"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Camera.html#DOC.2.20.36">TransformMode</A> _attachedTransformMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_eyeToModelTransform"></A>
<A NAME="DOC.2.20.69"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _eyeToModelTransform</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modelToEyeTransform"></A>
<A NAME="DOC.2.20.70"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _modelToEyeTransform</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_useNearClippingPlane"></A>
<A NAME="DOC.2.20.71"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useNearClippingPlane</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_useFarClippingPlane"></A>
<A NAME="DOC.2.20.72"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useFarClippingPlane</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_dirty"></A>
<A NAME="DOC.2.20.73"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _dirty</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_projectionMatrix"></A>
<A NAME="DOC.2.20.74"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _projectionMatrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modelViewMatrix"></A>
<A NAME="DOC.2.20.75"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _modelViewMatrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_clippingVolume"></A>
<A NAME="DOC.2.20.76"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ClippingVolume.html">ClippingVolume</A> _clippingVolume</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_MP"></A>
<A NAME="DOC.2.20.77"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _MP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_inverseMP"></A>
<A NAME="DOC.2.20.78"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _inverseMP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="calculateMatricesAndClippingVolume"></A>
<A NAME="DOC.2.20.79"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void calculateMatricesAndClippingVolume() const </B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<TITLE>class SG_EXPORT osg::ClipPlane</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ClipPlane</A></H2></H2><BLOCKQUOTE>ClipPlane state class which encapsulates OpenGL glClipPlane() functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CClipPlane,MClipPlane.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.22.1">ClipPlane</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.22.2">clone</A></B>() const
<DD><I>return a shallow copy of a node, with Object* return type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.22.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DD><I>return true if this and obj are of the same kind of object</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.22.4">className</A></B>() const
<DD><I>return the name of the node's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.22.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.22.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.7">setClipPlane</A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; plane)
<DD><I>Set the clip plane, using a Vec4 to define plane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.8">setClipPlane</A></B>(const <!1><A HREF="Plane.html">Plane</A>&amp; plane)
<DD><I>Set the clip plane, using a Plane to define plane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.9">setClipPlane</A></B>(const double* plane)
<DD><I>Set the clip plane, using a double[4] to define plane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.10">getClipPlane</A></B>(<!1><A HREF="Vec4.html">Vec4</A>&amp; plane) const
<DD><I>Get the clip plane, values entered into a Vec4 passed to the getClipPlane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.11">getClipPlane</A></B>(<!1><A HREF="Plane.html">Plane</A>&amp; plane) const
<DD><I>Get the clip plane, values entered into a Plane passed to the getClipPlane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.12">getClipPlane</A></B>(double* plane) const
<DD><I>Get the clip plane, values entered into a double[4] passed to the getClipPlane.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.22.13">setClipPlaneNum</A></B>(const unsigned int num)
<DD><I>Set the clip plane number.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const unsigned int <B><A HREF="#DOC.2.22.14">getClipPlaneNum</A></B>() const
<DD><I>Get the clip plane number.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.22.15">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>Apply the clip plane's state to the OpenGL state machine.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double* <B><A HREF="#DOC.2.22.17">_clipPlane</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.22.18">_clipPlaneNum</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.22.16">~ClipPlane</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>ClipPlane state class which encapsulates OpenGL glClipPlane() functionality</BLOCKQUOTE>
<DL>
<A NAME="ClipPlane"></A>
<A NAME="DOC.2.22.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ClipPlane()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.22.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DD>return a shallow copy of a node, with Object* return type
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.22.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DD>return true if this and obj are of the same kind of object
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.22.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DD>return the name of the node's class type
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.22.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.22.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setClipPlane"></A>
<A NAME="DOC.2.22.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setClipPlane(const <!1><A HREF="Vec4.html">Vec4</A>&amp; plane)</B></TT>
<DD>Set the clip plane, using a Vec4 to define plane.
<DL><DT><DD></DL><P>
<A NAME="setClipPlane"></A>
<A NAME="DOC.2.22.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setClipPlane(const <!1><A HREF="Plane.html">Plane</A>&amp; plane)</B></TT>
<DD>Set the clip plane, using a Plane to define plane.
<DL><DT><DD></DL><P>
<A NAME="setClipPlane"></A>
<A NAME="DOC.2.22.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setClipPlane(const double* plane)</B></TT>
<DD>Set the clip plane, using a double[4] to define plane.
<DL><DT><DD></DL><P>
<A NAME="getClipPlane"></A>
<A NAME="DOC.2.22.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getClipPlane(<!1><A HREF="Vec4.html">Vec4</A>&amp; plane) const </B></TT>
<DD>Get the clip plane, values entered into a Vec4 passed to the getClipPlane.
<DL><DT><DD></DL><P>
<A NAME="getClipPlane"></A>
<A NAME="DOC.2.22.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getClipPlane(<!1><A HREF="Plane.html">Plane</A>&amp; plane) const </B></TT>
<DD>Get the clip plane, values entered into a Plane passed to the getClipPlane.
<DL><DT><DD></DL><P>
<A NAME="getClipPlane"></A>
<A NAME="DOC.2.22.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getClipPlane(double* plane) const </B></TT>
<DD>Get the clip plane, values entered into a double[4] passed to the getClipPlane.
<DL><DT><DD></DL><P>
<A NAME="setClipPlaneNum"></A>
<A NAME="DOC.2.22.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setClipPlaneNum(const unsigned int num)</B></TT>
<DD>Set the clip plane number.
<DL><DT><DD></DL><P>
<A NAME="getClipPlaneNum"></A>
<A NAME="DOC.2.22.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const unsigned int getClipPlaneNum() const </B></TT>
<DD>Get the clip plane number.
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.22.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Apply the clip plane's state to the OpenGL state machine.
<DL><DT><DD></DL><P>
<A NAME="~ClipPlane"></A>
<A NAME="DOC.2.22.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ClipPlane()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_clipPlane"></A>
<A NAME="DOC.2.22.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double* _clipPlane</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_clipPlaneNum"></A>
<A NAME="DOC.2.22.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _clipPlaneNum</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::ClippingVolume</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ClippingVolume</A></H2></H2><BLOCKQUOTE>A ClippingVolume class for represecting convex clipping volumes made up</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;<!1><A HREF="Plane.html">osg::Plane</A>&gt;inline PlaneList <B><A HREF="#DOC.2.21.1">ClippingVolume</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.21.2">ClippingVolume</A></B>(const <!1><A HREF="ClippingVolume.html#DOC.2.21.2">ClippingVolume</A>&amp; cv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.21.3">ClippingVolume</A></B>(const PlaneList&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.21.4">~ClippingVolume</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.5">clear</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; <B><A HREF="#DOC.2.21.6">operator = </A></B>(const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; cv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.7">set</A></B>(const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; cs)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.8">set</A></B>(const PlaneList&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.9">add</A></B>(const <!1><A HREF="Plane.html">osg::Plane</A>&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline PlaneList&amp; <B><A HREF="#DOC.2.21.10">getPlaneList</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const PlaneList&amp; <B><A HREF="#DOC.2.21.11">getPlaneList</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.12">setupMask</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.21.13">contains</A></B>(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; v) const
<DD><I>Check whether a vertex is contained with clipping set</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.21.14">contains</A></B>(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>&amp; bs, unsigned int&amp; mask) const
<DD><I>Check whether any part of a bounding sphere is contained within clipping set.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.21.15">contains</A></B>(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>&amp; bs) const
<DD><I>Check whether any part of a bounding sphere is contained within clipping set</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.21.16">contains</A></B>(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>&amp; bb, unsigned int&amp; mask) const
<DD><I>Check whether any part of a bounding box is contained within clipping set.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.21.17">contains</A></B>(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>&amp; bb) const
<DD><I>Check whether any part of a bounding box is contained within clipping set</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.18">transform</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)
<DD><I>Transform the clipping set by matrix.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.19">transformProvidingInverse</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)
<DD><I>Transform the clipping set by provide a pre inverted matrix.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.21.20">_localMask</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>PlaneList <B><A HREF="#DOC.2.21.21">_planeList</A></B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>A ClippingVolume class for represecting convex clipping volumes made up</BLOCKQUOTE>
<DL>
<A NAME="ClippingVolume"></A>
<A NAME="DOC.2.21.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;<!1><A HREF="Plane.html">osg::Plane</A>&gt;inline PlaneList ClippingVolume()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ClippingVolume"></A>
<A NAME="DOC.2.21.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ClippingVolume(const <!1><A HREF="ClippingVolume.html#DOC.2.21.2">ClippingVolume</A>&amp; cv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ClippingVolume"></A>
<A NAME="DOC.2.21.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ClippingVolume(const PlaneList&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ClippingVolume"></A>
<A NAME="DOC.2.21.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ~ClippingVolume()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clear"></A>
<A NAME="DOC.2.21.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void clear()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.21.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; operator = (const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; cv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.21.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="ClippingVolume.html">ClippingVolume</A>&amp; cs)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.21.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const PlaneList&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="add"></A>
<A NAME="DOC.2.21.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void add(const <!1><A HREF="Plane.html">osg::Plane</A>&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getPlaneList"></A>
<A NAME="DOC.2.21.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline PlaneList&amp; getPlaneList()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getPlaneList"></A>
<A NAME="DOC.2.21.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const PlaneList&amp; getPlaneList() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setupMask"></A>
<A NAME="DOC.2.21.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setupMask()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.21.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; v) const </B></TT>
<DD>Check whether a vertex is contained with clipping set
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.21.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>&amp; bs, unsigned int&amp; mask) const </B></TT>
<DD>Check whether any part of a bounding sphere is contained within clipping set.
Using a mask to determine which planes should be used for the check, and
modifying the mask to turn off planes which wouldn't contribute to clipping
of any internal objects. This feature is used in osgUtil::CullVisitor
to prevent redundent plane checking.
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.21.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>&amp; bs) const </B></TT>
<DD>Check whether any part of a bounding sphere is contained within clipping set
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.21.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>&amp; bb, unsigned int&amp; mask) const </B></TT>
<DD>Check whether any part of a bounding box is contained within clipping set.
Using a mask to determine which planes should be used for the check, and
modifying the mask to turn off planes which wouldn't contribute to clipping
of any internal objects. This feature is used in osgUtil::CullVisitor
to prevent redundent plane checking.
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
<A NAME="DOC.2.21.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>&amp; bb) const </B></TT>
<DD>Check whether any part of a bounding box is contained within clipping set
<DL><DT><DD></DL><P>
<A NAME="transform"></A>
<A NAME="DOC.2.21.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transform(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)</B></TT>
<DD>Transform the clipping set by matrix. Note, this operations carries out
the calculation of the inverse of the matrix since to transforms
planes must be multiplied my the inverse transposed. This
make this operation expensive. If the inverse has been already
calculated elsewhere then use transformProvidingInverse() instead.
See http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf
<DL><DT><DD></DL><P>
<A NAME="transformProvidingInverse"></A>
<A NAME="DOC.2.21.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transformProvidingInverse(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)</B></TT>
<DD>Transform the clipping set by provide a pre inverted matrix.
see transform for details.
<DL><DT><DD></DL><P>
<A NAME="_localMask"></A>
<A NAME="DOC.2.21.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _localMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_planeList"></A>
<A NAME="DOC.2.21.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>PlaneList _planeList</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::ColorMask</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ColorMask</A></H2></H2><BLOCKQUOTE>Encapsulte OpenGL glColorMaskFunc/Op/Mask functions</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CColorMask,MColorMask.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.23.1">ColorMask</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.23.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.23.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.23.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.23.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.23.6">setMask</A></B>(bool red, bool green, bool blue, bool alpha)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.23.7">getRedMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.23.8">getGreenMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.23.9">getBlueMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.23.10">getAlphaMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.23.11">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.23.13">_red</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.23.14">_green</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.23.15">_blue</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.23.16">_alpha</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.23.12">~ColorMask</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>setStateSetModes</B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulte OpenGL glColorMaskFunc/Op/Mask functions</BLOCKQUOTE>
<DL>
<A NAME="ColorMask"></A>
<A NAME="DOC.2.23.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ColorMask()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.23.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.23.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.23.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.23.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setMask"></A>
<A NAME="DOC.2.23.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMask(bool red, bool green, bool blue, bool alpha)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRedMask"></A>
<A NAME="DOC.2.23.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getRedMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getGreenMask"></A>
<A NAME="DOC.2.23.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getGreenMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getBlueMask"></A>
<A NAME="DOC.2.23.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getBlueMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getAlphaMask"></A>
<A NAME="DOC.2.23.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getAlphaMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.23.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ColorMask"></A>
<A NAME="DOC.2.23.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ColorMask()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_red"></A>
<A NAME="DOC.2.23.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _red</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_green"></A>
<A NAME="DOC.2.23.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _green</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_blue"></A>
<A NAME="DOC.2.23.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _blue</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_alpha"></A>
<A NAME="DOC.2.23.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _alpha</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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doc/doc++/osg/CullFace.html Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::CullFace</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::CullFace</A></H2></H2><BLOCKQUOTE>Class to globally enable/disable OpenGL's polygon culling mode=</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CCullFace,MCullFace.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.24.1">CullFace</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.24.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.24.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.24.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.24.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.24.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.24.8">setMode</A></B>(const <!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> mode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> <B><A HREF="#DOC.2.24.9">getMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.24.10">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.24.7">Mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> <B><A HREF="#DOC.2.24.12">_mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.24.11">~CullFace</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Class to globally enable/disable OpenGL's polygon culling mode=</BLOCKQUOTE>
<DL>
<A NAME="CullFace"></A>
<A NAME="DOC.2.24.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CullFace()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.24.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.24.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.24.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.24.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.24.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Mode"></A>
<A NAME="DOC.2.24.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="FRONT"></A>
<A NAME="DOC.2.24.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BACK"></A>
<A NAME="DOC.2.24.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BACK</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRONT_AND_BACK"></A>
<A NAME="DOC.2.24.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT_AND_BACK</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.24.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMode(const <!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.24.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> getMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.24.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~CullFace"></A>
<A NAME="DOC.2.24.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~CullFace()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.24.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullFace.html#DOC.2.24.7">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Depth</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Depth</A></H2></H2><BLOCKQUOTE>Encapsulte OpenGL glDepthFunc/Mask/Range functions</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CDepth,MDepth.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.25.1">Depth</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.25.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.25.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.25.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.25.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.25.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.25.8">setFunction</A></B>(const <!1><A HREF="Depth.html#DOC.2.25.7">Function</A> func)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Depth.html#DOC.2.25.7">Function</A> <B><A HREF="#DOC.2.25.9">getFunction</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.25.10">setWriteMask</A></B>(const bool mask)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.25.11">getWriteMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.25.12">setRange</A></B>(const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const double <B><A HREF="#DOC.2.25.13">getZNear</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const double <B><A HREF="#DOC.2.25.14">getZFar</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.25.15">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.25.7">Function</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Depth.html#DOC.2.25.7">Function</A> <B><A HREF="#DOC.2.25.17">_func</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.25.18">_depthWriteMask</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.19">_zNear</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.25.20">_zFar</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.25.16">~Depth</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulte OpenGL glDepthFunc/Mask/Range functions</BLOCKQUOTE>
<DL>
<A NAME="Depth"></A>
<A NAME="DOC.2.25.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Depth()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.25.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.25.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.25.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.25.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.25.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Function"></A>
<A NAME="DOC.2.25.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Function</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="NEVER"></A>
<A NAME="DOC.2.25.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEVER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LESS"></A>
<A NAME="DOC.2.25.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LESS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EQUAL"></A>
<A NAME="DOC.2.25.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LEQUAL"></A>
<A NAME="DOC.2.25.7.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GREATER"></A>
<A NAME="DOC.2.25.7.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GREATER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTEQUAL"></A>
<A NAME="DOC.2.25.7.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GEQUAL"></A>
<A NAME="DOC.2.25.7.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ALWAYS"></A>
<A NAME="DOC.2.25.7.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
<A NAME="DOC.2.25.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction(const <!1><A HREF="Depth.html#DOC.2.25.7">Function</A> func)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunction"></A>
<A NAME="DOC.2.25.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Depth.html#DOC.2.25.7">Function</A> getFunction() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setWriteMask"></A>
<A NAME="DOC.2.25.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setWriteMask(const bool mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getWriteMask"></A>
<A NAME="DOC.2.25.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getWriteMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRange"></A>
<A NAME="DOC.2.25.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setRange(const double <!1><A HREF="Camera.html#DOC.2.20.16">zNear</A>, const double <!1><A HREF="Camera.html#DOC.2.20.17">zFar</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getZNear"></A>
<A NAME="DOC.2.25.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const double getZNear() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getZFar"></A>
<A NAME="DOC.2.25.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const double getZFar() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.25.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Depth"></A>
<A NAME="DOC.2.25.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Depth()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_func"></A>
<A NAME="DOC.2.25.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Depth.html#DOC.2.25.7">Function</A> _func</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_depthWriteMask"></A>
<A NAME="DOC.2.25.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _depthWriteMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zNear"></A>
<A NAME="DOC.2.25.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zNear</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zFar"></A>
<A NAME="DOC.2.25.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double _zFar</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Drawable</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Drawable</A></H2></H2><BLOCKQUOTE>Pure virtual base class for drawable Geomtery.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=155>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CDrawable,MDrawable.html,CImpostorSprite,MImpostorSprite.html,CGeoSet,MGeoSet.html">
<param name=before value="M,M,M,M|_,Mr_">
<param name=after value="Md_SP,Md_,M,M,M">
<param name=indent value="0,1,2,2,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.26.1">Drawable</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.26.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.26.3">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.26.4">setStateSet</A></B>(<!1><A HREF="StateSet.html">StateSet</A>* state)
<DD><I>Set the StateSet attached to the Drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html">StateSet</A>* <B><A HREF="#DOC.2.26.5">getStateSet</A></B>()
<DD><I>Get the attached StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html">StateSet</A>* <B><A HREF="#DOC.2.26.6">getStateSet</A></B>() const
<DD><I>Get the attached const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.26.7">setSupportsDisplayList</A></B>(const bool flag)
<DD><I>Set the drawable to it can or cannot be used inconjunction with OpenGL display lists.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.26.8">getSupportsDisplayList</A></B>() const
<DD><I>Get whether display lists are supportd for this drawable instance</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.26.9">setUseDisplayList</A></B>(const bool flag)
<DD><I>When set to true, force the draw method to use OpenGL Display List for rendering.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.26.10">getUseDisplayList</A></B>() const
<DD><I>Return whether OpenGL display lists are being used for rendering</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.26.11">dirtyDisplayList</A></B>()
<DD><I>Force a recompile on next draw() of any OpenGL display list associated with this geoset</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.26.12">dirtyBound</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; <B><A HREF="#DOC.2.26.13">getBound</A></B>() const
<DD><I>get bounding box of geoset.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.26.14">draw</A></B>(<!1><A HREF="State.html">State</A>&amp; state)
<DD><I>draw OpenGL primitives.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.26.15">compile</A></B>(<!1><A HREF="State.html">State</A>&amp; state)
<DD><I>Immediately compile this drawable into an OpenGL Display List.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.26.16">drawImmediateMode</A></B>(<!1><A HREF="State.html">State</A>&amp; state) = 0
<DD><I>draw directly ignoring an OpenGL display list which could be attached.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.26.17">deleteDisplayList</A></B>(uint contextID, uint globj)
<DD><I>use deleteDisplayList instead of glDeleteList to allow OpenGL display list to cached until they can be deleted by the OpenGL context in which they were created, specified by contextID</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.26.18">flushDeletedDisplayLists</A></B>(uint contextID)
<DD><I>flush all the cached display list which need to be deleted in the OpenGL context related to contextID</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B><A HREF="#DOC.2.26.23">_dstate</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.26.24">_supportsDisplayList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.26.25">_useDisplayList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="BoundingBox.html">BoundingBox</A> <B><A HREF="#DOC.2.26.27">_bbox</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.26.28">_bbox_computed</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.26.19">Drawable</A></B>(const <!1><A HREF="Drawable.html#DOC.2.26.19">Drawable</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Drawable.html">Drawable</A>&amp; <B><A HREF="#DOC.2.26.20">operator = </A></B>(const <!1><A HREF="Drawable.html">Drawable</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.26.21">~Drawable</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.26.22">computeBound</A></B>() const = 0
<DD><I>compute the bounding box of the drawable.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;uint&gt; GLObjectList mutable GLObjectList <B><A HREF="#DOC.2.26.26">_globjList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedDisplayListCache DeletedDisplayListCache <B><A HREF="#DOC.2.26.29">s_deletedDisplayListCache</A></B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="Object.html">Object</A>* <B>clone</B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Pure virtual base class for drawable Geomtery. Contains no drawing primitives
directly, these are provided by subclasses such as GeoSet. State attributes
for a Drawable are maintained in StateSet which the Drawable maintains
a referenced counted pointer to. Both Drawable's and StateSet's can
be shared for optimal memory usage and graphics performance.</BLOCKQUOTE>
<DL>
<A NAME="Drawable"></A>
<A NAME="DOC.2.26.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Drawable()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.26.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.26.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSet"></A>
<A NAME="DOC.2.26.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setStateSet(<!1><A HREF="StateSet.html">StateSet</A>* state)</B></TT>
<DD>Set the StateSet attached to the Drawable.
Previously attached StateSet are automatically unreferenced on
assignment of a new drawstate.
<DL><DT><DD></DL><P>
<A NAME="getStateSet"></A>
<A NAME="DOC.2.26.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html">StateSet</A>* getStateSet()</B></TT>
<DD>Get the attached StateSet
<DL><DT><DD></DL><P>
<A NAME="getStateSet"></A>
<A NAME="DOC.2.26.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html">StateSet</A>* getStateSet() const </B></TT>
<DD>Get the attached const StateSet
<DL><DT><DD></DL><P>
<A NAME="setSupportsDisplayList"></A>
<A NAME="DOC.2.26.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSupportsDisplayList(const bool flag)</B></TT>
<DD>Set the drawable to it can or cannot be used inconjunction with OpenGL
display lists. With set to true, calls to Drawable::setUseDisplayList,
whereas when set to false, no display lists can be created and calls
to setUseDisplayList are ignored, and a warning is produced. The later
is typically used to guard against the switching on of display lists
on objects with dynamic internal data such as continuous Level of Detail
algorithms.
<DL><DT><DD></DL><P>
<A NAME="getSupportsDisplayList"></A>
<A NAME="DOC.2.26.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getSupportsDisplayList() const </B></TT>
<DD>Get whether display lists are supportd for this drawable instance
<DL><DT><DD></DL><P>
<A NAME="setUseDisplayList"></A>
<A NAME="DOC.2.26.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseDisplayList(const bool flag)</B></TT>
<DD>When set to true, force the draw method to use OpenGL Display List for rendering.
If false rendering directly. If the display list has not been already
compile the next call to draw will automatically create the display list.
<DL><DT><DD></DL><P>
<A NAME="getUseDisplayList"></A>
<A NAME="DOC.2.26.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getUseDisplayList() const </B></TT>
<DD>Return whether OpenGL display lists are being used for rendering
<DL><DT><DD></DL><P>
<A NAME="dirtyDisplayList"></A>
<A NAME="DOC.2.26.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyDisplayList()</B></TT>
<DD>Force a recompile on next draw() of any OpenGL display list associated with this geoset
<DL><DT><DD></DL><P>
<A NAME="dirtyBound"></A>
<A NAME="DOC.2.26.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void dirtyBound()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getBound"></A>
<A NAME="DOC.2.26.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; getBound() const </B></TT>
<DD>get bounding box of geoset.
Note, now made virtual to make it possible to implement user-drawn
objects albeit so what crudely, to be improved later.
<DL><DT><DD></DL><P>
<A NAME="draw"></A>
<A NAME="DOC.2.26.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void draw(<!1><A HREF="State.html">State</A>&amp; state)</B></TT>
<DD>draw OpenGL primitives.
If the drawable has _useDisplayList set to true then use an OpenGL display
list, automatically compiling one if required.
Otherwise call drawImmediateMode().
Note, draw method should not be overriden in subclasses as it
manages the optional display list.
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.26.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void compile(<!1><A HREF="State.html">State</A>&amp; state)</B></TT>
<DD>Immediately compile this drawable into an OpenGL Display List.
Note, operation is ignored if _useDisplayList to false.
<DL><DT><DD></DL><P>
<A NAME="drawImmediateMode"></A>
<A NAME="DOC.2.26.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImmediateMode(<!1><A HREF="State.html">State</A>&amp; state) = 0</B></TT>
<DD>draw directly ignoring an OpenGL display list which could be attached.
This is the internal draw method which does the drawing itself,
and is the method to override when deriving from Drawable.
<DL><DT><DD></DL><P>
<A NAME="deleteDisplayList"></A>
<A NAME="DOC.2.26.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void deleteDisplayList(uint contextID, uint globj)</B></TT>
<DD>use deleteDisplayList instead of glDeleteList to allow
OpenGL display list to cached until they can be deleted
by the OpenGL context in which they were created, specified
by contextID
<DL><DT><DD></DL><P>
<A NAME="flushDeletedDisplayLists"></A>
<A NAME="DOC.2.26.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void flushDeletedDisplayLists(uint contextID)</B></TT>
<DD>flush all the cached display list which need to be deleted
in the OpenGL context related to contextID
<DL><DT><DD></DL><P>
<A NAME="Drawable"></A>
<A NAME="DOC.2.26.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Drawable(const <!1><A HREF="Drawable.html#DOC.2.26.19">Drawable</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.26.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Drawable.html">Drawable</A>&amp; operator = (const <!1><A HREF="Drawable.html">Drawable</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Drawable"></A>
<A NAME="DOC.2.26.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Drawable()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.26.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const = 0</B></TT>
<DD>compute the bounding box of the drawable. Method must be
implementated by subclasses.
<DL><DT><DD></DL><P>
<A NAME="_dstate"></A>
<A NAME="DOC.2.26.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; _dstate</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_supportsDisplayList"></A>
<A NAME="DOC.2.26.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _supportsDisplayList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_useDisplayList"></A>
<A NAME="DOC.2.26.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _useDisplayList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_globjList"></A>
<A NAME="DOC.2.26.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;uint&gt; GLObjectList mutable GLObjectList _globjList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_bbox"></A>
<A NAME="DOC.2.26.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="BoundingBox.html">BoundingBox</A> _bbox</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_bbox_computed"></A>
<A NAME="DOC.2.26.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _bbox_computed</B></TT>
<DL><DT><DD></DL><P>
<A NAME="s_deletedDisplayListCache"></A>
<A NAME="DOC.2.26.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedDisplayListCache DeletedDisplayListCache s_deletedDisplayListCache</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="ImpostorSprite.html">ImpostorSprite</A><BR>
<A HREF="GeoSet.html">GeoSet</A><BR>
</DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Fog</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Fog</A></H2></H2><BLOCKQUOTE>Fog - encapsulates OpenGL fog state.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CFog,MFog.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.27.1">Fog</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.27.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.27.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.27.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.27.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.27.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.8">setMode</A></B>( const <!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> mode )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> <B><A HREF="#DOC.2.27.9">getMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.10">setDensity</A></B>( const float density )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.27.11">getDensity</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.12">setStart</A></B>( const float <!1><A HREF="LineSegment.html#DOC.2.43.7">start</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.27.13">getStart</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.14">setEnd</A></B>( const float <!1><A HREF="LineSegment.html#DOC.2.43.9">end</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.27.15">getEnd</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.27.16">setColor</A></B>( const <!1><A HREF="Vec4.html">Vec4</A> &amp;color )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.27.17">getColor</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.27.18">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.27.7">Mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> <B><A HREF="#DOC.2.27.20">_mode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.27.21">_density</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.27.22">_start</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.27.23">_end</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.27.24">_color</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.27.19">~Fog</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Fog - encapsulates OpenGL fog state. </BLOCKQUOTE>
<DL>
<A NAME="Fog"></A>
<A NAME="DOC.2.27.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Fog()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.27.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.27.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.27.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.27.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.27.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Mode"></A>
<A NAME="DOC.2.27.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="LINEAR"></A>
<A NAME="DOC.2.27.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EXP"></A>
<A NAME="DOC.2.27.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EXP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EXP2"></A>
<A NAME="DOC.2.27.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EXP2</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.27.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMode( const <!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> mode )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.27.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> getMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDensity"></A>
<A NAME="DOC.2.27.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDensity( const float density )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDensity"></A>
<A NAME="DOC.2.27.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getDensity() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStart"></A>
<A NAME="DOC.2.27.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setStart( const float <!1><A HREF="LineSegment.html#DOC.2.43.7">start</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getStart"></A>
<A NAME="DOC.2.27.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getStart() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setEnd"></A>
<A NAME="DOC.2.27.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setEnd( const float <!1><A HREF="LineSegment.html#DOC.2.43.9">end</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEnd"></A>
<A NAME="DOC.2.27.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getEnd() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setColor"></A>
<A NAME="DOC.2.27.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setColor( const <!1><A HREF="Vec4.html">Vec4</A> &amp;color )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getColor"></A>
<A NAME="DOC.2.27.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getColor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.27.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Fog"></A>
<A NAME="DOC.2.27.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Fog()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.27.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Fog.html#DOC.2.27.7">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_density"></A>
<A NAME="DOC.2.27.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _density</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_start"></A>
<A NAME="DOC.2.27.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _start</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_end"></A>
<A NAME="DOC.2.27.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _end</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_color"></A>
<A NAME="DOC.2.27.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _color</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::FrontFace</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::FrontFace</A></H2></H2><BLOCKQUOTE>Class to specifies the orientation of front-facing polygons</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CFrontFace,MFrontFace.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.28.1">FrontFace</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.28.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.28.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.28.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.28.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.28.7">setMode</A></B>(const <!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> mode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> <B><A HREF="#DOC.2.28.8">getMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.28.9">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.28.6">Mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> <B><A HREF="#DOC.2.28.11">_mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.28.10">~FrontFace</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>setStateSetModes</B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Class to specifies the orientation of front-facing polygons</BLOCKQUOTE>
<DL>
<A NAME="FrontFace"></A>
<A NAME="DOC.2.28.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FrontFace()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.28.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.28.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.28.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.28.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Mode"></A>
<A NAME="DOC.2.28.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="CLOCKWISE"></A>
<A NAME="DOC.2.28.6.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLOCKWISE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="COUNTER_CLOCKWISE"></A>
<A NAME="DOC.2.28.6.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COUNTER_CLOCKWISE</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.28.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMode(const <!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.28.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> getMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.28.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~FrontFace"></A>
<A NAME="DOC.2.28.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~FrontFace()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.28.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="FrontFace.html#DOC.2.28.6">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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doc/doc++/osg/General.html Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>General Bits</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<DL>
<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_ALPHAFUNC"></A>
<B>OSG_ALPHAFUNC</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_BILLBOARD"></A>
<B>OSG_BILLBOARD</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_BOUNDINGBOX"></A>
<B>OSG_BOUNDINGBOX</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_BOUNDINGSPHERE"></A>
<B>OSG_BOUNDINGSPHERE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_BOUNDSCHECKING"></A>
<B>OSG_BOUNDSCHECKING</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_CAMERA"></A>
<B>OSG_CAMERA</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_CLIPPINGVOLUME"></A>
<B>OSG_CLIPPINGVOLUME</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_CLIPPLANE"></A>
<B>OSG_CLIPPLANE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_COLORMASK"></A>
<B>OSG_COLORMASK</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_CULLFACE"></A>
<B>OSG_CULLFACE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_DEPTH"></A>
<B>OSG_DEPTH</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_DRAWABLE"></A>
<B>OSG_DRAWABLE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_EXPORT"></A>
<B>OSG_EXPORT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="SG_EXPORT"></A>
<B>SG_EXPORT</B>(dllexport)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="SG_EXPORT"></A>
<B>SG_EXPORT</B>(dllimport)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="SG_EXPORT"></A>
<B>SG_EXPORT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="NULL"></A>
<B>NULL</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="NULL"></A>
<B>NULL</B>((void *)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_FOG"></A>
<B>OSG_FOG</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_FRONTFACE"></A>
<B>OSG_FRONTFACE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_GEODE"></A>
<B>OSG_GEODE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_GEOSET"></A>
<B>OSG_GEOSET</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_GL"></A>
<B>OSG_GL</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="WIN32_LEAN_AND_MEAN"></A>
<B>WIN32_LEAN_AND_MEAN</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GLUT_APIENTRY_DEFINED"></A>
<B>GLUT_APIENTRY_DEFINED</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="APIENTRY"></A>
<B>APIENTRY</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="CALLBACK"></A>
<B>CALLBACK</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GLUT_WINGDIAPI_DEFINED"></A>
<B>GLUT_WINGDIAPI_DEFINED</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="WINGDIAPI"></A>
<B>WINGDIAPI</B>(dllimport)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_GLEXTENSIONS"></A>
<B>OSG_GLEXTENSIONS</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_GROUP"></A>
<B>OSG_GROUP</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_IMAGE"></A>
<B>OSG_IMAGE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_IMPOSTOR"></A>
<B>OSG_IMPOSTOR</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_ImpostorSprite"></A>
<B>OSG_ImpostorSprite</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_LIGHT"></A>
<B>OSG_LIGHT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_LIGHTSOURCE"></A>
<B>OSG_LIGHTSOURCE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_LINESEGMENT"></A>
<B>OSG_LINESEGMENT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_LOD"></A>
<B>OSG_LOD</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_MATERIAL"></A>
<B>OSG_MATERIAL</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_MATRIX"></A>
<B>OSG_MATRIX</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_MEMORYADAPTER"></A>
<B>OSG_MEMORYADAPTER</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_MEM_PTR"></A>
<B>OSG_MEM_PTR</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_NODE"></A>
<B>OSG_NODE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_NODEVISITOR"></A>
<B>OSG_NODEVISITOR</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_NOTIFY"></A>
<B>OSG_NOTIFY</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_OBJECT"></A>
<B>OSG_OBJECT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_PLANE"></A>
<B>OSG_PLANE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_POINT"></A>
<B>OSG_POINT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_POLYGONMODE"></A>
<B>OSG_POLYGONMODE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_POLYGONOFFSET"></A>
<B>OSG_POLYGONOFFSET</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_QUAT"></A>
<B>OSG_QUAT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_REFERENCED"></A>
<B>OSG_REFERENCED</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_REF_PTR"></A>
<B>OSG_REF_PTR</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_STATE"></A>
<B>OSG_STATE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_STATEATTRIBUTE"></A>
<B>OSG_STATEATTRIBUTE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_STATESET"></A>
<B>OSG_STATESET</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_STENCIL"></A>
<B>OSG_STENCIL</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_SWITCH"></A>
<B>OSG_SWITCH</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TEXENV"></A>
<B>OSG_TEXENV</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TEXGEN"></A>
<B>OSG_TEXGEN</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TEXMAT"></A>
<B>OSG_TEXMAT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TEXTURE"></A>
<B>OSG_TEXTURE</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_TEXTURE_MAX_ANISOTROPY_EXT"></A>
<B>GL_TEXTURE_MAX_ANISOTROPY_EXT</B>(GLenum)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_ALPHA_ARB"></A>
<B>GL_COMPRESSED_ALPHA_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_LUMINANCE_ARB"></A>
<B>GL_COMPRESSED_LUMINANCE_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_LUMINANCE_ALPHA_ARB"></A>
<B>GL_COMPRESSED_LUMINANCE_ALPHA_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_INTENSITY_ARB"></A>
<B>GL_COMPRESSED_INTENSITY_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGB_ARB"></A>
<B>GL_COMPRESSED_RGB_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGBA_ARB"></A>
<B>GL_COMPRESSED_RGBA_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_TEXTURE_COMPRESSION_HINT_ARB"></A>
<B>GL_TEXTURE_COMPRESSION_HINT_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_TEXTURE_IMAGE_SIZE_ARB"></A>
<B>GL_TEXTURE_IMAGE_SIZE_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_TEXTURE_COMPRESSED_ARB"></A>
<B>GL_TEXTURE_COMPRESSED_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB"></A>
<B>GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_TEXTURE_FORMATS_ARB"></A>
<B>GL_COMPRESSED_TEXTURE_FORMATS_ARB</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGB_S3TC_DXT1_EXT"></A>
<B>GL_COMPRESSED_RGB_S3TC_DXT1_EXT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"></A>
<B>GL_COMPRESSED_RGBA_S3TC_DXT1_EXT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"></A>
<B>GL_COMPRESSED_RGBA_S3TC_DXT3_EXT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"></A>
<B>GL_COMPRESSED_RGBA_S3TC_DXT5_EXT</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_MIRRORED_REPEAT_IBM"></A>
<B>GL_MIRRORED_REPEAT_IBM</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_GENERATE_MIPMAP_SGIS"></A>
<B>GL_GENERATE_MIPMAP_SGIS</B>(GLenum)<DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="GL_GENERATE_MIPMAP_HINT_SGIS"></A>
<B>GL_GENERATE_MIPMAP_HINT_SGIS</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TIMER"></A>
<B>OSG_TIMER</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TRANSFORM"></A>
<B>OSG_TRANSFORM</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TRANSPARENCY"></A>
<B>OSG_TRANSPARENCY</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_TYPES"></A>
<B>OSG_TYPES</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_VEC2"></A>
<B>OSG_VEC2</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_VEC3"></A>
<B>OSG_VEC3</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_VEC4"></A>
<B>OSG_VEC4</B><DT>
<IMG ALT="o" BORDER=0 SRC=icon1.gif>#define<A NAME="OSG_VERSION"></A>
<B>OSG_VERSION</B></DL>
<P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">Hierarchy of classes</A></I></P><HR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Geode</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Geode</A></H2></H2><BLOCKQUOTE>Leaf Node for grouping Drawables</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=155>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGeode,MGeode.html,CBillboard,MBillboard.html">
<param name=before value="M,M,M,M,M^_">
<param name=after value="Md_SPSP,Md_SP,Md_,M,M">
<param name=indent value="0,1,2,3,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt; <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Drawable.html">Drawable</A>&gt; &gt; DrawableList <B><A HREF="#DOC.2.29.1">Geode</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.29.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.29.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.29.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.29.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.29.6">addDrawable</A></B>( <!1><A HREF="Drawable.html">Drawable</A>* drawable )
<DD><I>Add Drawable to Geode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.29.7">removeDrawable</A></B>( <!1><A HREF="Drawable.html">Drawable</A>* drawable )
<DD><I>Remove Drawable from Geode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.29.8">replaceDrawable</A></B>( <!1><A HREF="Drawable.html">Drawable</A>* origDraw, <!1><A HREF="Drawable.html">Drawable</A>* newDraw )
<DD><I>Replace specified Drawable with another Drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.29.9">getNumDrawables</A></B>() const
<DD><I>return the number of geoset's</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Drawable.html">Drawable</A>* <B><A HREF="#DOC.2.29.10">getDrawable</A></B>( const int i )
<DD><I>return geoset at position i</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Drawable.html">Drawable</A>* <B><A HREF="#DOC.2.29.11">getDrawable</A></B>( const int i ) const
<DD><I>return geoset at position i</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.29.12">containsDrawable</A></B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const
<DD><I>return true is geoset is contained within Geode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline DrawableList::iterator <B><A HREF="#DOC.2.29.13">findDrawable</A></B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset)
<DD><I>return the iterator postion for specified Drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline DrawableList::const_iterator <B><A HREF="#DOC.2.29.14">findDrawable</A></B>(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const
<DD><I>return the const_iterator postion for specified Drawable.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.29.15">compileDrawables</A></B>(<!1><A HREF="State.html">State</A>&amp; state)
<DD><I>complile OpenGL Display List for each geoset</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>DrawableList <B><A HREF="#DOC.2.29.18">_drawables</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.29.16">~Geode</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.29.17">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Leaf Node for grouping Drawables</BLOCKQUOTE>
<DL>
<A NAME="Geode"></A>
<A NAME="DOC.2.29.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt; <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Drawable.html">Drawable</A>&gt; &gt; DrawableList Geode()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.29.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.29.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.29.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.29.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="addDrawable"></A>
<A NAME="DOC.2.29.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool addDrawable( <!1><A HREF="Drawable.html">Drawable</A>* drawable )</B></TT>
<DD>Add Drawable to Geode.
If gset is not NULL and is not contained in Geode then increment its
reference count, add it to the drawables list and dirty the bounding
sphere to force it to recompute on next getBound() and return true for success.
Otherwise return false.
<DL><DT><DD></DL><P>
<A NAME="removeDrawable"></A>
<A NAME="DOC.2.29.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool removeDrawable( <!1><A HREF="Drawable.html">Drawable</A>* drawable )</B></TT>
<DD>Remove Drawable from Geode.
If gset is contained in Geode then remove it from the geoset
list and decrement its reference count, and dirty the
bounding sphere to force it to recompute on next getBound() and
return true for success. If gset is not found then return false
and do not change the reference count of gset.
<DL><DT><DD></DL><P>
<A NAME="replaceDrawable"></A>
<A NAME="DOC.2.29.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool replaceDrawable( <!1><A HREF="Drawable.html">Drawable</A>* origDraw, <!1><A HREF="Drawable.html">Drawable</A>* newDraw )</B></TT>
<DD>Replace specified Drawable with another Drawable.
Decrement the reference count origGSet and increments the
reference count of newGset, and dirty the bounding sphere
to force it to recompute on next getBound() and returns true.
If origDrawable is not found then return false and do not
add newGset. If newGset is NULL then return false and do
not remove origGset.
<DL><DT><DD></DL><P>
<A NAME="getNumDrawables"></A>
<A NAME="DOC.2.29.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getNumDrawables() const </B></TT>
<DD>return the number of geoset's
<DL><DT><DD></DL><P>
<A NAME="getDrawable"></A>
<A NAME="DOC.2.29.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Drawable.html">Drawable</A>* getDrawable( const int i )</B></TT>
<DD>return geoset at position i
<DL><DT><DD></DL><P>
<A NAME="getDrawable"></A>
<A NAME="DOC.2.29.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Drawable.html">Drawable</A>* getDrawable( const int i ) const </B></TT>
<DD>return geoset at position i
<DL><DT><DD></DL><P>
<A NAME="containsDrawable"></A>
<A NAME="DOC.2.29.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool containsDrawable(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const </B></TT>
<DD>return true is geoset is contained within Geode
<DL><DT><DD></DL><P>
<A NAME="findDrawable"></A>
<A NAME="DOC.2.29.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline DrawableList::iterator findDrawable(const <!1><A HREF="Drawable.html">Drawable</A>* gset)</B></TT>
<DD>return the iterator postion for specified Drawable.
return _geoset.end() if gset not is contained in Geode.
<DL><DT><DD></DL><P>
<A NAME="findDrawable"></A>
<A NAME="DOC.2.29.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline DrawableList::const_iterator findDrawable(const <!1><A HREF="Drawable.html">Drawable</A>* gset) const </B></TT>
<DD>return the const_iterator postion for specified Drawable.
return _geoset.end() if gset not is contained in Geode.
<DL><DT><DD></DL><P>
<A NAME="compileDrawables"></A>
<A NAME="DOC.2.29.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void compileDrawables(<!1><A HREF="State.html">State</A>&amp; state)</B></TT>
<DD>complile OpenGL Display List for each geoset
<DL><DT><DD></DL><P>
<A NAME="~Geode"></A>
<A NAME="DOC.2.29.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Geode()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.29.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_drawables"></A>
<A NAME="DOC.2.29.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>DrawableList _drawables</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="Billboard.html">Billboard</A><BR>
</DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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<TITLE>class SG_EXPORT osg::Group</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Group</A></H2></H2><BLOCKQUOTE>General group node which maintains a list of children.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=215>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGroup,MGroup.html,CTransform,MTransform.html,CSwitch,MSwitch.html,CLOD,MLOD.html">
<param name=before value="M,M,M,M,M|_,MR_,Mr_">
<param name=after value="Md_SPSP,Md_SP,Md_,M,M,M,M">
<param name=indent value="0,1,2,3,3,3,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Node.html">Node</A>&gt; &gt; ChildList <B><A HREF="#DOC.2.34.1">Group</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.34.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.34.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.34.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.34.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.34.6">traverse</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.34.7">addChild</A></B>( <!1><A HREF="Node.html">Node</A>* child )
<DD><I>Add Node to Group.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.34.8">removeChild</A></B>( <!1><A HREF="Node.html">Node</A>* child )
<DD><I>Remove Node from Group.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.34.9">replaceChild</A></B>( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )
<DD><I>Replace specified Node with another Node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.34.10">getNumChildren</A></B>() const
<DD><I>return the number of chilren nodes</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Node.html">Node</A>* <B><A HREF="#DOC.2.34.11">getChild</A></B>( const int i )
<DD><I>return child node at position i</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Node.html">Node</A>* <B><A HREF="#DOC.2.34.12">getChild</A></B>( const int i ) const
<DD><I>return child node at position i</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.34.13">containsNode</A></B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DD><I>return true if node is contained within Group</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ChildList::iterator <B><A HREF="#DOC.2.34.14">findNode</A></B>( const <!1><A HREF="Node.html">Node</A>* node )
<DD><I>return the iterator postion for specified Node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ChildList::const_iterator <B><A HREF="#DOC.2.34.15">findNode</A></B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DD><I>return the const_iterator postion for specified Node.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>ChildList <B><A HREF="#DOC.2.34.18">_children</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.34.16">~Group</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.34.17">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General group node which maintains a list of children.
Children are reference counted. This allows children to be shared
with memory management handled automatically via osg::Referenced.</BLOCKQUOTE>
<DL>
<A NAME="Group"></A>
<A NAME="DOC.2.34.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Node.html">Node</A>&gt; &gt; ChildList Group()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.34.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.34.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.34.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.34.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.34.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="addChild"></A>
<A NAME="DOC.2.34.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool addChild( <!1><A HREF="Node.html">Node</A>* child )</B></TT>
<DD>Add Node to Group.
If node is not NULL and is not contained in Group then increment its
reference count, add it to the child list and dirty the bounding
sphere to force it to recompute on next getBound() and return true for success.
Otherwise return false. Scene nodes can't be added as child nodes.
<DL><DT><DD></DL><P>
<A NAME="removeChild"></A>
<A NAME="DOC.2.34.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool removeChild( <!1><A HREF="Node.html">Node</A>* child )</B></TT>
<DD>Remove Node from Group.
If Node is contained in Group then remove it from the child
list, decrement its reference count, and dirty the
bounding sphere to force it to recompute on next getBound() and
return true for success. If Node is not found then return false
and do not change the reference count of the Node.
<DL><DT><DD></DL><P>
<A NAME="replaceChild"></A>
<A NAME="DOC.2.34.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool replaceChild( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )</B></TT>
<DD>Replace specified Node with another Node.
Decrement the reference count origNode and increments the
reference count of newNode, and dirty the bounding sphere
to force it to recompute on next getBound() and returns true.
If origNode is not found then return false and do not
add newNode. If newNode is NULL then return false and do
not remove origNode. Also returns false if newChild is a Scene node.
<DL><DT><DD></DL><P>
<A NAME="getNumChildren"></A>
<A NAME="DOC.2.34.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getNumChildren() const </B></TT>
<DD>return the number of chilren nodes
<DL><DT><DD></DL><P>
<A NAME="getChild"></A>
<A NAME="DOC.2.34.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Node.html">Node</A>* getChild( const int i )</B></TT>
<DD>return child node at position i
<DL><DT><DD></DL><P>
<A NAME="getChild"></A>
<A NAME="DOC.2.34.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Node.html">Node</A>* getChild( const int i ) const </B></TT>
<DD>return child node at position i
<DL><DT><DD></DL><P>
<A NAME="containsNode"></A>
<A NAME="DOC.2.34.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool containsNode( const <!1><A HREF="Node.html">Node</A>* node ) const </B></TT>
<DD>return true if node is contained within Group
<DL><DT><DD></DL><P>
<A NAME="findNode"></A>
<A NAME="DOC.2.34.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ChildList::iterator findNode( const <!1><A HREF="Node.html">Node</A>* node )</B></TT>
<DD>return the iterator postion for specified Node.
return _chilren.end() if node is not contained in Group.
<DL><DT><DD></DL><P>
<A NAME="findNode"></A>
<A NAME="DOC.2.34.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ChildList::const_iterator findNode( const <!1><A HREF="Node.html">Node</A>* node ) const </B></TT>
<DD>return the const_iterator postion for specified Node.
return _chilren.end() if node is not contained in Group.
<DL><DT><DD></DL><P>
<A NAME="~Group"></A>
<A NAME="DOC.2.34.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Group()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.34.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_children"></A>
<A NAME="DOC.2.34.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>ChildList _children</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="Transform.html">Transform</A><BR>
<A HREF="Switch.html">Switch</A><BR>
<A HREF="LOD.html">LOD</A><BR>
</DL>
<DL><DT><DD></DL><P><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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<TITLE>Hierarchy of Classes</TITLE>
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<BODY BGCOLOR="#ffffff">
<H1>Hierarchy of Classes</H1>
<UL>
<LI><A HREF="BoundingBox.html">osg::BoundingBox</A>
<LI><A HREF="BoundingSphere.html">osg::BoundingSphere</A>
<LI><A HREF="ClippingVolume.html">osg::ClippingVolume</A>
<LI><A HREF="Plane.html">osg::Plane</A>
<LI><A HREF="Quat.html">osg::Quat</A>
<LI><A HREF="Referenced.html">osg::Referenced</A><UL>
<LI><A HREF="Camera.html">osg::Camera</A>
<LI><A HREF="ImpostorSpriteManager.html">osg::ImpostorSpriteManager</A>
<LI><A HREF="LineSegment.html">osg::LineSegment</A>
<LI><A HREF="MemoryAdapter.html">osg::MemoryAdapter</A>
<LI><A HREF="NodeVisitor.html">osg::NodeVisitor</A>
<LI><A HREF="Object.html">osg::Object</A><UL>
<LI><A HREF="Drawable.html">osg::Drawable</A><UL>
<LI><A HREF="GeoSet.html">osg::GeoSet</A>
<LI><A HREF="ImpostorSprite.html">osg::ImpostorSprite</A></UL>
<LI><A HREF="Image.html">osg::Image</A>
<LI><A HREF="Matrix.html">osg::Matrix</A>
<LI><A HREF="Node.html">osg::Node</A><UL>
<LI><A HREF="Geode.html">osg::Geode</A><UL>
<LI><A HREF="Billboard.html">osg::Billboard</A></UL>
<LI><A HREF="Group.html">osg::Group</A><UL>
<LI><A HREF="LOD.html">osg::LOD</A><UL>
<LI><A HREF="Impostor.html">osg::Impostor</A></UL>
<LI><A HREF="Switch.html">osg::Switch</A>
<LI><A HREF="Transform.html">osg::Transform</A></UL>
<LI><A HREF="LightSource.html">osg::LightSource</A></UL>
<LI><A HREF="StateAttribute.html">osg::StateAttribute</A><UL>
<LI><A HREF="AlphaFunc.html">osg::AlphaFunc</A>
<LI><A HREF="ClipPlane.html">osg::ClipPlane</A>
<LI><A HREF="ColorMask.html">osg::ColorMask</A>
<LI><A HREF="CullFace.html">osg::CullFace</A>
<LI><A HREF="Depth.html">osg::Depth</A>
<LI><A HREF="Fog.html">osg::Fog</A>
<LI><A HREF="FrontFace.html">osg::FrontFace</A>
<LI><A HREF="Light.html">osg::Light</A>
<LI><A HREF="Material.html">osg::Material</A>
<LI><A HREF="Point.html">osg::Point</A>
<LI><A HREF="PolygonMode.html">osg::PolygonMode</A>
<LI><A HREF="PolygonOffset.html">osg::PolygonOffset</A>
<LI><A HREF="Stencil.html">osg::Stencil</A>
<LI><A HREF="TexEnv.html">osg::TexEnv</A>
<LI><A HREF="TexGen.html">osg::TexGen</A>
<LI><A HREF="TexMat.html">osg::TexMat</A>
<LI><A HREF="Texture.html">osg::Texture</A>
<LI><A HREF="Transparency.html">osg::Transparency</A></UL>
<LI><A HREF="StateSet.html">osg::StateSet</A></UL>
<LI><A HREF="State.html">osg::State</A></UL>
<LI><A HREF="Timer.html">osg::Timer</A>
<LI><A HREF="Vec2.html">osg::Vec2</A>
<LI><A HREF="Vec3.html">osg::Vec3</A>
<LI><A HREF="Vec4.html">osg::Vec4</A>
<LI><A HREF="mem_ptr.html">osg::mem_ptr</A>
<LI><A HREF="ref_ptr.html">osg::ref_ptr</A></UL>
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<H1>Hierarchy of classes</H1>
<UL>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=35>
<param name=classes value="CBoundingBox,MBoundingBox.html">
<param name=before value="M">
<param name=after value="M">
<param name=indent value="0">
<param name=arrowdir value="down">
</APPLET>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=35>
<param name=classes value="CBoundingSphere,MBoundingSphere.html">
<param name=before value="M">
<param name=after value="M">
<param name=indent value="0">
<param name=arrowdir value="down">
</APPLET>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=35>
<param name=classes value="CClippingVolume,MClippingVolume.html">
<param name=before value="M">
<param name=after value="M">
<param name=indent value="0">
<param name=arrowdir value="down">
</APPLET>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=35>
<param name=classes value="CPlane,MPlane.html">
<param name=before value="M">
<param name=after value="M">
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<HEAD>
<TITLE>class SG_EXPORT osg::Image</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Image</A></H2></H2><BLOCKQUOTE>Image class for encapsulating the storage texture image data</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CImage,MImage.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.35.1">Image</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.35.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.35.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.35.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.2.35.5">getFileName</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.35.6">setFileName</A></B>(const std::string&amp; fileName)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.35.7">setImage</A></B>(const int <!1><A HREF="Image.html#DOC.2.35.8">s</A>, const int <!1><A HREF="Image.html#DOC.2.35.9">t</A>, const int <!1><A HREF="Image.html#DOC.2.35.10">r</A>, const int <!1><A HREF="Image.html#DOC.2.35.11">internalFormat</A>, const unsigned int <!1><A HREF="Image.html#DOC.2.35.12">pixelFormat</A>, const unsigned int <!1><A HREF="Image.html#DOC.2.35.13">dataType</A>, unsigned char* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, const int <!1><A HREF="Image.html#DOC.2.35.14">packing</A>=-1)
<DD><I>set the image data and format.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.35.8">s</A></B>() const
<DD><I>Width of image</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.35.9">t</A></B>() const
<DD><I>Height of image</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.35.10">r</A></B>() const
<DD><I>Depth of image</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.35.11">internalFormat</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.35.12">pixelFormat</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.35.13">dataType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.35.14">packing</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned char* <B><A HREF="#DOC.2.35.15">data</A></B>()
<DD><I>raw image data</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned char* <B><A HREF="#DOC.2.35.16">data</A></B>() const
<DD><I>raw const image data</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.35.17">scaleImage</A></B>(const int <!1><A HREF="Image.html#DOC.2.35.8">s</A>, const int <!1><A HREF="Image.html#DOC.2.35.9">t</A>, const int <!1><A HREF="Image.html#DOC.2.35.10">r</A>)
<DD><I>Scale image to specified size.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.35.18">ensureDimensionsArePowerOfTwo</A></B>()
<DD><I>Ensure image dimensions are a power of two.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.35.19">getModifiedTag</A></B>() const
<DD><I>Get modified tag value.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.35.21">_fileName</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.35.22">_s</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.35.23">_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.35.24">_r</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.35.25">_internalFormat</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.35.26">_pixelFormat</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.35.27">_dataType</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.35.28">_packing</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned char* <B><A HREF="#DOC.2.35.29">_data</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.35.30">_modifiedTag</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.35.20">~Image</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Image class for encapsulating the storage texture image data</BLOCKQUOTE>
<DL>
<A NAME="Image"></A>
<A NAME="DOC.2.35.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Image()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.35.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.35.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.35.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFileName"></A>
<A NAME="DOC.2.35.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getFileName() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setFileName"></A>
<A NAME="DOC.2.35.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFileName(const std::string&amp; fileName)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setImage"></A>
<A NAME="DOC.2.35.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImage(const int <!1><A HREF="Image.html#DOC.2.35.8">s</A>, const int <!1><A HREF="Image.html#DOC.2.35.9">t</A>, const int <!1><A HREF="Image.html#DOC.2.35.10">r</A>, const int <!1><A HREF="Image.html#DOC.2.35.11">internalFormat</A>, const unsigned int <!1><A HREF="Image.html#DOC.2.35.12">pixelFormat</A>, const unsigned int <!1><A HREF="Image.html#DOC.2.35.13">dataType</A>, unsigned char* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, const int <!1><A HREF="Image.html#DOC.2.35.14">packing</A>=-1)</B></TT>
<DD>set the image data and format.
note, when the packing value is negative (the default is -1) this method assumes
a _packing width of 1 if the width is not a multiple of 4,
otherwise automatically sets to _packing to 4. If a postive
value of packing is supplied than _packing is simply set to that value.
<DL><DT><DD></DL><P>
<A NAME="s"></A>
<A NAME="DOC.2.35.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int s() const </B></TT>
<DD>Width of image
<DL><DT><DD></DL><P>
<A NAME="t"></A>
<A NAME="DOC.2.35.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int t() const </B></TT>
<DD>Height of image
<DL><DT><DD></DL><P>
<A NAME="r"></A>
<A NAME="DOC.2.35.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int r() const </B></TT>
<DD>Depth of image
<DL><DT><DD></DL><P>
<A NAME="internalFormat"></A>
<A NAME="DOC.2.35.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int internalFormat() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="pixelFormat"></A>
<A NAME="DOC.2.35.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int pixelFormat() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="dataType"></A>
<A NAME="DOC.2.35.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int dataType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="packing"></A>
<A NAME="DOC.2.35.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int packing() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="data"></A>
<A NAME="DOC.2.35.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned char* data()</B></TT>
<DD>raw image data
<DL><DT><DD></DL><P>
<A NAME="data"></A>
<A NAME="DOC.2.35.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned char* data() const </B></TT>
<DD>raw const image data
<DL><DT><DD></DL><P>
<A NAME="scaleImage"></A>
<A NAME="DOC.2.35.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void scaleImage(const int <!1><A HREF="Image.html#DOC.2.35.8">s</A>, const int <!1><A HREF="Image.html#DOC.2.35.9">t</A>, const int <!1><A HREF="Image.html#DOC.2.35.10">r</A>)</B></TT>
<DD>Scale image to specified size.
<DL><DT><DD></DL><P>
<A NAME="ensureDimensionsArePowerOfTwo"></A>
<A NAME="DOC.2.35.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void ensureDimensionsArePowerOfTwo()</B></TT>
<DD>Ensure image dimensions are a power of two.
Mip Mapped texture require the image dimensions to be
power of two.
<DL><DT><DD></DL><P>
<A NAME="getModifiedTag"></A>
<A NAME="DOC.2.35.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int getModifiedTag() const </B></TT>
<DD>Get modified tag value.
<DL><DT><DD></DL><P>
<A NAME="~Image"></A>
<A NAME="DOC.2.35.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Image()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_fileName"></A>
<A NAME="DOC.2.35.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _fileName</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_s"></A>
<A NAME="DOC.2.35.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _s</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_t"></A>
<A NAME="DOC.2.35.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_r"></A>
<A NAME="DOC.2.35.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _r</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_internalFormat"></A>
<A NAME="DOC.2.35.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _internalFormat</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_pixelFormat"></A>
<A NAME="DOC.2.35.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _pixelFormat</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_dataType"></A>
<A NAME="DOC.2.35.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _dataType</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_packing"></A>
<A NAME="DOC.2.35.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _packing</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_data"></A>
<A NAME="DOC.2.35.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned char* _data</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modifiedTag"></A>
<A NAME="DOC.2.35.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _modifiedTag</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Impostor</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Impostor</A></H2></H2><BLOCKQUOTE>Impostor - is a form of Level Of Detail group node which allows both switching between children depending on distance from eye point and image caching.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=185>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGroup,MGroup.html,CLOD,MLOD.html,CImpostor,MImpostor.html">
<param name=before value="M,M,M,M,M,M">
<param name=after value="Md_SPSPSPSP,Md_SPSPSP,Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3,4,5">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.38.1">Impostor</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.38.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.38.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.38.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.38.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.38.6">setImpostorThreshold</A></B>(float <!1><A HREF="Plane.html#DOC.2.62.20">distance</A>)
<DD><I>Set the Impostor threshold distance.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.38.7">setImpostorThresholdToBound</A></B>(float ratio=1.0f)
<DD><I>Set the Impostor threshold distance relative to the node's bounding sphere's radius</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.38.8">getImpostorThreshold</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.38.9">getImpostorThreshold2</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.38.10">findBestImpostorSprite</A></B>(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; currLocalEyePoint)
<DD><I>Find the ImposterSprite which fits the current eye point best</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.38.11">addImpostorSprite</A></B>(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)
<DD><I>Add an ImpostorSprite to the Impostor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ImpostorSpriteList&amp; <B><A HREF="#DOC.2.38.12">getImpostorSpriteList</A></B>()
<DD><I>Get the list of ImpostorSprites attached to this Impostor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const ImpostorSpriteList&amp; <B><A HREF="#DOC.2.38.13">getImpostorSpriteList</A></B>() const
<DD><I>Get a const list of ImpostorSprites attached to this const Impostor</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>ImpostorSpriteList <B><A HREF="#DOC.2.38.16">_impostorSpriteList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.38.17">_impostorThreshold</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.38.14">~Impostor</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.38.15">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="LOD.html">LOD</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>setRange</B>(const unsigned int index, const float range)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const float <B>getRange</B>(const unsigned int index) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumRanges</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setCenter</B>(const <!1><A HREF="Vec3.html">Vec3</A> &amp;<!1><A HREF="BoundingSphere.html#DOC.2.4.6">center</A>)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B>getCenter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>const int <B>evaluate</B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const float bias=1.0f) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>RangeList <B>_rangeList2</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Vec3.html">Vec3</A> <B>_center</B>
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;float&gt; RangeList RangeList <B>_rangeList</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumChildren</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Impostor - is a form of Level Of Detail group node which allows both switching
between children depending on distance from eye point and image caching.
<P>The principle behind Imposters is that they cache an image of real geometry and then the image is drawn
in subsequent frames instead of the real geometry. Its a bit like a
Billboard *but* is updated at runtime and w.r.t view point. By drawing
just the texture mapped quad you can cut down scene complexity and
improve performance.
<P>For more details have a look at:
<P>http://grail.cs.washington.edu/projects/hic/
<P>The OSG doesn't implement exactly the same technique as above, but its
should be a good starting place. The OSG's impostors are much less
intrusive since you don't need to restructure your whole scene to use
them.
<P>All you need to do to use Impostors is to set up the visible
range values for each LOD child of the Impostor, as per osg::LOD,
and set an Impostor threshold to tell the renderer at what distance
the Impsotor's image caching should cut in. The osg::CullVisitor
automatically handles all the setting of pre-rendering stages to
calculate the required ImpostorSprites (which encapsulates the image
cache and quad), and updates them as the view point changes. If you
use osg::SceneView/CullVisitor all the complexity of supporting
Impostor will be nicely hidden away.
<P>TODO:
Various improvements are planned for the Impostor-
1) Estimation of how many frames an ImpostorSprite will be reused, if
it won't be used more often than a minimum threshold then do not create
ImpostorSprite - use the real geometry.
2) Sharing of texture memory between ImpostorSprites.
3) Simple 3D geometry for ImpostorSprite's rather than Billboarding.
4) Shrinking of the ImpostorSprite size to more closely fit the underlying
geometry.</BLOCKQUOTE>
<DL>
<A NAME="Impostor"></A>
<A NAME="DOC.2.38.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Impostor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.38.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.38.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.38.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.38.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setImpostorThreshold"></A>
<A NAME="DOC.2.38.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setImpostorThreshold(float <!1><A HREF="Plane.html#DOC.2.62.20">distance</A>)</B></TT>
<DD>Set the Impostor threshold distance.
For eye points further than this threshold the Imposter is used if appropriate,
otherwise the LOD children as chosen as per a standard LOD node.
<DL><DT><DD></DL><P>
<A NAME="setImpostorThresholdToBound"></A>
<A NAME="DOC.2.38.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setImpostorThresholdToBound(float ratio=1.0f)</B></TT>
<DD>Set the Impostor threshold distance relative to the node's bounding
sphere's radius
<DL><DT><DD></DL><P>
<A NAME="getImpostorThreshold"></A>
<A NAME="DOC.2.38.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getImpostorThreshold() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getImpostorThreshold2"></A>
<A NAME="DOC.2.38.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getImpostorThreshold2() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="findBestImpostorSprite"></A>
<A NAME="DOC.2.38.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* findBestImpostorSprite(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; currLocalEyePoint)</B></TT>
<DD>Find the ImposterSprite which fits the current eye point best
<DL><DT><DD></DL><P>
<A NAME="addImpostorSprite"></A>
<A NAME="DOC.2.38.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addImpostorSprite(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)</B></TT>
<DD>Add an ImpostorSprite to the Impostor
<DL><DT><DD></DL><P>
<A NAME="getImpostorSpriteList"></A>
<A NAME="DOC.2.38.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ImpostorSpriteList&amp; getImpostorSpriteList()</B></TT>
<DD>Get the list of ImpostorSprites attached to this Impostor
<DL><DT><DD></DL><P>
<A NAME="getImpostorSpriteList"></A>
<A NAME="DOC.2.38.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const ImpostorSpriteList&amp; getImpostorSpriteList() const </B></TT>
<DD>Get a const list of ImpostorSprites attached to this const Impostor
<DL><DT><DD></DL><P>
<A NAME="~Impostor"></A>
<A NAME="DOC.2.38.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Impostor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.38.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorSpriteList"></A>
<A NAME="DOC.2.38.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>ImpostorSpriteList _impostorSpriteList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorThreshold"></A>
<A NAME="DOC.2.38.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _impostorThreshold</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::ImpostorSprite</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ImpostorSprite</A></H2></H2><BLOCKQUOTE>An ImposterSprite is a textured quad which is rendered in place a 3D geometry.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CDrawable,MDrawable.html,CImpostorSprite,MImpostorSprite.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.39.1">ImpostorSprite</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.39.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.39.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.39.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.39.5">setParent</A></B>(<!1><A HREF="Impostor.html">Impostor</A>* parent)
<DD><I>Set the parent, which must be an Impostor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Impostor.html">Impostor</A>* <B><A HREF="#DOC.2.39.6">getParent</A></B>()
<DD><I>Get the parent, which is an Impostor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Impostor.html">Impostor</A>* <B><A HREF="#DOC.2.39.7">getParent</A></B>() const
<DD><I>Get the const parent, which is an Impostor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.39.8">setStoredLocalEyePoint</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>Set the eye point for when the ImpsotorSprite was snapped</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.39.9">getStoredLocalEyePoint</A></B>() const
<DD><I>Get the eye point for when the ImpsotorSprite was snapped</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.39.10">setLastFrameUsed</A></B>(const int frameNumber)
<DD><I>Set the frame number for when the ImpostorSprite was last used in rendering</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline int <B><A HREF="#DOC.2.39.11">getLastFrameUsed</A></B>() const
<DD><I>Get the frame number for when the ImpostorSprite was last used in rendering</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>* <B><A HREF="#DOC.2.39.12">getCoords</A></B>()
<DD><I>Get the coordinates of the corners of the quad.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>* <B><A HREF="#DOC.2.39.13">getCoords</A></B>() const
<DD><I>Get the const coordinates of the corners of the quad</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>* <B><A HREF="#DOC.2.39.14">getTexCoords</A></B>()
<DD><I>Get the texture coordinates of the corners of the quad.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A>* <B><A HREF="#DOC.2.39.15">getTexCoords</A></B>() const
<DD><I>Get the const texture coordinates of the corners of the quad</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>* <B><A HREF="#DOC.2.39.16">getControlCoords</A></B>()
<DD><I>Get the control coordinates of the corners of the quad.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>* <B><A HREF="#DOC.2.39.17">getControlCoords</A></B>() const
<DD><I>Get the const control coordinates of the corners of the quad</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.39.18">calcPixelError</A></B>(const <!1><A HREF="Camera.html">Camera</A>&amp; camera, const int* viewport, const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix) const
<DD><I>calculate the pixel error value for current camera position and object position</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.39.19">setTexture</A></B>(<!1><A HREF="Texture.html">Texture</A>* tex, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html">Texture</A>* <B><A HREF="#DOC.2.39.20">getTexture</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Texture.html">Texture</A>* <B><A HREF="#DOC.2.39.21">getTexture</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const int <B><A HREF="#DOC.2.39.22">s</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const int <B><A HREF="#DOC.2.39.23">t</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.39.24">drawImmediateMode</A></B>(<!1><A HREF="State.html">State</A>&amp; state)
<DD><I>draw ImpostorSprite directly.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Impostor.html">Impostor</A>* <B><A HREF="#DOC.2.39.29">_parent</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A>* <B><A HREF="#DOC.2.39.30">_ism</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.39.31">_previous</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.39.32">_next</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.39.33">_lastFrameUsed</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.39.34">_storedLocalEyePoint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.39.35">_coords</A></B>[4]
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.39.36">_texcoords</A></B>[4]
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.39.37">_controlcoords</A></B>[4]
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html">Texture</A>* <B><A HREF="#DOC.2.39.38">_texture</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.39.39">_s</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.39.40">_t</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.39.25">ImpostorSprite</A></B>(const <!1><A HREF="ImpostorSprite.html#DOC.2.39.25">ImpostorSprite</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>&amp; <B><A HREF="#DOC.2.39.26">operator = </A></B>(const <!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.39.27">~ImpostorSprite</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.39.28">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Drawable.html">Drawable</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">StateSet</A>* state)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>setSupportsDisplayList</B>(const bool flag)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const bool <B>getSupportsDisplayList</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>setUseDisplayList</B>(const bool flag)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const bool <B>getUseDisplayList</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyDisplayList</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>dirtyBound</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>draw</B>(<!1><A HREF="State.html">State</A>&amp; state)
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp; state)
<DT>
<IMG ALT="o" SRC=icon2.gif>static void <B>deleteDisplayList</B>(uint contextID, uint globj)
<DT>
<IMG ALT="o" SRC=icon2.gif>static void <B>flushDeletedDisplayLists</B>(uint contextID)
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>_supportsDisplayList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>_useDisplayList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingBox.html">BoundingBox</A> <B>_bbox</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bbox_computed</B>
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;uint&gt; GLObjectList mutable GLObjectList <B>_globjList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedDisplayListCache DeletedDisplayListCache <B>s_deletedDisplayListCache</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>An ImposterSprite is a textured quad which is rendered in place a
3D geometry. The ImposterSprite is generated by rendering the original
3D geometry to a texture as an image cache. The ImpostorSprite is
automatiacally generatated by the osgUtil::CullVisitor so it not
necessary to deal with it directly.</BLOCKQUOTE>
<DL>
<A NAME="ImpostorSprite"></A>
<A NAME="DOC.2.39.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ImpostorSprite()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.39.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.39.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.39.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setParent"></A>
<A NAME="DOC.2.39.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setParent(<!1><A HREF="Impostor.html">Impostor</A>* parent)</B></TT>
<DD>Set the parent, which must be an Impostor.
Unlike conventional Drawables, ImpostorSprite's can only ever have
one parent.
<DL><DT><DD></DL><P>
<A NAME="getParent"></A>
<A NAME="DOC.2.39.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Impostor.html">Impostor</A>* getParent()</B></TT>
<DD>Get the parent, which is an Impostor.
<DL><DT><DD></DL><P>
<A NAME="getParent"></A>
<A NAME="DOC.2.39.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Impostor.html">Impostor</A>* getParent() const </B></TT>
<DD>Get the const parent, which is an Impostor.
<DL><DT><DD></DL><P>
<A NAME="setStoredLocalEyePoint"></A>
<A NAME="DOC.2.39.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setStoredLocalEyePoint(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>Set the eye point for when the ImpsotorSprite was snapped
<DL><DT><DD></DL><P>
<A NAME="getStoredLocalEyePoint"></A>
<A NAME="DOC.2.39.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getStoredLocalEyePoint() const </B></TT>
<DD>Get the eye point for when the ImpsotorSprite was snapped
<DL><DT><DD></DL><P>
<A NAME="setLastFrameUsed"></A>
<A NAME="DOC.2.39.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLastFrameUsed(const int frameNumber)</B></TT>
<DD>Set the frame number for when the ImpostorSprite was last used in rendering
<DL><DT><DD></DL><P>
<A NAME="getLastFrameUsed"></A>
<A NAME="DOC.2.39.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline int getLastFrameUsed() const </B></TT>
<DD>Get the frame number for when the ImpostorSprite was last used in rendering
<DL><DT><DD></DL><P>
<A NAME="getCoords"></A>
<A NAME="DOC.2.39.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>* getCoords()</B></TT>
<DD>Get the coordinates of the corners of the quad.
Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
<DL><DT><DD></DL><P>
<A NAME="getCoords"></A>
<A NAME="DOC.2.39.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>* getCoords() const </B></TT>
<DD>Get the const coordinates of the corners of the quad
<DL><DT><DD></DL><P>
<A NAME="getTexCoords"></A>
<A NAME="DOC.2.39.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>* getTexCoords()</B></TT>
<DD>Get the texture coordinates of the corners of the quad.
Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
<DL><DT><DD></DL><P>
<A NAME="getTexCoords"></A>
<A NAME="DOC.2.39.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A>* getTexCoords() const </B></TT>
<DD>Get the const texture coordinates of the corners of the quad
<DL><DT><DD></DL><P>
<A NAME="getControlCoords"></A>
<A NAME="DOC.2.39.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>* getControlCoords()</B></TT>
<DD>Get the control coordinates of the corners of the quad.
The control coordinates are the cornders of the quad projected
out onto the front face of bounding box which enclosed the impostor
geometry when it was pre-rendered into the impostor sprite's texture.
At the point of creation/or update of the impostor sprite the control
coords will lie ontop of the coorners of the quad in screen space - with a pixel error
or zero. Once the camera moves relative to the impostor sprite the
control coords will nolonger lie ontop of the corners of the quad in
screen space - a pixel error will have accumulated. This pixel error
can then be used to dertermine whether the impostor needs to be updated.
Stored in the order, [0] - top_left, [1] - bottom_left, [2] - bottom_right, [3] - top_left.
<DL><DT><DD></DL><P>
<A NAME="getControlCoords"></A>
<A NAME="DOC.2.39.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>* getControlCoords() const </B></TT>
<DD>Get the const control coordinates of the corners of the quad
<DL><DT><DD></DL><P>
<A NAME="calcPixelError"></A>
<A NAME="DOC.2.39.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float calcPixelError(const <!1><A HREF="Camera.html">Camera</A>&amp; camera, const int* viewport, const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix) const </B></TT>
<DD>calculate the pixel error value for current camera position and object position
<DL><DT><DD></DL><P>
<A NAME="setTexture"></A>
<A NAME="DOC.2.39.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTexture(<!1><A HREF="Texture.html">Texture</A>* tex, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getTexture"></A>
<A NAME="DOC.2.39.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html">Texture</A>* getTexture()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getTexture"></A>
<A NAME="DOC.2.39.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Texture.html">Texture</A>* getTexture() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="s"></A>
<A NAME="DOC.2.39.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const int s() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="t"></A>
<A NAME="DOC.2.39.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const int t() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="drawImmediateMode"></A>
<A NAME="DOC.2.39.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImmediateMode(<!1><A HREF="State.html">State</A>&amp; state)</B></TT>
<DD>draw ImpostorSprite directly.
<DL><DT><DD></DL><P>
<A NAME="ImpostorSprite"></A>
<A NAME="DOC.2.39.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ImpostorSprite(const <!1><A HREF="ImpostorSprite.html#DOC.2.39.25">ImpostorSprite</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.39.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>&amp; operator = (const <!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ImpostorSprite"></A>
<A NAME="DOC.2.39.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ImpostorSprite()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.39.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_parent"></A>
<A NAME="DOC.2.39.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Impostor.html">Impostor</A>* _parent</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ism"></A>
<A NAME="DOC.2.39.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A>* _ism</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_previous"></A>
<A NAME="DOC.2.39.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* _previous</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_next"></A>
<A NAME="DOC.2.39.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* _next</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_lastFrameUsed"></A>
<A NAME="DOC.2.39.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _lastFrameUsed</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_storedLocalEyePoint"></A>
<A NAME="DOC.2.39.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _storedLocalEyePoint</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_coords"></A>
<A NAME="DOC.2.39.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _coords[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_texcoords"></A>
<A NAME="DOC.2.39.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec2.html">Vec2</A> _texcoords[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_controlcoords"></A>
<A NAME="DOC.2.39.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _controlcoords[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_texture"></A>
<A NAME="DOC.2.39.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html">Texture</A>* _texture</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_s"></A>
<A NAME="DOC.2.39.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _s</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_t"></A>
<A NAME="DOC.2.39.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _t</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> <!1><A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A><BR><DD></DL><P><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>
<BR>
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<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ImpostorSpriteManager</A></H2></H2><BLOCKQUOTE>Helper class for managing the reuse of ImpostorSprite resources</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CImpostorSpriteManager,MImpostorSpriteManager.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.40.1">ImpostorSpriteManager</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.40.2">empty</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.40.3">first</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.40.4">last</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.40.5">push_back</A></B>(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.40.6">remove</A></B>(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.40.7">createOrReuseImpostorSprite</A></B>(int <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, int frameNumber)
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.40.9">_first</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* <B><A HREF="#DOC.2.40.10">_last</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.40.8">~ImpostorSpriteManager</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Helper class for managing the reuse of ImpostorSprite resources</BLOCKQUOTE>
<DL>
<A NAME="ImpostorSpriteManager"></A>
<A NAME="DOC.2.40.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ImpostorSpriteManager()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="empty"></A>
<A NAME="DOC.2.40.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool empty() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="first"></A>
<A NAME="DOC.2.40.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* first()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="last"></A>
<A NAME="DOC.2.40.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* last()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="push_back"></A>
<A NAME="DOC.2.40.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void push_back(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="remove"></A>
<A NAME="DOC.2.40.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void remove(<!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* is)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="createOrReuseImpostorSprite"></A>
<A NAME="DOC.2.40.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* createOrReuseImpostorSprite(int <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, int <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, int frameNumber)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ImpostorSpriteManager"></A>
<A NAME="DOC.2.40.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~ImpostorSpriteManager()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_first"></A>
<A NAME="DOC.2.40.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* _first</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_last"></A>
<A NAME="DOC.2.40.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ImpostorSprite.html">ImpostorSprite</A>* _last</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::LOD</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::LOD</A></H2></H2><BLOCKQUOTE>LOD - Level Of Detail group node which allows switching between children depending on distance from eye point.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=185>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGroup,MGroup.html,CLOD,MLOD.html,CImpostor,MImpostor.html">
<param name=before value="M,M,M,M,M,M^_">
<param name=after value="Md_SPSPSP,Md_SPSP,Md_SP,Md_,M,M">
<param name=indent value="0,1,2,3,4,4">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.44.1">LOD</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.44.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.44.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.44.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.44.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.44.6">traverse</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.44.7">setRange</A></B>(const unsigned int index, const float range)
<DD><I>Sets the value of range list element index to range which is a floating point distance specified in world coordinates.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.44.8">getRange</A></B>(const unsigned int index) const
<DD><I>returns the range for specified index</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.44.9">getNumRanges</A></B>() const
<DD><I>returns the number of ranges currently set</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.44.10">setCenter</A></B>(const <!1><A HREF="Vec3.html">Vec3</A> &amp;<!1><A HREF="BoundingSphere.html#DOC.2.4.6">center</A>)
<DD><I>Sets the object-space point which defines the center of the osg::LOD.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.44.11">getCenter</A></B>() const
<DD><I>return the LOD center point.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const int <B><A HREF="#DOC.2.44.12">evaluate</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const float bias=1.0f) const
<DD><I>return the child to traverse.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>RangeList <B><A HREF="#DOC.2.44.15">_rangeList2</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.44.16">_center</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.44.13">~LOD</A></B>()
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;float&gt; RangeList RangeList <B><A HREF="#DOC.2.44.14">_rangeList</A></B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumChildren</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual const bool <B>computeBound</B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>LOD - Level Of Detail group node which allows switching between children
depending on distance from eye point.
Typical uses are for load balancing - objects further away from
the eye point are rendered at a lower level of detail, and at times
of high stress on the graphics pipeline lower levels of detail can
also be chosen.</BLOCKQUOTE>
<DL>
<A NAME="LOD"></A>
<A NAME="DOC.2.44.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LOD()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.44.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.44.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.44.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.44.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.44.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRange"></A>
<A NAME="DOC.2.44.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRange(const unsigned int index, const float range)</B></TT>
<DD>Sets the value of range list element index to range which
is a floating point distance specified in world coordinates.
Range list automatically expands to accomodate values beyond
the current getNumRanges().
<DL><DT><DD></DL><P>
<A NAME="getRange"></A>
<A NAME="DOC.2.44.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getRange(const unsigned int index) const </B></TT>
<DD>returns the range for specified index
<DL><DT><DD></DL><P>
<A NAME="getNumRanges"></A>
<A NAME="DOC.2.44.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getNumRanges() const </B></TT>
<DD>returns the number of ranges currently set
<DL><DT><DD></DL><P>
<A NAME="setCenter"></A>
<A NAME="DOC.2.44.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setCenter(const <!1><A HREF="Vec3.html">Vec3</A> &amp;<!1><A HREF="BoundingSphere.html#DOC.2.4.6">center</A>)</B></TT>
<DD>Sets the object-space point which defines the center of the osg::LOD.
center is affected by any transforms in the hierarchy above the osg::LOD.
<DL><DT><DD></DL><P>
<A NAME="getCenter"></A>
<A NAME="DOC.2.44.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getCenter() const </B></TT>
<DD>return the LOD center point.
<DL><DT><DD></DL><P>
<A NAME="evaluate"></A>
<A NAME="DOC.2.44.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const int evaluate(const <!1><A HREF="Vec3.html">Vec3</A>&amp; eye_local, const float bias=1.0f) const </B></TT>
<DD>return the child to traverse.
Selected by the distance between the eye point in local
coordinates and the LOD center, mutliplied by the bias.
<DL><DT><DD></DL><P>
<A NAME="~LOD"></A>
<A NAME="DOC.2.44.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~LOD()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rangeList"></A>
<A NAME="DOC.2.44.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;float&gt; RangeList RangeList _rangeList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rangeList2"></A>
<A NAME="DOC.2.44.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>RangeList _rangeList2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_center"></A>
<A NAME="DOC.2.44.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="Impostor.html">Impostor</A><BR>
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<TITLE>class SG_EXPORT osg::Light</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Light</A></H2></H2><BLOCKQUOTE>Light state class which encapsulates OpenGL glLight() functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CLight,MLight.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.41.1">Light</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.41.2">clone</A></B>() const
<DD><I>return a shallow copy of a node, with Object* return type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.41.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DD><I>return true if this and obj are of the same kind of object</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.41.4">className</A></B>() const
<DD><I>return the name of the node's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.41.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.41.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.7">on</A></B>()
<DD><I> Turn the light on.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.8">off</A></B>()
<DD><I> Turn the light off.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.41.9">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>Apply the light's state to the OpenGL state machine.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.10">setAmbient</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )
<DD><I>Set the ambient component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.11">getAmbient</A></B>() const
<DD><I>Get the ambient component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.12">setDiffuse</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )
<DD><I>Set the diffuse component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.13">getDiffuse</A></B>() const
<DD><I>Get the diffuse component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.14">setSpecular</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )
<DD><I>Set the specular component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.15">getSpecular</A></B>() const
<DD><I>Get the specular component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.16">setPosition</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; position )
<DD><I>Set the position of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.17">getPosition</A></B>() const
<DD><I>Get the position of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.18">setDirection</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>&amp; direction )
<DD><I>Set the direction of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.41.19">getDirection</A></B>() const
<DD><I>Get the direction of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.20">setConstantAttenuation</A></B>( const float constant_attenuation )
<DD><I>Set the constant attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.21">getConstantAttenuation</A></B>() const
<DD><I>Get the constant attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.22">setLinearAttenuation</A></B>( const float linear_attenuation )
<DD><I>Set the linear attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.23">getLinearAttenuation</A></B>() const
<DD><I>Get the linear attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.24">setQuadraticAttenuation</A></B>( const float quadratic_attenuation )
<DD><I>Set the quadratic attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.25">getQuadraticAttenuation</A></B>() const
<DD><I>Get the quadratic attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.26">setSpotExponent</A></B>( const float spot_exponent )
<DD><I>Set the spot exponent of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.27">getSpotExponent</A></B>() const
<DD><I>Get the spot exponent of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.28">setSpotCutoff</A></B>( const float spot_cutoff )
<DD><I>Set the spot cutoff of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.29">getSpotCutoff</A></B>() const
<DD><I>Get the spot cutoff of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.41.30">captureLightState</A></B>()
<DD><I> Capture the lighting settings of the current OpenGL state and store them in this object</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.41.33">_lightnum</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.41.34">_on</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.35">_ambient</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.36">_diffuse</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.37">_specular</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.38">_position</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.41.39">_direction</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.40">_constant_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.41">_linear_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.42">_quadratic_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.43">_spot_exponent</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.44">_spot_cutoff</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static int <B><A HREF="#DOC.2.41.45">_currentLightNum</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.41.31">~Light</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.41.32">init</A></B>()
<DD><I>Initialize the light's settings with some decent defaults.</I>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Light state class which encapsulates OpenGL glLight() functionality</BLOCKQUOTE>
<DL>
<A NAME="Light"></A>
<A NAME="DOC.2.41.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Light()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.41.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DD>return a shallow copy of a node, with Object* return type
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.41.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DD>return true if this and obj are of the same kind of object
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.41.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DD>return the name of the node's class type
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.41.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.41.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="on"></A>
<A NAME="DOC.2.41.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void on()</B></TT>
<DD>
Turn the light on.
Calling this method doesn't directly affect OpenGL's lighting mode.
<DL><DT><DD></DL><P>
<A NAME="off"></A>
<A NAME="DOC.2.41.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void off()</B></TT>
<DD>
Turn the light off.
Calling this method doesn't directly affect OpenGL's lighting mode.
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.41.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Apply the light's state to the OpenGL state machine.
<DL><DT><DD></DL><P>
<A NAME="setAmbient"></A>
<A NAME="DOC.2.41.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAmbient( const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )</B></TT>
<DD>Set the ambient component of the light.
<DL><DT><DD></DL><P>
<A NAME="getAmbient"></A>
<A NAME="DOC.2.41.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getAmbient() const </B></TT>
<DD>Get the ambient component of the light.
<DL><DT><DD></DL><P>
<A NAME="setDiffuse"></A>
<A NAME="DOC.2.41.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDiffuse( const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )</B></TT>
<DD>Set the diffuse component of the light.
<DL><DT><DD></DL><P>
<A NAME="getDiffuse"></A>
<A NAME="DOC.2.41.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getDiffuse() const </B></TT>
<DD>Get the diffuse component of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpecular"></A>
<A NAME="DOC.2.41.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpecular( const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )</B></TT>
<DD>Set the specular component of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpecular"></A>
<A NAME="DOC.2.41.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getSpecular() const </B></TT>
<DD>Get the specular component of the light.
<DL><DT><DD></DL><P>
<A NAME="setPosition"></A>
<A NAME="DOC.2.41.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setPosition( const <!1><A HREF="Vec4.html">Vec4</A>&amp; position )</B></TT>
<DD>Set the position of the light.
<DL><DT><DD></DL><P>
<A NAME="getPosition"></A>
<A NAME="DOC.2.41.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getPosition() const </B></TT>
<DD>Get the position of the light.
<DL><DT><DD></DL><P>
<A NAME="setDirection"></A>
<A NAME="DOC.2.41.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDirection( const <!1><A HREF="Vec3.html">Vec3</A>&amp; direction )</B></TT>
<DD>Set the direction of the light.
<DL><DT><DD></DL><P>
<A NAME="getDirection"></A>
<A NAME="DOC.2.41.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getDirection() const </B></TT>
<DD>Get the direction of the light.
<DL><DT><DD></DL><P>
<A NAME="setConstantAttenuation"></A>
<A NAME="DOC.2.41.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setConstantAttenuation( const float constant_attenuation )</B></TT>
<DD>Set the constant attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getConstantAttenuation"></A>
<A NAME="DOC.2.41.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getConstantAttenuation() const </B></TT>
<DD>Get the constant attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setLinearAttenuation"></A>
<A NAME="DOC.2.41.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLinearAttenuation( const float linear_attenuation )</B></TT>
<DD>Set the linear attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getLinearAttenuation"></A>
<A NAME="DOC.2.41.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getLinearAttenuation() const </B></TT>
<DD>Get the linear attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setQuadraticAttenuation"></A>
<A NAME="DOC.2.41.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setQuadraticAttenuation( const float quadratic_attenuation )</B></TT>
<DD>Set the quadratic attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getQuadraticAttenuation"></A>
<A NAME="DOC.2.41.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getQuadraticAttenuation() const </B></TT>
<DD>Get the quadratic attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpotExponent"></A>
<A NAME="DOC.2.41.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpotExponent( const float spot_exponent )</B></TT>
<DD>Set the spot exponent of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpotExponent"></A>
<A NAME="DOC.2.41.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getSpotExponent() const </B></TT>
<DD>Get the spot exponent of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpotCutoff"></A>
<A NAME="DOC.2.41.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpotCutoff( const float spot_cutoff )</B></TT>
<DD>Set the spot cutoff of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpotCutoff"></A>
<A NAME="DOC.2.41.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getSpotCutoff() const </B></TT>
<DD>Get the spot cutoff of the light.
<DL><DT><DD></DL><P>
<A NAME="captureLightState"></A>
<A NAME="DOC.2.41.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void captureLightState()</B></TT>
<DD>
Capture the lighting settings of the current OpenGL state
and store them in this object
<DL><DT><DD></DL><P>
<A NAME="~Light"></A>
<A NAME="DOC.2.41.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Light()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.41.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void init()</B></TT>
<DD>Initialize the light's settings with some decent defaults.
<DL><DT><DD></DL><P>
<A NAME="_lightnum"></A>
<A NAME="DOC.2.41.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _lightnum</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_on"></A>
<A NAME="DOC.2.41.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _on</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambient"></A>
<A NAME="DOC.2.41.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambient</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuse"></A>
<A NAME="DOC.2.41.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuse</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specular"></A>
<A NAME="DOC.2.41.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specular</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_position"></A>
<A NAME="DOC.2.41.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _position</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_direction"></A>
<A NAME="DOC.2.41.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _direction</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_constant_attenuation"></A>
<A NAME="DOC.2.41.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _constant_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_linear_attenuation"></A>
<A NAME="DOC.2.41.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _linear_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_quadratic_attenuation"></A>
<A NAME="DOC.2.41.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _quadratic_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_spot_exponent"></A>
<A NAME="DOC.2.41.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _spot_exponent</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_spot_cutoff"></A>
<A NAME="DOC.2.41.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _spot_cutoff</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentLightNum"></A>
<A NAME="DOC.2.41.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static int _currentLightNum</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::LightSource</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::LightSource</A></H2></H2><BLOCKQUOTE>Leaf Node for defining a light in the scene</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CLightSource,MLightSource.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.42.1">LightSource</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.42.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.42.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.42.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.42.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.42.6">setLight</A></B>(<!1><A HREF="Light.html">Light</A>* light)
<DD><I>Set the attached light</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Light.html">Light</A>* <B><A HREF="#DOC.2.42.7">getLight</A></B>()
<DD><I>Get the attached light</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Light.html">Light</A>* <B><A HREF="#DOC.2.42.8">getLight</A></B>() const
<DD><I>Get the const attached light</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Light.html">Light</A>&gt; <B><A HREF="#DOC.2.42.11">_light</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.42.9">~LightSource</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.42.10">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Leaf Node for defining a light in the scene</BLOCKQUOTE>
<DL>
<A NAME="LightSource"></A>
<A NAME="DOC.2.42.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LightSource()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.42.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.42.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.42.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.42.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLight"></A>
<A NAME="DOC.2.42.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLight(<!1><A HREF="Light.html">Light</A>* light)</B></TT>
<DD>Set the attached light
<DL><DT><DD></DL><P>
<A NAME="getLight"></A>
<A NAME="DOC.2.42.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Light.html">Light</A>* getLight()</B></TT>
<DD>Get the attached light
<DL><DT><DD></DL><P>
<A NAME="getLight"></A>
<A NAME="DOC.2.42.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Light.html">Light</A>* getLight() const </B></TT>
<DD>Get the const attached light
<DL><DT><DD></DL><P>
<A NAME="~LightSource"></A>
<A NAME="DOC.2.42.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~LightSource()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.42.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_light"></A>
<A NAME="DOC.2.42.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Light.html">Light</A>&gt; _light</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

View File

@ -0,0 +1,199 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::LineSegment</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::LineSegment</A></H2></H2><BLOCKQUOTE>LineSegmentment class for representing a line segment</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CLineSegment,MLineSegment.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.43.1">LineSegment</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.43.2">LineSegment</A></B>(const <!1><A HREF="LineSegment.html#DOC.2.43.2">LineSegment</A>&amp; seg)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.43.3">LineSegment</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; e)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.43.4">~LineSegment</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="LineSegment.html">LineSegment</A>&amp; <B><A HREF="#DOC.2.43.5">operator = </A></B>(const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.43.6">set</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; e)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.43.7">start</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.43.8">start</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.43.9">end</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.43.10">end</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.43.11">intersect</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb) const
<DD><I>return true if segment intersects BoundingBox</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.43.12">intersect</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb, float&amp; r1, float&amp; r2) const
<DD><I>return true if segment intersects BoundingSphere and return the intersection ratio's</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.43.13">intersect</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs) const
<DD><I>return true if segment intersects BoundingSphere</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.43.14">intersect</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs, float&amp; r1, float&amp; r2) const
<DD><I>return true if segment intersects BoundingSphere and return the intersection ratio's</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.43.15">intersect</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3, float&amp; <!1><A HREF="Image.html#DOC.2.35.10">r</A>)
<DD><I>return true if segment intersects triangle and set ratio long segment.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.43.16">mult</A></B>(const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DD><I>post multiply a segment by matrix</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.43.17">mult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg)
<DD><I>pre multiply a segment by matrix</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.43.19">_s</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.43.20">_e</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static const bool <B><A HREF="#DOC.2.43.18">intersectAndClip</A></B>(<!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, <!1><A HREF="Vec3.html">Vec3</A>&amp; e, const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>LineSegmentment class for representing a line segment</BLOCKQUOTE>
<DL>
<A NAME="LineSegment"></A>
<A NAME="DOC.2.43.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LineSegment()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LineSegment"></A>
<A NAME="DOC.2.43.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LineSegment(const <!1><A HREF="LineSegment.html#DOC.2.43.2">LineSegment</A>&amp; seg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LineSegment"></A>
<A NAME="DOC.2.43.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LineSegment(const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; e)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~LineSegment"></A>
<A NAME="DOC.2.43.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~LineSegment()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.43.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="LineSegment.html">LineSegment</A>&amp; operator = (const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.43.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, const <!1><A HREF="Vec3.html">Vec3</A>&amp; e)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="start"></A>
<A NAME="DOC.2.43.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; start()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="start"></A>
<A NAME="DOC.2.43.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; start() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="end"></A>
<A NAME="DOC.2.43.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; end()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="end"></A>
<A NAME="DOC.2.43.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; end() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.43.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool intersect(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb) const </B></TT>
<DD>return true if segment intersects BoundingBox
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.43.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool intersect(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb, float&amp; r1, float&amp; r2) const </B></TT>
<DD>return true if segment intersects BoundingSphere and return the intersection ratio's
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.43.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool intersect(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs) const </B></TT>
<DD>return true if segment intersects BoundingSphere
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.43.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool intersect(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs, float&amp; r1, float&amp; r2) const </B></TT>
<DD>return true if segment intersects BoundingSphere and return the intersection ratio's
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.43.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool intersect(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3, float&amp; <!1><A HREF="Image.html#DOC.2.35.10">r</A>)</B></TT>
<DD>return true if segment intersects triangle and set ratio long segment.
<DL><DT><DD></DL><P>
<A NAME="mult"></A>
<A NAME="DOC.2.43.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void mult(const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DD>post multiply a segment by matrix
<DL><DT><DD></DL><P>
<A NAME="mult"></A>
<A NAME="DOC.2.43.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void mult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="LineSegment.html">LineSegment</A>&amp; seg)</B></TT>
<DD>pre multiply a segment by matrix
<DL><DT><DD></DL><P>
<A NAME="intersectAndClip"></A>
<A NAME="DOC.2.43.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static const bool intersectAndClip(<!1><A HREF="Vec3.html">Vec3</A>&amp; <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, <!1><A HREF="Vec3.html">Vec3</A>&amp; e, const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_s"></A>
<A NAME="DOC.2.43.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _s</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_e"></A>
<A NAME="DOC.2.43.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _e</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Material</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Material</A></H2></H2><BLOCKQUOTE>Material - encapsulates OpenGL glMaterial state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CMaterial,MMaterial.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.45.1">Material</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.45.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.45.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const char* <B><A HREF="#DOC.2.45.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.45.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.45.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.45.7">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.45.10">setColorMode</A></B>(const <!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> mode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> <B><A HREF="#DOC.2.45.11">getColorMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.12">setAmbient</A></B>( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.45.13">getAmbient</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.45.14">getAmbientFrontAndBack</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.15">setDiffuse</A></B>( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.45.16">getDiffuse</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.45.17">getDiffuseFrontAndBack</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.18">setSpecular</A></B>( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )
<DD><I>Set specular value of specified face(s) of the material, valid specular[03] range is 00 to 10</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.45.19">getSpecular</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const
<DD><I>Get the specular value for specified face</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.45.20">getSpecularFrontAndBack</A></B>() const
<DD><I>Get the whether specular values are equal for front and back faces</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.21">setEmission</A></B>( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; emission )
<DD><I>Set emmision value of specified face(s) of the material, valid emmison[03] range is 00 to 10</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.45.22">getEmission</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const
<DD><I>Get the emmsion value for specified face</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.45.23">getEmissionFrontAndBack</A></B>() const
<DD><I>Get the whether emmision values are equal for front and back faces</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.24">setShininess</A></B>( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float shininess )
<DD><I>Set shininess of specified face(s) of the material, valid shininess range is 00 to 10</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.45.25">getShininess</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const
<DD><I>Get the shininess value for specified face</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.45.26">getShininessFrontAndBack</A></B>() const
<DD><I>Get the whether shininess values are equal for front and back faces</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.27">setTransparency</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float trans)
<DD><I>Set the alpha value of ambient,diffuse,specular and emmission colors, of specified face, to 1-transparancy.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.45.28">setAlpha</A></B>(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float alpha)
<DD><I>Set the alpha value of ambient,diffuse,specular and emmission colors.</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.45.8">Face</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.45.9">ColorMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> <B><A HREF="#DOC.2.45.30">_colorMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.45.31">_ambientFrontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.32">_ambientFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.33">_ambientBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.45.34">_diffuseFrontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.35">_diffuseFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.36">_diffuseBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.45.37">_specularFrontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.38">_specularFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.39">_specularBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.45.40">_emissionFrontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.41">_emissionFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.45.42">_emissionBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.45.43">_shininessFrontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.45.44">_shininessFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.45.45">_shininessBack</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.45.29">~Material</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Material - encapsulates OpenGL glMaterial state</BLOCKQUOTE>
<DL>
<A NAME="Material"></A>
<A NAME="DOC.2.45.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Material()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.45.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.45.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.45.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.45.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.45.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.45.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Face"></A>
<A NAME="DOC.2.45.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Face</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="FRONT"></A>
<A NAME="DOC.2.45.8.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BACK"></A>
<A NAME="DOC.2.45.8.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BACK</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRONT_AND_BACK"></A>
<A NAME="DOC.2.45.8.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT_AND_BACK</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="ColorMode"></A>
<A NAME="DOC.2.45.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ColorMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="AMBIENT"></A>
<A NAME="DOC.2.45.9.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AMBIENT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DIFFUSE"></A>
<A NAME="DOC.2.45.9.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DIFFUSE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SPECULAR"></A>
<A NAME="DOC.2.45.9.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SPECULAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EMISSION"></A>
<A NAME="DOC.2.45.9.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EMISSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="AMBIENT_AND_DIFFUSE"></A>
<A NAME="DOC.2.45.9.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AMBIENT_AND_DIFFUSE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OFF"></A>
<A NAME="DOC.2.45.9.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setColorMode"></A>
<A NAME="DOC.2.45.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setColorMode(const <!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getColorMode"></A>
<A NAME="DOC.2.45.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> getColorMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setAmbient"></A>
<A NAME="DOC.2.45.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAmbient( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getAmbient"></A>
<A NAME="DOC.2.45.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getAmbient(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getAmbientFrontAndBack"></A>
<A NAME="DOC.2.45.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getAmbientFrontAndBack() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDiffuse"></A>
<A NAME="DOC.2.45.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDiffuse( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDiffuse"></A>
<A NAME="DOC.2.45.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getDiffuse(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDiffuseFrontAndBack"></A>
<A NAME="DOC.2.45.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getDiffuseFrontAndBack() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setSpecular"></A>
<A NAME="DOC.2.45.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSpecular( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )</B></TT>
<DD>Set specular value of specified face(s) of the material,
valid specular[03] range is 00 to 10
<DL><DT><DD></DL><P>
<A NAME="getSpecular"></A>
<A NAME="DOC.2.45.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getSpecular(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const </B></TT>
<DD>Get the specular value for specified face
<DL><DT><DD></DL><P>
<A NAME="getSpecularFrontAndBack"></A>
<A NAME="DOC.2.45.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getSpecularFrontAndBack() const </B></TT>
<DD>Get the whether specular values are equal for front and back faces
<DL><DT><DD></DL><P>
<A NAME="setEmission"></A>
<A NAME="DOC.2.45.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setEmission( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, const <!1><A HREF="Vec4.html">Vec4</A>&amp; emission )</B></TT>
<DD>Set emmision value of specified face(s) of the material,
valid emmison[03] range is 00 to 10
<DL><DT><DD></DL><P>
<A NAME="getEmission"></A>
<A NAME="DOC.2.45.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getEmission(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const </B></TT>
<DD>Get the emmsion value for specified face
<DL><DT><DD></DL><P>
<A NAME="getEmissionFrontAndBack"></A>
<A NAME="DOC.2.45.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getEmissionFrontAndBack() const </B></TT>
<DD>Get the whether emmision values are equal for front and back faces
<DL><DT><DD></DL><P>
<A NAME="setShininess"></A>
<A NAME="DOC.2.45.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setShininess( const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float shininess )</B></TT>
<DD>Set shininess of specified face(s) of the material, valid shininess range is 00 to 10
<DL><DT><DD></DL><P>
<A NAME="getShininess"></A>
<A NAME="DOC.2.45.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getShininess(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face) const </B></TT>
<DD>Get the shininess value for specified face
<DL><DT><DD></DL><P>
<A NAME="getShininessFrontAndBack"></A>
<A NAME="DOC.2.45.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getShininessFrontAndBack() const </B></TT>
<DD>Get the whether shininess values are equal for front and back faces
<DL><DT><DD></DL><P>
<A NAME="setTransparency"></A>
<A NAME="DOC.2.45.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTransparency(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float trans)</B></TT>
<DD>Set the alpha value of ambient,diffuse,specular and emmission colors,
of specified face, to 1-transparancy. Valid transparancy range is 0.0 to 1.0.
<DL><DT><DD></DL><P>
<A NAME="setAlpha"></A>
<A NAME="DOC.2.45.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAlpha(const <!1><A HREF="Material.html#DOC.2.45.8">Face</A> face, float alpha)</B></TT>
<DD>Set the alpha value of ambient,diffuse,specular and emmission colors.
Valid transparancy range is 0.0 to 1.0.
<DL><DT><DD></DL><P>
<A NAME="~Material"></A>
<A NAME="DOC.2.45.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Material()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_colorMode"></A>
<A NAME="DOC.2.45.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Material.html#DOC.2.45.9">ColorMode</A> _colorMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambientFrontAndBack"></A>
<A NAME="DOC.2.45.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _ambientFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambientFront"></A>
<A NAME="DOC.2.45.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambientFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambientBack"></A>
<A NAME="DOC.2.45.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambientBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseFrontAndBack"></A>
<A NAME="DOC.2.45.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _diffuseFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseFront"></A>
<A NAME="DOC.2.45.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuseFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuseBack"></A>
<A NAME="DOC.2.45.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuseBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularFrontAndBack"></A>
<A NAME="DOC.2.45.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _specularFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularFront"></A>
<A NAME="DOC.2.45.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specularFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specularBack"></A>
<A NAME="DOC.2.45.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specularBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionFrontAndBack"></A>
<A NAME="DOC.2.45.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _emissionFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionFront"></A>
<A NAME="DOC.2.45.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _emissionFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_emissionBack"></A>
<A NAME="DOC.2.45.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _emissionBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessFrontAndBack"></A>
<A NAME="DOC.2.45.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _shininessFrontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessFront"></A>
<A NAME="DOC.2.45.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _shininessFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_shininessBack"></A>
<A NAME="DOC.2.45.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _shininessBack</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Matrix</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Matrix</A></H2></H2><BLOCKQUOTE>4x4 Matrix for storage & manipulation of transformations in scene graph.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CMatrix,MMatrix.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.46.39">_mat</A></B>[4][4]
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.46.1">Matrix</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.46.2">Matrix</A></B>(const <!1><A HREF="Matrix.html#DOC.2.46.2">Matrix</A>&amp; matrix)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.46.3">Matrix</A></B>( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.46.4">operator = </A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.46.5">~Matrix</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.46.6">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.46.7">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.46.8">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.9">makeIdent</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.10">set</A></B>(const float* m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.11">set</A></B>( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.12">copy</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.13">makeScale</A></B>(float sx, float sy, float sz)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.14">preScale</A></B>( float sx, float sy, float sz, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.15">postScale</A></B>( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float sx, float sy, float sz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.16">preScale</A></B>( float sx, float sy, float sz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.17">postScale</A></B>( float sx, float sy, float sz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.18">makeTrans</A></B>( float tx, float ty, float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.19">preTrans</A></B>( float tx, float ty, float tz, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.20">postTrans</A></B>( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float tx, float ty, float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.21">preTrans</A></B>( float tx, float ty, float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.22">postTrans</A></B>( float tx, float ty, float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.23">makeRot</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>&amp; old_vec, const <!1><A HREF="Vec3.html">Vec3</A>&amp; new_vec )
<DD><I> Calc the rotation matrix which aligns vector \a old_vec with vector \a new_vec.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.24">makeRot</A></B>( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.25">preRot</A></B>( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.26">postRot</A></B>( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.27">preRot</A></B>( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.28">postRot</A></B>( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.29">setTrans</A></B>( float tx, float ty, float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.30">setTrans</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>&amp; v )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.31">getTrans</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.32">preMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.33">postMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.46.34">mult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; lhs, const <!1><A HREF="Matrix.html">Matrix</A>&amp; rhs)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrix.html">Matrix</A> <B><A HREF="#DOC.2.46.35">operator * </A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.36">transform3x3</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DD><I>apply apply an 3x3 transform of v*M[02,02] </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline static <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.37">transform3x3</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
<DD><I>apply apply an 3x3 transform of M[02,02]*v </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.46.38">invert</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.40">operator * </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DD><I>post multipy v.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.46.41">operator * </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const
<DD><I>post multipy v.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.42">transform3x3</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.46.43">transform3x3</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>4x4 Matrix for storage & manipulation of transformations in scene graph.
Provides basic maths operations, IO and via osg::Object reference counting.
You can directly load the matrix with OpenGL's LoadMatrixf() function via
the public member _mat as the matrix is stored in the OpenGL format.
Caution: The disadvantage of this feature is, that the matrix access is
'transposed' if you compare it with the standard C/C++ 2d-array-access
convention . I.e. _mat[i][j] accesses the ith column of the jth row in the
4x4 matrix.</BLOCKQUOTE>
<DL>
<A NAME="Matrix"></A>
<A NAME="DOC.2.46.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Matrix"></A>
<A NAME="DOC.2.46.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrix(const <!1><A HREF="Matrix.html#DOC.2.46.2">Matrix</A>&amp; matrix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Matrix"></A>
<A NAME="DOC.2.46.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Matrix( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.46.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrix.html">Matrix</A>&amp; operator = (const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Matrix"></A>
<A NAME="DOC.2.46.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Matrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.46.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.46.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.46.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeIdent"></A>
<A NAME="DOC.2.46.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeIdent()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.46.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set(const float* m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.46.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set( float a00, float a01, float a02, float a03, float a10, float a11, float a12, float a13, float a20, float a21, float a22, float a23, float a30, float a31, float a32, float a33)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="copy"></A>
<A NAME="DOC.2.46.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copy(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeScale"></A>
<A NAME="DOC.2.46.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeScale(float sx, float sy, float sz)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preScale"></A>
<A NAME="DOC.2.46.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preScale( float sx, float sy, float sz, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postScale"></A>
<A NAME="DOC.2.46.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postScale( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float sx, float sy, float sz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preScale"></A>
<A NAME="DOC.2.46.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preScale( float sx, float sy, float sz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postScale"></A>
<A NAME="DOC.2.46.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postScale( float sx, float sy, float sz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeTrans"></A>
<A NAME="DOC.2.46.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeTrans( float tx, float ty, float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preTrans"></A>
<A NAME="DOC.2.46.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preTrans( float tx, float ty, float tz, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postTrans"></A>
<A NAME="DOC.2.46.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postTrans( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float tx, float ty, float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preTrans"></A>
<A NAME="DOC.2.46.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preTrans( float tx, float ty, float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postTrans"></A>
<A NAME="DOC.2.46.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postTrans( float tx, float ty, float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeRot"></A>
<A NAME="DOC.2.46.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRot( const <!1><A HREF="Vec3.html">Vec3</A>&amp; old_vec, const <!1><A HREF="Vec3.html">Vec3</A>&amp; new_vec )</B></TT>
<DD>
Calc the rotation matrix which aligns vector \a old_vec with
vector \a new_vec. Both \a old_vec and \a new_vec must have
length 1.0.
<DL><DT><DD></DL><P>
<A NAME="makeRot"></A>
<A NAME="DOC.2.46.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRot( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preRot"></A>
<A NAME="DOC.2.46.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preRot( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postRot"></A>
<A NAME="DOC.2.46.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postRot( const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preRot"></A>
<A NAME="DOC.2.46.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preRot( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postRot"></A>
<A NAME="DOC.2.46.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postRot( float deg, float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setTrans"></A>
<A NAME="DOC.2.46.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( float tx, float ty, float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setTrans"></A>
<A NAME="DOC.2.46.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTrans( const <!1><A HREF="Vec3.html">Vec3</A>&amp; v )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getTrans"></A>
<A NAME="DOC.2.46.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> getTrans() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="preMult"></A>
<A NAME="DOC.2.46.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="postMult"></A>
<A NAME="DOC.2.46.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="mult"></A>
<A NAME="DOC.2.46.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void mult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; lhs, const <!1><A HREF="Matrix.html">Matrix</A>&amp; rhs)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.46.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrix.html">Matrix</A> operator * (const <!1><A HREF="Matrix.html">Matrix</A>&amp; m) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="transform3x3"></A>
<A NAME="DOC.2.46.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DD>apply apply an 3x3 transform of v*M[02,02]
<DL><DT><DD></DL><P>
<A NAME="transform3x3"></A>
<A NAME="DOC.2.46.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline static <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DD>apply apply an 3x3 transform of M[02,02]*v
<DL><DT><DD></DL><P>
<A NAME="invert"></A>
<A NAME="DOC.2.46.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool invert(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mat"></A>
<A NAME="DOC.2.46.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _mat[4][4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.46.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> operator * (const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DD>post multipy v. ie. (m*v)
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.46.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator * (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DD>post multipy v. ie. (m*v)
<DL><DT><DD></DL><P>
<A NAME="transform3x3"></A>
<A NAME="DOC.2.46.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="transform3x3"></A>
<A NAME="DOC.2.46.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> transform3x3(const <!1><A HREF="Matrix.html">Matrix</A>&amp; m, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v)</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline <!1><A HREF="Vec3.html">Vec3</A> operator * (const <!1><A HREF="Vec3.html">Vec3</A>& v,const <!1><A HREF="Matrix.html">Matrix</A>& m)<BR> inline <!1><A HREF="Vec4.html">Vec4</A> operator * (const <!1><A HREF="Vec4.html">Vec4</A>& v,const <!1><A HREF="Matrix.html">Matrix</A>& m)<BR> inline ostream& operator << (ostream& output, const <!1><A HREF="Matrix.html">Matrix</A>& matrix)<BR><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::MemoryAdapter</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::MemoryAdapter</A></H2></H2><BLOCKQUOTE>Class for adapting the memory management of external data.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CMemoryAdapter,MMemoryAdapter.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.50.1">MemoryAdapter</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.50.2">ref_data</A></B>(void* ) = 0
<DD><I>Increment the reference count of the userData</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.50.3">unref_data</A></B>(void* ) = 0
<DD><I>Decrement the reference count of the userData.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void* <B><A HREF="#DOC.2.50.4">clone_data</A></B>(void* )
<DD><I>not current used, but will be used in future</I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.50.5">~MemoryAdapter</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Class for adapting the memory management of external data.
Typically used to specify the memory management of user data
which can be attached to osg::Node.</BLOCKQUOTE>
<DL>
<A NAME="MemoryAdapter"></A>
<A NAME="DOC.2.50.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MemoryAdapter()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ref_data"></A>
<A NAME="DOC.2.50.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void ref_data(void* ) = 0</B></TT>
<DD>Increment the reference count of the userData
<DL><DT><DD></DL><P>
<A NAME="unref_data"></A>
<A NAME="DOC.2.50.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void unref_data(void* ) = 0</B></TT>
<DD>Decrement the reference count of the userData.
Is usually implemented such that if reference count
is decremented to zero the userData should be
deleted. However, this is entirely up to the
discression of the user who is extending this base class.
<DL><DT><DD></DL><P>
<A NAME="clone_data"></A>
<A NAME="DOC.2.50.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void* clone_data(void* )</B></TT>
<DD>not current used, but will be used in future
<DL><DT><DD></DL><P>
<A NAME="~MemoryAdapter"></A>
<A NAME="DOC.2.50.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~MemoryAdapter()</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Node</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Node</A></H2></H2><BLOCKQUOTE>Base class for all internal nodes in the scene graph.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=185>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CLightSource,MLightSource.html,CGroup,MGroup.html,CGeode,MGeode.html">
<param name=before value="M,M,M,M|_,MR_,Mr_">
<param name=after value="Md_SP,Md_,M,M,M,M">
<param name=indent value="0,1,2,2,2,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.52.1">Node</A></B>()
<DD><I>Construct a node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.52.2">clone</A></B>() const
<DD><I>return a shallow copy of a node, with Object* return type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.52.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DD><I>return true if this and obj are of the same kind of object</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.52.4">className</A></B>() const
<DD><I>return the name of the node's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.52.5">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DD><I>Visitor Pattern : calls the apply method of a NodeVisitor with this node's type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.52.6">ascend</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DD><I>Traverse upwards : calls parents' accept method with NodeVisitor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.52.7">traverse</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; )
<DD><I>Traverse downwards : calls children's accept method with NodeVisitor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.52.8">setName</A></B>( const std::string&amp; name )
<DD><I>Set the name of node using C++ style string</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.52.9">setName</A></B>( const char* name )
<DD><I>Set the name of node using a C style string</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.2.52.10">getName</A></B>() const
<DD><I>Get the name of node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B><A HREF="#DOC.2.52.12">getParents</A></B>() const
<DD><I>Get the parent list of node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Group.html">Group</A>* <B><A HREF="#DOC.2.52.13">getParent</A></B>(const int i)
<DD><I>Get the a copy of parent list of node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Group.html">Group</A>* <B><A HREF="#DOC.2.52.14">getParent</A></B>(const int i) const
<DD><I> Get a single const parent of node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.52.15">getNumParents</A></B>() const
<DD><I> Get the number of parents of node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.52.16">setUserData</A></B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DD><I> Set user data.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void* <B><A HREF="#DOC.2.52.17">getUserData</A></B>()
<DD><I>Get user data</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const void* <B><A HREF="#DOC.2.52.18">getUserData</A></B>() const
<DD><I>Get const user data</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B><A HREF="#DOC.2.52.19">getMemoryAdapter</A></B>()
<DD><I>Get the memory adapter associated with _userData</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B><A HREF="#DOC.2.52.20">getMemoryAdapter</A></B>() const
<DD><I>Get the const memory adapter associated with _userData</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.52.21">setNodeMask</A></B>(const NodeMask nm)
<DD><I>Set the node mask.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const NodeMask <B><A HREF="#DOC.2.52.22">getNodeMask</A></B>() const
<DD><I>Get the node Mask.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B><A HREF="#DOC.2.52.24">getDescriptions</A></B>() const
<DD><I>Get the description list of the const node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B><A HREF="#DOC.2.52.25">getDescriptions</A></B>()
<DD><I>Get the description list of the const node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.2.52.26">getDescription</A></B>(const int i) const
<DD><I>Get a single const description of the const node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::string&amp; <B><A HREF="#DOC.2.52.27">getDescription</A></B>(const int i)
<DD><I>Get a single description of the node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.52.28">getNumDescriptions</A></B>() const
<DD><I>Get the number of descriptions of the node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.52.29">addDescription</A></B>(const std::string&amp; desc)
<DD><I>Add a description string to the node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.52.30">setStateSet</A></B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DD><I>set the node's StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B><A HREF="#DOC.2.52.31">getStateSet</A></B>()
<DD><I>return the node's StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B><A HREF="#DOC.2.52.32">getStateSet</A></B>() const
<DD><I>return the node's const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B><A HREF="#DOC.2.52.33">getBound</A></B>() const
<DD><I>get the bounding sphere of node.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.52.34">dirtyBound</A></B>()
<DD><I>Mark this node's bounding sphere dirty.</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B><A HREF="#DOC.2.52.11">ParentList</A></B>
<DD><I>A vector of osg::Group pointers which is used to store the parent(s) of node</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;std::string&gt; <B><A HREF="#DOC.2.52.23">DescriptionList</A></B>
<DD><I>A vector of std::string's which are used to describe the object</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B><A HREF="#DOC.2.52.37">_bsphere</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.52.38">_bsphere_computed</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.52.39">_name</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B><A HREF="#DOC.2.52.40">_parents</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void* <B><A HREF="#DOC.2.52.41">_userData</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B><A HREF="#DOC.2.52.42">_memoryAdapter</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>NodeMask <B><A HREF="#DOC.2.52.43">_nodeMask</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B><A HREF="#DOC.2.52.44">_descriptions</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B><A HREF="#DOC.2.52.45">_dstate</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.52.35">~Node</A></B>()
<DD><I>Node destructor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.52.36">computeBound</A></B>() const
<DD><I>Compute the bounding sphere around Node's geometry or children.</I>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Base class for all internal nodes in the scene graph.
Provides interface for most common node operations (Composite Pattern).</BLOCKQUOTE>
<DL>
<A NAME="Node"></A>
<A NAME="DOC.2.52.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Node()</B></TT>
<DD>Construct a node.
Initialize the parent list to empty, node name to "" and
bounding sphere dirty flag to true.
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.52.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DD>return a shallow copy of a node, with Object* return type
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.52.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DD>return true if this and obj are of the same kind of object
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.52.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DD>return the name of the node's class type
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.52.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DD>Visitor Pattern : calls the apply method of a NodeVisitor with this node's type
<DL><DT><DD></DL><P>
<A NAME="ascend"></A>
<A NAME="DOC.2.52.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void ascend(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DD>Traverse upwards : calls parents' accept method with NodeVisitor
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.52.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; )</B></TT>
<DD>Traverse downwards : calls children's accept method with NodeVisitor
<DL><DT><DD></DL><P>
<A NAME="setName"></A>
<A NAME="DOC.2.52.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setName( const std::string&amp; name )</B></TT>
<DD>Set the name of node using C++ style string
<DL><DT><DD></DL><P>
<A NAME="setName"></A>
<A NAME="DOC.2.52.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setName( const char* name )</B></TT>
<DD>Set the name of node using a C style string
<DL><DT><DD></DL><P>
<A NAME="getName"></A>
<A NAME="DOC.2.52.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getName() const </B></TT>
<DD>Get the name of node
<DL><DT><DD></DL><P>
<A NAME="ParentList"></A>
<A NAME="DOC.2.52.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; ParentList</B></TT>
<DD>A vector of osg::Group pointers which is used to store the parent(s) of node
<DL><DT><DD></DL><P>
<A NAME="getParents"></A>
<A NAME="DOC.2.52.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; getParents() const </B></TT>
<DD>Get the parent list of node.
<DL><DT><DD></DL><P>
<A NAME="getParent"></A>
<A NAME="DOC.2.52.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Group.html">Group</A>* getParent(const int i)</B></TT>
<DD>Get the a copy of parent list of node. A copy is returned to
prevent modifiaction of the parent list.
<DL><DT><DD></DL><P>
<A NAME="getParent"></A>
<A NAME="DOC.2.52.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Group.html">Group</A>* getParent(const int i) const </B></TT>
<DD>
Get a single const parent of node.
<DL><DT><DT><B>Parameters:</B><DD><B>i</B> - index of the parent to get.
<BR><DT><B>Returns:</B><DD> the parent i.<BR><DD></DL><P>
<A NAME="getNumParents"></A>
<A NAME="DOC.2.52.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getNumParents() const </B></TT>
<DD>
Get the number of parents of node.
<DL><DT><DT><B>Returns:</B><DD> the number of parents of this node.<BR><DD></DL><P>
<A NAME="setUserData"></A>
<A NAME="DOC.2.52.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setUserData(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)</B></TT>
<DD>
Set user data. See MemoryAdapter documention for details
of how to specify memory managament of _userData.
<DL><DT><DD></DL><P>
<A NAME="getUserData"></A>
<A NAME="DOC.2.52.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void* getUserData()</B></TT>
<DD>Get user data
<DL><DT><DD></DL><P>
<A NAME="getUserData"></A>
<A NAME="DOC.2.52.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const void* getUserData() const </B></TT>
<DD>Get const user data
<DL><DT><DD></DL><P>
<A NAME="getMemoryAdapter"></A>
<A NAME="DOC.2.52.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* getMemoryAdapter()</B></TT>
<DD>Get the memory adapter associated with _userData
<DL><DT><DD></DL><P>
<A NAME="getMemoryAdapter"></A>
<A NAME="DOC.2.52.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* getMemoryAdapter() const </B></TT>
<DD>Get the const memory adapter associated with _userData
<DL><DT><DD></DL><P>
<A NAME="setNodeMask"></A>
<A NAME="DOC.2.52.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setNodeMask(const NodeMask nm)</B></TT>
<DD>Set the node mask. Note, node mask is will be replaced by TraversalMask.
<DL><DT><DD></DL><P>
<A NAME="getNodeMask"></A>
<A NAME="DOC.2.52.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const NodeMask getNodeMask() const </B></TT>
<DD>Get the node Mask. Note, node mask is will be replaced by TraversalMask.
<DL><DT><DD></DL><P>
<A NAME="DescriptionList"></A>
<A NAME="DOC.2.52.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;std::string&gt; DescriptionList</B></TT>
<DD>A vector of std::string's which are used to describe the object
<DL><DT><DD></DL><P>
<A NAME="getDescriptions"></A>
<A NAME="DOC.2.52.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; getDescriptions() const </B></TT>
<DD>Get the description list of the const node
<DL><DT><DD></DL><P>
<A NAME="getDescriptions"></A>
<A NAME="DOC.2.52.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; getDescriptions()</B></TT>
<DD>Get the description list of the const node
<DL><DT><DD></DL><P>
<A NAME="getDescription"></A>
<A NAME="DOC.2.52.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getDescription(const int i) const </B></TT>
<DD>Get a single const description of the const node
<DL><DT><DD></DL><P>
<A NAME="getDescription"></A>
<A NAME="DOC.2.52.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::string&amp; getDescription(const int i)</B></TT>
<DD>Get a single description of the node
<DL><DT><DD></DL><P>
<A NAME="getNumDescriptions"></A>
<A NAME="DOC.2.52.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getNumDescriptions() const </B></TT>
<DD>Get the number of descriptions of the node
<DL><DT><DD></DL><P>
<A NAME="addDescription"></A>
<A NAME="DOC.2.52.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void addDescription(const std::string&amp; desc)</B></TT>
<DD>Add a description string to the node
<DL><DT><DD></DL><P>
<A NAME="setStateSet"></A>
<A NAME="DOC.2.52.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setStateSet(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)</B></TT>
<DD>set the node's StateSet
<DL><DT><DD></DL><P>
<A NAME="getStateSet"></A>
<A NAME="DOC.2.52.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* getStateSet()</B></TT>
<DD>return the node's StateSet
<DL><DT><DD></DL><P>
<A NAME="getStateSet"></A>
<A NAME="DOC.2.52.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* getStateSet() const </B></TT>
<DD>return the node's const StateSet
<DL><DT><DD></DL><P>
<A NAME="getBound"></A>
<A NAME="DOC.2.52.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; getBound() const </B></TT>
<DD>get the bounding sphere of node.
Using lazy evaluation computes the bounding sphere if it is 'dirty'.
<DL><DT><DD></DL><P>
<A NAME="dirtyBound"></A>
<A NAME="DOC.2.52.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyBound()</B></TT>
<DD>Mark this node's bounding sphere dirty.
Forcing it to be computed on the next call to getBound().
<DL><DT><DD></DL><P>
<A NAME="~Node"></A>
<A NAME="DOC.2.52.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Node()</B></TT>
<DD>Node destructor. Note, is protected so that Nodes cannot
be deleted other than by being dereferenced and the reference
count being zero (see osg::Referenced), preventing the deletion
of nodes which are still in use. This also means that
Node's cannot be created on stack i.e Node node will not compile,
forcing all nodes to be created on the heap i.e Node* node
= new Node().
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.52.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DD>Compute the bounding sphere around Node's geometry or children.
This method is automatically called by getBound() when the bounding
sphere has been marked dirty via dirtyBound().
<DL><DT><DD></DL><P>
<A NAME="_bsphere"></A>
<A NAME="DOC.2.52.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> _bsphere</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_bsphere_computed"></A>
<A NAME="DOC.2.52.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _bsphere_computed</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_name"></A>
<A NAME="DOC.2.52.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _name</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_parents"></A>
<A NAME="DOC.2.52.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> _parents</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_userData"></A>
<A NAME="DOC.2.52.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void* _userData</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_memoryAdapter"></A>
<A NAME="DOC.2.52.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; _memoryAdapter</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_nodeMask"></A>
<A NAME="DOC.2.52.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>NodeMask _nodeMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_descriptions"></A>
<A NAME="DOC.2.52.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> _descriptions</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_dstate"></A>
<A NAME="DOC.2.52.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; _dstate</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="LightSource.html">LightSource</A><BR>
<A HREF="Group.html">Group</A><BR>
<A HREF="Geode.html">Geode</A><BR>
</DL>
<DL><DT><DT><B>Friends:</B><DD> <!1><A HREF="Group.html">Group</A><BR><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HEAD>
<TITLE>struct osg::NodeAcceptOp</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>struct <A HREF="#DOC.DOCU">osg::NodeAcceptOp</A></H2></H2><BLOCKQUOTE>Convinience functor for assisting visiting of arrays of osg::Node's</BLOCKQUOTE>
<HR>
<P><DL>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; <B><A HREF="#DOC.2.54.1">_nv</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.54.2">NodeAcceptOp</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.54.3">operator () </A></B>(<!1><A HREF="Node.html">Node</A>* node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.54.4">operator () </A></B>(<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Node.html">Node</A>&gt; node)
</DL></P>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Convinience functor for assisting visiting of arrays of osg::Node's</BLOCKQUOTE>
<DL>
<A NAME="_nv"></A>
<A NAME="DOC.2.54.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; _nv</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NodeAcceptOp"></A>
<A NAME="DOC.2.54.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NodeAcceptOp(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator () "></A>
<A NAME="DOC.2.54.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void operator () (<!1><A HREF="Node.html">Node</A>* node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator () "></A>
<A NAME="DOC.2.54.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void operator () (<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Node.html">Node</A>&gt; node)</B></TT>
<DL><DT><DD></DL><P></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>typedef std::vector<Node*> NodePath</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>typedef std::vector&lt;<!1><A HREF="Node.html">Node</A>*&gt; <A HREF="#DOC.DOCU">NodePath</A></H2></H2><BLOCKQUOTE>A vector of Nodes pointers which is used to describe the path from a root node to a descendant</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>A vector of Nodes pointers which is used to describe the path from a root node to a descendant</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::NodeVisitor</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::NodeVisitor</A></H2></H2><BLOCKQUOTE>Visitor for type safe operations on osg::Node's.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CNodeVisitor,MNodeVisitor.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.53.2">NodeVisitor</A></B>(<!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> tm=<!1><A HREF="NodeVisitor.html#DOC.2.53.1.1">TRAVERSE_NONE</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.53.3">~NodeVisitor</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.4">reset</A></B>()
<DD><I>Method to call to reset visitor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.53.5">setTraversalMode</A></B>(const <!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> mode)
<DD><I>Set the traversal mode for Node::traverse() to use when deciding which children of a node to traverse.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> <B><A HREF="#DOC.2.53.6">getTraversalMode</A></B>() const
<DD><I>Get the traversal mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.53.7">setTraversalVisitor</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv)
<DD><I>Set a visitor to handle traversal.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="NodeVisitor.html">NodeVisitor</A>* <B><A HREF="#DOC.2.53.8">getTraversalVisitor</A></B>()
<DD><I>Get the traversal visitor, returns NULL if none is attached</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.53.9">traverse</A></B>(<!1><A HREF="Node.html">Node</A>&amp; node)
<DD><I>Inline method for passing handling traversal of a nodes.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.10">apply</A></B>(<!1><A HREF="Node.html">Node</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.11">apply</A></B>(<!1><A HREF="Geode.html">Geode</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.12">apply</A></B>(<!1><A HREF="Billboard.html">Billboard</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.13">apply</A></B>(<!1><A HREF="LightSource.html">LightSource</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.14">apply</A></B>(<!1><A HREF="Group.html">Group</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.15">apply</A></B>(<!1><A HREF="Transform.html">Transform</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.16">apply</A></B>(<!1><A HREF="Switch.html">Switch</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.17">apply</A></B>(Sequence&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.18">apply</A></B>(<!1><A HREF="LOD.html">LOD</A>&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.53.19">apply</A></B>(<!1><A HREF="Impostor.html">Impostor</A>&amp; node)
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.53.1">TraversalMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&gt; <B><A HREF="#DOC.2.53.20">_traversalVisitor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> <B><A HREF="#DOC.2.53.21">_traversalMode</A></B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Visitor for type safe operations on osg::Node's.
Based on GOF's Visitor pattern.</BLOCKQUOTE>
<DL>
<A NAME="TraversalMode"></A>
<A NAME="DOC.2.53.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum TraversalMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="TRAVERSE_NONE"></A>
<A NAME="DOC.2.53.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRAVERSE_NONE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRAVERSE_PARENTS"></A>
<A NAME="DOC.2.53.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRAVERSE_PARENTS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRAVERSE_ALL_CHILDREN"></A>
<A NAME="DOC.2.53.1.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRAVERSE_ALL_CHILDREN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRAVERSE_ACTIVE_CHILDREN"></A>
<A NAME="DOC.2.53.1.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRAVERSE_ACTIVE_CHILDREN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRAVERSE_VISITOR"></A>
<A NAME="DOC.2.53.1.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRAVERSE_VISITOR</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="NodeVisitor"></A>
<A NAME="DOC.2.53.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NodeVisitor(<!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> tm=<!1><A HREF="NodeVisitor.html#DOC.2.53.1.1">TRAVERSE_NONE</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~NodeVisitor"></A>
<A NAME="DOC.2.53.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~NodeVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="reset"></A>
<A NAME="DOC.2.53.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void reset()</B></TT>
<DD>Method to call to reset visitor. Useful for your visitor accumulates
state during a traversal, and you plan to resuse the visitor.
To flush that state for the next traversal than call reset() prior
to each traversal.
<DL><DT><DD></DL><P>
<A NAME="setTraversalMode"></A>
<A NAME="DOC.2.53.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTraversalMode(const <!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> mode)</B></TT>
<DD>Set the traversal mode for Node::traverse() to use when
deciding which children of a node to traverse. If a
NodeVisitor has been attached via setTraverseVisitor()
and the new mode is not TRAVERSE_VISITOR then the attached
visitor is detached. Default mode is TRAVERSE_NONE.
<DL><DT><DD></DL><P>
<A NAME="getTraversalMode"></A>
<A NAME="DOC.2.53.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> getTraversalMode() const </B></TT>
<DD>Get the traversal mode
<DL><DT><DD></DL><P>
<A NAME="setTraversalVisitor"></A>
<A NAME="DOC.2.53.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTraversalVisitor(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv)</B></TT>
<DD>Set a visitor to handle traversal.
Overides the traverse mode setting it to TRAVERSAL_VISITOR.
<DL><DT><DD></DL><P>
<A NAME="getTraversalVisitor"></A>
<A NAME="DOC.2.53.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="NodeVisitor.html">NodeVisitor</A>* getTraversalVisitor()</B></TT>
<DD>Get the traversal visitor, returns NULL if none is attached
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.53.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void traverse(<!1><A HREF="Node.html">Node</A>&amp; node)</B></TT>
<DD>Inline method for passing handling traversal of a nodes.
If you intend to use the visitor for actively traversing
the scene graph then make sure the accept() methods call
this method unless they handle traversal directly.
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Node.html">Node</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Geode.html">Geode</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Billboard.html">Billboard</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="LightSource.html">LightSource</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Group.html">Group</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Transform.html">Transform</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Switch.html">Switch</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(Sequence&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="LOD.html">LOD</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.53.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="Impostor.html">Impostor</A>&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_traversalVisitor"></A>
<A NAME="DOC.2.53.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&gt; _traversalVisitor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_traversalMode"></A>
<A NAME="DOC.2.53.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="NodeVisitor.html#DOC.2.53.1">TraversalMode</A> _traversalMode</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>enum osg::NotifySeverity</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>enum <A HREF="#DOC.DOCU">osg::NotifySeverity</A></H2></H2><BLOCKQUOTE>Range of notify levels from DEBUG_FP through to FATAL, ALWAYS is reserved for forcing the absorption of all messages.</BLOCKQUOTE>
<HR>
<P><DL>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.1">ALWAYS</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.2">FATAL</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.3">WARN</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.4">NOTICE</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.5">INFO</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.6">DEBUG_INFO</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.55.7">DEBUG_FP</A></B>
</DL></P>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
is reserved for forcing the absorption of all messages. The
keywords are also used verbatim when specified by the environmental
variable OSGNOTIFYLEVEL. See documentation on osg::notify() for
further details.</BLOCKQUOTE>
<DL>
<A NAME="ALWAYS"></A>
<A NAME="DOC.2.55.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FATAL"></A>
<A NAME="DOC.2.55.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FATAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="WARN"></A>
<A NAME="DOC.2.55.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WARN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTICE"></A>
<A NAME="DOC.2.55.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTICE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="INFO"></A>
<A NAME="DOC.2.55.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INFO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DEBUG_INFO"></A>
<A NAME="DOC.2.55.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEBUG_INFO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DEBUG_FP"></A>
<A NAME="DOC.2.55.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEBUG_FP</B></TT>
<DL><DT><DD></DL><P></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>#define osg::OSG_GL_DEBUG</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>#define <A HREF="#DOC.DOCU">osg::OSG_GL_DEBUG</A></H2><H2>(message)</H2><BLOCKQUOTE>macro for use with osg::StateAttrbiute::apply methods for detected and reporting OpenGL error messages</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>macro for use with osg::StateAttrbiute::apply methods for detected and
reporting OpenGL error messages</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Object</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Object</A></H2></H2><BLOCKQUOTE>Base class/standard interface for objects which require IO support, cloning and reference counting.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=245>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateSet,MStateSet.html,CStateAttribute,MStateAttribute.html,CNode,MNode.html,CMatrix,MMatrix.html,CImage,MImage.html,CDrawable,MDrawable.html">
<param name=before value="M,M,M|_,MR_,MR_,MR_,MR_,Mr_">
<param name=after value="Md_,M,M,M,M,M,M,M">
<param name=indent value="0,1,1,1,1,1,1,1">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.61.1">Object</A></B>()
<DD><I>Construct an object.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.61.2">clone</A></B>() const = 0
<DD><I>return a shallow copy of a node, with Object* return type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.61.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>*) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.61.4">className</A></B>() const = 0
<DD><I>return the name of the object's class type.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.61.5">~Object</A></B>()
<DD><I>Object destructor.</I>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Base class/standard interface for objects which require IO support,
cloning and reference counting.
Based on GOF Composite, Prototype and Template Method patterns.</BLOCKQUOTE>
<DL>
<A NAME="Object"></A>
<A NAME="DOC.2.61.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Object()</B></TT>
<DD>Construct an object. Note Object is a pure virtual base class
and therefore cannot be constructed on its own, only derived
classes which overide the clone and className methods are
concrete classes and can be constructed.
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.61.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const = 0</B></TT>
<DD>return a shallow copy of a node, with Object* return type.
Must be defined by derived classes.
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.61.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>*) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.61.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const = 0</B></TT>
<DD>return the name of the object's class type. Must be defined
by derived classes.
<DL><DT><DD></DL><P>
<A NAME="~Object"></A>
<A NAME="DOC.2.61.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Object()</B></TT>
<DD>Object destructor. Note, is protected so that Objects cannot
be deleted other than by being derefernced and the reference
count being zero (see osg::Referenced), preventing the deletion
of nodes which are still in use. This also means that
Node's cannot be created on stack i.e Node node will not compile,
forcing all nodes to be created on the heap i.e Node* node
= new Node().
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="StateSet.html">StateSet</A><BR>
<A HREF="StateAttribute.html">StateAttribute</A><BR>
<A HREF="Node.html">Node</A><BR>
<A HREF="Matrix.html">Matrix</A><BR>
<A HREF="Image.html">Image</A><BR>
<A HREF="Drawable.html">Drawable</A><BR>
</DL>
<DL><DT><DD></DL><P><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>
<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Plane</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Plane</A></H2></H2><BLOCKQUOTE>A plane class.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.1">Plane</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.2">Plane</A></B>(const <!1><A HREF="Plane.html#DOC.2.62.2">Plane</A>&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.3">Plane</A></B>(const float a, const float b, const float c, const float d)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.4">Plane</A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; vec)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.5">Plane</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; norm, const float d)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.62.6">Plane</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Plane.html">Plane</A>&amp; <B><A HREF="#DOC.2.62.7">operator = </A></B>(const <!1><A HREF="Plane.html">Plane</A>&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.8">set</A></B>(const <!1><A HREF="Plane.html">Plane</A>&amp; pl)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.9">set</A></B>(const float a, const float b, const float c, const float d)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.10">set</A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; vec)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.11">set</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; norm, const float d)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.12">set</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.13">makeUnitLength</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.14">calculateUpperLowerBBCorners</A></B>()
<DD><I>calculate the upper and lower bounding box corners to be used in the intersect(BoundingBox&) method for speeding calculations</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.62.15">valid</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.62.16">asVec4</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.62.17">asVec4</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.62.18">operator [] </A></B>(const int i)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.62.19">operator [] </A></B>(const int i) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.62.20">distance</A></B>(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; v) const
<DD><I>calculate the distance between a point and the plane</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.62.21">intersect</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs) const
<DD><I>interesection test between plane and bounding sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.62.22">intersect</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb) const
<DD><I>interesection test between plane and bounding sphere.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.23">transform</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)
<DD><I>Transform the plane by matrix.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.62.24">transformProvidingInverse</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)
<DD><I>Transform the plane by provide a pre inverted matrix.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.62.25">_fv</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.62.26">_upperBBCorner</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.62.27">_lowerBBCorner</A></B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>A plane class. It can be used to represent an infinite plane.</BLOCKQUOTE>
<DL>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane(const <!1><A HREF="Plane.html#DOC.2.62.2">Plane</A>&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane(const float a, const float b, const float c, const float d)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane(const <!1><A HREF="Vec4.html">Vec4</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane(const <!1><A HREF="Vec3.html">Vec3</A>&amp; norm, const float d)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Plane"></A>
<A NAME="DOC.2.62.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Plane(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.62.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Plane.html">Plane</A>&amp; operator = (const <!1><A HREF="Plane.html">Plane</A>&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.62.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Plane.html">Plane</A>&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.62.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const float a, const float b, const float c, const float d)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.62.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec4.html">Vec4</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.62.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec3.html">Vec3</A>&amp; norm, const float d)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.62.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v2, const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeUnitLength"></A>
<A NAME="DOC.2.62.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void makeUnitLength()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="calculateUpperLowerBBCorners"></A>
<A NAME="DOC.2.62.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void calculateUpperLowerBBCorners()</B></TT>
<DD>calculate the upper and lower bounding box corners to be used
in the intersect(BoundingBox&) method for speeding calculations
<DL><DT><DD></DL><P>
<A NAME="valid"></A>
<A NAME="DOC.2.62.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool valid() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="asVec4"></A>
<A NAME="DOC.2.62.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; asVec4()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="asVec4"></A>
<A NAME="DOC.2.62.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; asVec4() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.62.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; operator [] (const int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.62.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float operator [] (const int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="distance"></A>
<A NAME="DOC.2.62.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float distance(const <!1><A HREF="Vec3.html">osg::Vec3</A>&amp; v) const </B></TT>
<DD>calculate the distance between a point and the plane
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.62.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int intersect(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bs) const </B></TT>
<DD>interesection test between plane and bounding sphere.
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.
<DL><DT><DD></DL><P>
<A NAME="intersect"></A>
<A NAME="DOC.2.62.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int intersect(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bb) const </B></TT>
<DD>interesection test between plane and bounding sphere.
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.
<DL><DT><DD></DL><P>
<A NAME="transform"></A>
<A NAME="DOC.2.62.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transform(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)</B></TT>
<DD>Transform the plane by matrix. Note, this operations carries out
the calculation of the inverse of the matrix since to transforms
planes must be multiplied my the inverse transposed. This
make this operation expensive. If the inverse has been already
calculated elsewhere then use transformProvidingInverse() instead.
See http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf
<DL><DT><DD></DL><P>
<A NAME="transformProvidingInverse"></A>
<A NAME="DOC.2.62.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transformProvidingInverse(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)</B></TT>
<DD>Transform the plane by provide a pre inverted matrix.
see transform for details.
<DL><DT><DD></DL><P>
<A NAME="_fv"></A>
<A NAME="DOC.2.62.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _fv</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_upperBBCorner"></A>
<A NAME="DOC.2.62.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _upperBBCorner</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_lowerBBCorner"></A>
<A NAME="DOC.2.62.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _lowerBBCorner</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Plane.html">Plane</A>& pl)<BR><DD></DL><P><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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doc/doc++/osg/Point.html Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Point</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Point</A></H2></H2><BLOCKQUOTE>Point - encapsulates the OpenGL point smmothing and size state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CPoint,MPoint.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.64.1">Point</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.64.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.64.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.64.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.64.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.64.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.64.7">setSize</A></B>(const float size)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.64.8">getSize</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.64.9">setFadeThresholdSize</A></B>(const float fadeThresholdSize)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.64.10">getFadeThresholdSize</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.64.11">setDistanceAttenuation</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; distanceAttenuation)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.64.12">getDistanceAttenuation</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.64.13">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.64.14">init_GL_EXT</A></B>()
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.64.16">_size</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.64.17">_fadeThresholdSize</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.64.18">_distanceAttenuation</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.64.15">~Point</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Point - encapsulates the OpenGL point smmothing and size state</BLOCKQUOTE>
<DL>
<A NAME="Point"></A>
<A NAME="DOC.2.64.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Point()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.64.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.64.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.64.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.64.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.64.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setSize"></A>
<A NAME="DOC.2.64.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSize(const float size)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getSize"></A>
<A NAME="DOC.2.64.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getSize() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setFadeThresholdSize"></A>
<A NAME="DOC.2.64.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFadeThresholdSize(const float fadeThresholdSize)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFadeThresholdSize"></A>
<A NAME="DOC.2.64.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getFadeThresholdSize() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDistanceAttenuation"></A>
<A NAME="DOC.2.64.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDistanceAttenuation(const <!1><A HREF="Vec3.html">Vec3</A>&amp; distanceAttenuation)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDistanceAttenuation"></A>
<A NAME="DOC.2.64.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getDistanceAttenuation() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.64.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="init_GL_EXT"></A>
<A NAME="DOC.2.64.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void init_GL_EXT()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Point"></A>
<A NAME="DOC.2.64.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Point()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_size"></A>
<A NAME="DOC.2.64.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _size</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_fadeThresholdSize"></A>
<A NAME="DOC.2.64.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _fadeThresholdSize</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_distanceAttenuation"></A>
<A NAME="DOC.2.64.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _distanceAttenuation</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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@ -0,0 +1,214 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::PolygonMode</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::PolygonMode</A></H2></H2><BLOCKQUOTE>Class to for setting OpenGL's polygon culling mode</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CPolygonMode,MPolygonMode.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.65.1">PolygonMode</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.65.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.65.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.65.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.65.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.65.8">setMode</A></B>(const <!1><A HREF="PolygonMode.html#DOC.2.65.6">Face</A> face, const <!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> mode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> <B><A HREF="#DOC.2.65.9">getMode</A></B>(const <!1><A HREF="PolygonMode.html#DOC.2.65.6">Face</A> face) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.65.10">getFrontAndBack</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.65.11">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.65.6">Face</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.65.7">Mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.65.13">_frontAndBack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> <B><A HREF="#DOC.2.65.14">_modeFront</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> <B><A HREF="#DOC.2.65.15">_modeBack</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.65.12">~PolygonMode</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>setStateSetModes</B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Class to for setting OpenGL's polygon culling mode</BLOCKQUOTE>
<DL>
<A NAME="PolygonMode"></A>
<A NAME="DOC.2.65.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PolygonMode()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.65.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.65.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.65.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.65.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Face"></A>
<A NAME="DOC.2.65.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Face</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="FRONT"></A>
<A NAME="DOC.2.65.6.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BACK"></A>
<A NAME="DOC.2.65.6.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BACK</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRONT_AND_BACK"></A>
<A NAME="DOC.2.65.6.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONT_AND_BACK</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="Mode"></A>
<A NAME="DOC.2.65.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="POINT"></A>
<A NAME="DOC.2.65.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINE"></A>
<A NAME="DOC.2.65.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FILL"></A>
<A NAME="DOC.2.65.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FILL</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.65.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMode(const <!1><A HREF="PolygonMode.html#DOC.2.65.6">Face</A> face, const <!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.65.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> getMode(const <!1><A HREF="PolygonMode.html#DOC.2.65.6">Face</A> face) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFrontAndBack"></A>
<A NAME="DOC.2.65.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getFrontAndBack() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.65.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~PolygonMode"></A>
<A NAME="DOC.2.65.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~PolygonMode()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_frontAndBack"></A>
<A NAME="DOC.2.65.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _frontAndBack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modeFront"></A>
<A NAME="DOC.2.65.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> _modeFront</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modeBack"></A>
<A NAME="DOC.2.65.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="PolygonMode.html#DOC.2.65.7">Mode</A> _modeBack</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::PolygonOffset</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::PolygonOffset</A></H2></H2><BLOCKQUOTE>PolygonOffset - encapsulates the OpenGL glPolygonOffset state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CPolygonOffset,MPolygonOffset.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.66.1">PolygonOffset</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.66.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.66.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.66.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.66.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.66.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.66.7">setFactor</A></B>(const float factor)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.66.8">getFactor</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.66.9">setUnits</A></B>(const float units)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.66.10">getUnits</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.66.11">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.66.13">_factor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.66.14">_units</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.66.12">~PolygonOffset</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>PolygonOffset - encapsulates the OpenGL glPolygonOffset state</BLOCKQUOTE>
<DL>
<A NAME="PolygonOffset"></A>
<A NAME="DOC.2.66.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PolygonOffset()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.66.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.66.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.66.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.66.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.66.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setFactor"></A>
<A NAME="DOC.2.66.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFactor(const float factor)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFactor"></A>
<A NAME="DOC.2.66.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getFactor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setUnits"></A>
<A NAME="DOC.2.66.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setUnits(const float units)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUnits"></A>
<A NAME="DOC.2.66.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getUnits() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.66.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~PolygonOffset"></A>
<A NAME="DOC.2.66.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~PolygonOffset()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_factor"></A>
<A NAME="DOC.2.66.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _factor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_units"></A>
<A NAME="DOC.2.66.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _units</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Quat</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Quat</A></H2></H2><BLOCKQUOTE>A quaternion class.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.67.1">_fv</A></B>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.67.2">Quat</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.67.3">Quat</A></B>( float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.67.4">Quat</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; v )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.67.5">asVec4</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.67.6">asVec4</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.67.7">asVec3</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.67.8">set</A></B>(const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.67.9">set</A></B>(const <!1><A HREF="Vec4.html">osg::Vec4</A>&amp; v)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.10">operator * </A></B>(const float&amp; rhs) const
<DD><I>Multiply by scalar </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.11">operator *= </A></B>(const float&amp; rhs)
<DD><I>Unary multiply by scalar </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.12">operator*</A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const
<DD><I>Binary multiply </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.13">operator*=</A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)
<DD><I>Unary multiply </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.14">operator / </A></B>(const float&amp; rhs) const
<DD><I>Divide by scalar </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.15">operator /= </A></B>(const float&amp; rhs)
<DD><I>Unary divide by scalar </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.16">operator/</A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; denom) const
<DD><I>Binary divide </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.17">operator/=</A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; denom)
<DD><I>Unary divide </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.18">operator + </A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const
<DD><I>Binary addition </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.19">operator += </A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)
<DD><I>Unary addition</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.20">operator - </A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const
<DD><I>Binary subtraction </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Quat.html">Quat</A>&amp; <B><A HREF="#DOC.2.67.21">operator -= </A></B>(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)
<DD><I>Unary subtraction </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.22">operator - </A></B>() const
<DD><I>Negation operator - returns the negative of the quaternion.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.67.23">length</A></B>() const
<DD><I>Length of the quaternion = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.67.24">length2</A></B>() const
<DD><I>Length of the quaternion = vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.25">conj</A></B>() const
<DD><I>Conjugate </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Quat.html">Quat</A> <B><A HREF="#DOC.2.67.26">inverse</A></B>() const
<DD><I>Multiplicative inverse method: q^(-1) = q^*/(qq^*)</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.27">makeRot</A></B>( const float angle, const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.28">makeRot</A></B>( const float angle, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.29">makeRot</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec2 )
<DD><I>Make a rotation Quat which will rotate vec1 to vec2.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.30">getRot</A></B>( float&amp; angle, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> ) const
<DD><I>Return the angle and vector components represented by the quaternion</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.31">getRot</A></B>( float&amp; angle, <!1><A HREF="Vec3.html">Vec3</A>&amp; vec ) const
<DD><I>Return the angle and vector represented by the quaternion</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.32">slerp</A></B>( const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, const <!1><A HREF="Quat.html">Quat</A>&amp; from, const <!1><A HREF="Quat.html">Quat</A>&amp; to)
<DD><I>Spherical Linear Interpolation.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.33">set</A></B>( const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; m )
<DD><I>Set quaternion to be equivalent to specified matrix</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.67.34">get</A></B>( <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; m ) const
<DD><I>Get the equivalent matrix for this quaternion</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>A quaternion class. It can be used to represent an orientation in 3D space.</BLOCKQUOTE>
<DL>
<A NAME="_fv"></A>
<A NAME="DOC.2.67.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _fv</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Quat"></A>
<A NAME="DOC.2.67.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Quat()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Quat"></A>
<A NAME="DOC.2.67.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Quat( float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Quat"></A>
<A NAME="DOC.2.67.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Quat( const <!1><A HREF="Vec4.html">Vec4</A>&amp; v )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="asVec4"></A>
<A NAME="DOC.2.67.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; asVec4()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="asVec4"></A>
<A NAME="DOC.2.67.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; asVec4() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="asVec3"></A>
<A NAME="DOC.2.67.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> asVec3() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.67.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.67.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec4.html">osg::Vec4</A>&amp; v)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.67.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator * (const float&amp; rhs) const </B></TT>
<DD>Multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.67.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator *= (const float&amp; rhs)</B></TT>
<DD>Unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator*"></A>
<A NAME="DOC.2.67.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator*(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const </B></TT>
<DD>Binary multiply
<DL><DT><DD></DL><P>
<A NAME="operator*="></A>
<A NAME="DOC.2.67.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator*=(const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)</B></TT>
<DD>Unary multiply
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.67.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator / (const float&amp; rhs) const </B></TT>
<DD>Divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.67.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator /= (const float&amp; rhs)</B></TT>
<DD>Unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator/"></A>
<A NAME="DOC.2.67.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator/(const <!1><A HREF="Quat.html">Quat</A>&amp; denom) const </B></TT>
<DD>Binary divide
<DL><DT><DD></DL><P>
<A NAME="operator/="></A>
<A NAME="DOC.2.67.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator/=(const <!1><A HREF="Quat.html">Quat</A>&amp; denom)</B></TT>
<DD>Unary divide
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.67.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator + (const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const </B></TT>
<DD>Binary addition
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.67.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator += (const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)</B></TT>
<DD>Unary addition
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.67.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator - (const <!1><A HREF="Quat.html">Quat</A>&amp; rhs) const </B></TT>
<DD>Binary subtraction
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.67.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Quat.html">Quat</A>&amp; operator -= (const <!1><A HREF="Quat.html">Quat</A>&amp; rhs)</B></TT>
<DD>Unary subtraction
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.67.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> operator - () const </B></TT>
<DD>Negation operator - returns the negative of the quaternion.
Basically just calls operator - () on the Vec4
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.67.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float length() const </B></TT>
<DD>Length of the quaternion = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.67.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float length2() const </B></TT>
<DD>Length of the quaternion = vec . vec
<DL><DT><DD></DL><P>
<A NAME="conj"></A>
<A NAME="DOC.2.67.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> conj() const </B></TT>
<DD>Conjugate
<DL><DT><DD></DL><P>
<A NAME="inverse"></A>
<A NAME="DOC.2.67.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Quat.html">Quat</A> inverse() const </B></TT>
<DD>Multiplicative inverse method: q^(-1) = q^*/(qq^*)
<DL><DT><DD></DL><P>
<A NAME="makeRot"></A>
<A NAME="DOC.2.67.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRot( const float angle, const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeRot"></A>
<A NAME="DOC.2.67.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRot( const float angle, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="makeRot"></A>
<A NAME="DOC.2.67.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void makeRot( const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec1, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec2 )</B></TT>
<DD>Make a rotation Quat which will rotate vec1 to vec2.
Generally take adot product to get the angle between these
and then use a cross product to get the rotation axis
Watch out for the two special cases of when the vectors
are co-incident or opposite in direction.
<DL><DT><DD></DL><P>
<A NAME="getRot"></A>
<A NAME="DOC.2.67.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getRot( float&amp; angle, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float&amp; <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> ) const </B></TT>
<DD>Return the angle and vector components represented by the quaternion
<DL><DT><DD></DL><P>
<A NAME="getRot"></A>
<A NAME="DOC.2.67.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getRot( float&amp; angle, <!1><A HREF="Vec3.html">Vec3</A>&amp; vec ) const </B></TT>
<DD>Return the angle and vector represented by the quaternion
<DL><DT><DD></DL><P>
<A NAME="slerp"></A>
<A NAME="DOC.2.67.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void slerp( const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, const <!1><A HREF="Quat.html">Quat</A>&amp; from, const <!1><A HREF="Quat.html">Quat</A>&amp; to)</B></TT>
<DD>Spherical Linear Interpolation.
As t goes from 0 to 1, the Quat object goes from "from" to "to".
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.67.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set( const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; m )</B></TT>
<DD>Set quaternion to be equivalent to specified matrix
<DL><DT><DD></DL><P>
<A NAME="get"></A>
<A NAME="DOC.2.67.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void get( <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; m ) const </B></TT>
<DD>Get the equivalent matrix for this quaternion
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Quat.html">Quat</A>& vec)<BR><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Referenced</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Referenced</A></H2></H2><BLOCKQUOTE>Base class from providing referencing counted objects</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=245>
<param name=classes value="CReferenced,MReferenced.html,CState,MState.html,CObject,MObject.html,CNodeVisitor,MNodeVisitor.html,CMemoryAdapter,MMemoryAdapter.html,CLineSegment,MLineSegment.html,CImpostorSpriteManager,MImpostorSpriteManager.html,CCamera,MCamera.html">
<param name=before value="M,M|_,MR_,MR_,MR_,MR_,MR_,Mr_">
<param name=after value="M,M,M,M,M,M,M,M">
<param name=indent value="0,0,0,0,0,0,0,0">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.69.1">Referenced</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.69.2">Referenced</A></B>(const <!1><A HREF="Referenced.html#DOC.2.69.2">Referenced</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B><A HREF="#DOC.2.69.3">operator = </A></B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.69.4">ref</A></B>() const
<DD><I>increment the reference count by one, indicating that this object has another pointer which is referencing it</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.69.5">unref</A></B>() const
<DD><I>decrement the reference count by one, indicating that a pointer to this object is referencing it.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.69.6">referenceCount</A></B>() const
<DD><I>return the number pointers currently referencing this object.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable int <B><A HREF="#DOC.2.69.8">_refCount</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.69.7">~Referenced</A></B>()
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Base class from providing referencing counted objects</BLOCKQUOTE>
<DL>
<A NAME="Referenced"></A>
<A NAME="DOC.2.69.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Referenced()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Referenced"></A>
<A NAME="DOC.2.69.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Referenced(const <!1><A HREF="Referenced.html#DOC.2.69.2">Referenced</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.69.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; operator = (<!1><A HREF="Referenced.html">Referenced</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ref"></A>
<A NAME="DOC.2.69.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void ref() const </B></TT>
<DD>increment the reference count by one, indicating that
this object has another pointer which is referencing it
<DL><DT><DD></DL><P>
<A NAME="unref"></A>
<A NAME="DOC.2.69.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void unref() const </B></TT>
<DD>decrement the reference count by one, indicating that
a pointer to this object is referencing it. If the
refence count goes to zero, it is assumed that this object
is nolonger referenced and is automatically deleted.
<DL><DT><DD></DL><P>
<A NAME="referenceCount"></A>
<A NAME="DOC.2.69.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int referenceCount() const </B></TT>
<DD>return the number pointers currently referencing this object.
<DL><DT><DD></DL><P>
<A NAME="~Referenced"></A>
<A NAME="DOC.2.69.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Referenced()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_refCount"></A>
<A NAME="DOC.2.69.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable int _refCount</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="State.html">State</A><BR>
<A HREF="Object.html">Object</A><BR>
<A HREF="NodeVisitor.html">NodeVisitor</A><BR>
<A HREF="MemoryAdapter.html">MemoryAdapter</A><BR>
<A HREF="LineSegment.html">LineSegment</A><BR>
<A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A><BR>
<A HREF="Camera.html">Camera</A><BR>
</DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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doc/doc++/osg/State.html Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::State</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::State</A></H2></H2><BLOCKQUOTE>State class for managing a state stack.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="CReferenced,MReferenced.html,CState,MState.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 Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.72.1">State</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.72.2">~State</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.3">pushStateSet</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)
<DD><I>push stateset onto state stack</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.4">popStateSet</A></B>()
<DD><I>pop drawstate off state stack</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.5">reset</A></B>()
<DD><I>reset the state object to an empty stack</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.6">apply_mode</A></B>(const StateAttribute::GLMode mode, const bool enabled)
<DD><I>apply an OpenGL mode if required.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.72.7">apply_attribute</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)
<DD><I>apply an attribute if required.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.8">apply</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)
<DD><I>apply stateset</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.9">apply</A></B>()
<DD><I>apply the state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.10">have_applied</A></B>(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
<DD><I>mode has been set externally, update state to reflect this setting</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.11">have_applied</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)
<DD><I>attribute has been applied externally, update state to reflect this setting</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.72.12">setContextID</A></B>(unsigned int contextID)
<DD><I>Set the current OpenGL context uniqueID.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.72.13">getContextID</A></B>() const
<DD><I>Get the current OpenGL context unique ID</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.72.14">setFrameNumber</A></B>(unsigned int fn)
<DD><I>Set the frame number</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned int <B><A HREF="#DOC.2.72.15">getFrameNumber</A></B>() const
<DD><I>Get the frame number</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.72.16">incrementFrameNumber</A></B>()
<DD><I>Increment the frame number.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.72.17">setFineGrainedErrorDetection</A></B>(const bool flag)
<DD><I>Set the hint to OpenGL routines to do fine grained OpenGL error checking</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.72.18">getFineGrainedErrorDetection</A></B>() const
<DD><I>Get the hint to OpenGL routines to do fine grained OpenGL error checking</I>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>State class for managing a state stack.
Lazy state updating is used to minize state changes.</BLOCKQUOTE>
<DL>
<A NAME="State"></A>
<A NAME="DOC.2.72.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> State()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~State"></A>
<A NAME="DOC.2.72.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~State()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="pushStateSet"></A>
<A NAME="DOC.2.72.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void pushStateSet(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)</B></TT>
<DD>push stateset onto state stack
<DL><DT><DD></DL><P>
<A NAME="popStateSet"></A>
<A NAME="DOC.2.72.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void popStateSet()</B></TT>
<DD>pop drawstate off state stack
<DL><DT><DD></DL><P>
<A NAME="reset"></A>
<A NAME="DOC.2.72.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void reset()</B></TT>
<DD>reset the state object to an empty stack
<DL><DT><DD></DL><P>
<A NAME="apply_mode"></A>
<A NAME="DOC.2.72.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool apply_mode(const StateAttribute::GLMode mode, const bool enabled)</B></TT>
<DD>apply an OpenGL mode if required.
<DL><DT><DD></DL><P>
<A NAME="apply_attribute"></A>
<A NAME="DOC.2.72.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool apply_attribute(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)</B></TT>
<DD>apply an attribute if required.
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.72.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void apply(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)</B></TT>
<DD>apply stateset
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.72.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void apply()</B></TT>
<DD>apply the state
<DL><DT><DD></DL><P>
<A NAME="have_applied"></A>
<A NAME="DOC.2.72.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void have_applied(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)</B></TT>
<DD>mode has been set externally, update state to reflect this setting
<DL><DT><DD></DL><P>
<A NAME="have_applied"></A>
<A NAME="DOC.2.72.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void have_applied(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)</B></TT>
<DD>attribute has been applied externally, update state to reflect this setting
<DL><DT><DD></DL><P>
<A NAME="setContextID"></A>
<A NAME="DOC.2.72.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setContextID(unsigned int contextID)</B></TT>
<DD>Set the current OpenGL context uniqueID.
Note, it is the application developers responsiblity to
set up unique ID for each OpenGL context. This value is
then used by osg::StateAttribure's and osg::Drawable's to
help manage OpenGL display list and texture binds appropriate
for each context.
<DL><DT><DD></DL><P>
<A NAME="getContextID"></A>
<A NAME="DOC.2.72.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int getContextID() const </B></TT>
<DD>Get the current OpenGL context unique ID
<DL><DT><DD></DL><P>
<A NAME="setFrameNumber"></A>
<A NAME="DOC.2.72.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrameNumber(unsigned int fn)</B></TT>
<DD>Set the frame number
<DL><DT><DD></DL><P>
<A NAME="getFrameNumber"></A>
<A NAME="DOC.2.72.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned int getFrameNumber() const </B></TT>
<DD>Get the frame number
<DL><DT><DD></DL><P>
<A NAME="incrementFrameNumber"></A>
<A NAME="DOC.2.72.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void incrementFrameNumber()</B></TT>
<DD>Increment the frame number. Done once per frame.
<DL><DT><DD></DL><P>
<A NAME="setFineGrainedErrorDetection"></A>
<A NAME="DOC.2.72.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFineGrainedErrorDetection(const bool flag)</B></TT>
<DD>Set the hint to OpenGL routines to do fine grained OpenGL error checking
<DL><DT><DD></DL><P>
<A NAME="getFineGrainedErrorDetection"></A>
<A NAME="DOC.2.72.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getFineGrainedErrorDetection() const </B></TT>
<DD>Get the hint to OpenGL routines to do fine grained OpenGL error checking
<DL><DT><DD></DL><P><DL>
<A NAME="ModeStack"></A>
<A NAME="DOC.2.72.21.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ModeStack()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="changed"></A>
<A NAME="DOC.2.72.21.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool changed</B></TT>
<DL><DT><DD></DL><P>
<A NAME="last_applied_value"></A>
<A NAME="DOC.2.72.21.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool last_applied_value</B></TT>
<DL><DT><DD></DL><P>
<A NAME="valueVec"></A>
<A NAME="DOC.2.72.21.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>ValueVec valueVec</B></TT>
<DL><DT><DD></DL><P></DL>
<DL>
<A NAME="AttributeStack"></A>
<A NAME="DOC.2.72.22.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AttributeStack()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="changed"></A>
<A NAME="DOC.2.72.22.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool changed</B></TT>
<DL><DT><DD></DL><P>
<A NAME="last_applied_attribute"></A>
<A NAME="DOC.2.72.22.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* last_applied_attribute</B></TT>
<DL><DT><DD></DL><P>
<A NAME="attributeVec"></A>
<A NAME="DOC.2.72.22.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>AttributeVec attributeVec</B></TT>
<DL><DT><DD></DL><P></DL>
</DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::StateAttribute</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::StateAttribute</A></H2></H2><BLOCKQUOTE>Base class for state attribues</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=635>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTransparency,MTransparency.html,CTexture,MTexture.html,CTexMat,MTexMat.html,CTexGen,MTexGen.html,CTexEnv,MTexEnv.html,CStencil,MStencil.html,CPolygonOffset,MPolygonOffset.html,CPolygonMode,MPolygonMode.html,CPoint,MPoint.html,CMaterial,MMaterial.html,CLight,MLight.html,CFrontFace,MFrontFace.html,CFog,MFog.html,CDepth,MDepth.html,CCullFace,MCullFace.html,CColorMask,MColorMask.html,CClipPlane,MClipPlane.html,CAlphaFunc,MAlphaFunc.html">
<param name=before value="M,M,M,M|_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,MR_,Mr_">
<param name=after value="Md_SP,Md_,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M,M">
<param name=indent value="0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.73.6">StateAttribute</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.73.7">clone</A></B>() const = 0
<DD><I>return a shallow copy of a node, with Object* return type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.73.8">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DD><I>return true if this and obj are of the same kind of object</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.73.9">className</A></B>() const
<DD><I>return the name of the attribute's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.73.10">getType</A></B>() const = 0
<DD><I>return the Type idenitifer of the attribute's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.73.11">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.73.12">apply</A></B>(<!1><A HREF="State.html">State</A>&amp;) const = 0
<DD><I>apply the OpenGL state attributes.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.73.13">compile</A></B>(<!1><A HREF="State.html">State</A>&amp;) const
<DD><I>default to nothing to compile - all state is applied immediately.</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef GLenum <B><A HREF="#DOC.2.73.1">GLMode</A></B>
<DD><I>GLMode is the value used in glEnable/glDisable(mode) </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.73.2">GLModeValue</A></B>
<DD><I>GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.73.3">OverrideValue</A></B>
<DD><I>Override is used to specified the override behavior of StateAttributes from from parent to children.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.73.4">Values</A></B>
<DD><I>list values which can be used in to set either GLModeValues or OverrideValues.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.73.5">Type</A></B>
<DD><I>Values of StateAttribute::Type used to aid identification of diffenent StateAttribute subclasses.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.73.14">~StateAttribute</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Base class for state attribues</BLOCKQUOTE>
<DL>
<A NAME="GLMode"></A>
<A NAME="DOC.2.73.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef GLenum GLMode</B></TT>
<DD>GLMode is the value used in glEnable/glDisable(mode)
<DL><DT><DD></DL><P>
<A NAME="GLModeValue"></A>
<A NAME="DOC.2.73.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int GLModeValue</B></TT>
<DD>GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).
GLMoveValue is also used to speficy the override behavior of modes from parent to children.
See enum Value description for more details.
<DL><DT><DD></DL><P>
<A NAME="OverrideValue"></A>
<A NAME="DOC.2.73.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int OverrideValue</B></TT>
<DD>Override is used to specified the override behavior of StateAttributes
from from parent to children.
See enum Value description for more details.
<DL><DT><DD></DL><P>
<A NAME="Values"></A>
<A NAME="DOC.2.73.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Values</B></TT>
<DD>list values which can be used in to set either GLModeValues
or OverrideValues. When using in conjection with GLModeValues
all Values have meaning. When using in conjection with
StateAttribute OverrideValue only OFF,OVERRIDE and INHERIT
are meaningful. However, they are useful when using GLModeValue
and OverrideValue in conjunction with each other as when using
StateSet::setAttributeAndModes(..).
<DL><DT><DD></DL><P><DL>
<A NAME="OFF"></A>
<A NAME="DOC.2.73.4.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
<DD>means that associated GLMode and Override is disabled
<DL><DT><DD></DL><P>
<A NAME="ON"></A>
<A NAME="DOC.2.73.4.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ON</B></TT>
<DD>means that associated GLMode is enabled and Override is disabled
<DL><DT><DD></DL><P>
<A NAME="OVERRIDE"></A>
<A NAME="DOC.2.73.4.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE</B></TT>
<DD>Overriding of GLMode's or StateAttributes is enabled
<DL><DT><DD></DL><P>
<A NAME="OVERRIDE_OFF"></A>
<A NAME="DOC.2.73.4.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_OFF</B></TT>
<DD>means that associated GLMode is disabled and Override is enabled
<DL><DT><DD></DL><P>
<A NAME="OVERRIDE_ON"></A>
<A NAME="DOC.2.73.4.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_ON</B></TT>
<DD>means that associated GLMode and Override is enabled
<DL><DT><DD></DL><P>
<A NAME="INHERIT"></A>
<A NAME="DOC.2.73.4.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INHERIT</B></TT>
<DD>means that GLMode or StateAttribute should in inherited from above
<DL><DT><DD></DL><P></DL>
<A NAME="Type"></A>
<A NAME="DOC.2.73.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Type</B></TT>
<DD>Values of StateAttribute::Type used to aid identification
of diffenent StateAttribute subclasses. Each subclass defines
it own value in the virtual Type getType() method. When
extending the osg's StateAttribute's simply define your
own Type value which is unique, using the StateAttribute::Type
enum as a guide of what values to use. If your new subclass
needs to override a standard StateAttriubte then simple use
that types value.
<DL><DT><DD></DL><P><DL>
<A NAME="ALPHAFUNC"></A>
<A NAME="DOC.2.73.5.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALPHAFUNC</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ANTIALIAS"></A>
<A NAME="DOC.2.73.5.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ANTIALIAS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="COLORTABLE"></A>
<A NAME="DOC.2.73.5.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COLORTABLE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CULLFACE"></A>
<A NAME="DOC.2.73.5.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CULLFACE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FOG"></A>
<A NAME="DOC.2.73.5.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FOG</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FRONTFACE"></A>
<A NAME="DOC.2.73.5.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRONTFACE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LIGHTING"></A>
<A NAME="DOC.2.73.5.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LIGHTING</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MATERIAL"></A>
<A NAME="DOC.2.73.5.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MATERIAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POINT"></A>
<A NAME="DOC.2.73.5.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POLYGONMODE"></A>
<A NAME="DOC.2.73.5.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POLYGONMODE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POLYGONOFFSET"></A>
<A NAME="DOC.2.73.5.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POLYGONOFFSET</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXENV"></A>
<A NAME="DOC.2.73.5.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXENV</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXGEN"></A>
<A NAME="DOC.2.73.5.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXGEN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXMAT"></A>
<A NAME="DOC.2.73.5.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXMAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXTURE"></A>
<A NAME="DOC.2.73.5.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXTURE_0"></A>
<A NAME="DOC.2.73.5.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXTURE_1"></A>
<A NAME="DOC.2.73.5.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_1</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXTURE_2"></A>
<A NAME="DOC.2.73.5.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TEXTURE_3"></A>
<A NAME="DOC.2.73.5.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TEXTURE_3</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRANSPARENCY"></A>
<A NAME="DOC.2.73.5.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRANSPARENCY</B></TT>
<DL><DT><DD></DL><P>
<A NAME="STENCIL"></A>
<A NAME="DOC.2.73.5.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> STENCIL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="COLORMASK"></A>
<A NAME="DOC.2.73.5.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COLORMASK</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE"></A>
<A NAME="DOC.2.73.5.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_0"></A>
<A NAME="DOC.2.73.5.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_1"></A>
<A NAME="DOC.2.73.5.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_1</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_2"></A>
<A NAME="DOC.2.73.5.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_3"></A>
<A NAME="DOC.2.73.5.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_3</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_4"></A>
<A NAME="DOC.2.73.5.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_4</B></TT>
<DL><DT><DD></DL><P>
<A NAME="CLIPPLANE_5"></A>
<A NAME="DOC.2.73.5.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLIPPLANE_5</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DEPTH"></A>
<A NAME="DOC.2.73.5.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEPTH</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="StateAttribute"></A>
<A NAME="DOC.2.73.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateAttribute()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.73.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const = 0</B></TT>
<DD>return a shallow copy of a node, with Object* return type
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.73.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DD>return true if this and obj are of the same kind of object
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.73.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DD>return the name of the attribute's class type
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.73.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const = 0</B></TT>
<DD>return the Type idenitifer of the attribute's class type
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.73.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.73.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp;) const = 0</B></TT>
<DD>apply the OpenGL state attributes.
The global state for the current OpenGL context is passed
in to allow the StateAttribute to obtain details on the
the current context and state.
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.73.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void compile(<!1><A HREF="State.html">State</A>&amp;) const </B></TT>
<DD>default to nothing to compile - all state is applied immediately.
<DL><DT><DD></DL><P>
<A NAME="~StateAttribute"></A>
<A NAME="DOC.2.73.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~StateAttribute()</B></TT>
<DL><DT><DD></DL><P></DL>
<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="Transparency.html">Transparency</A><BR>
<A HREF="Texture.html">Texture</A><BR>
<A HREF="TexMat.html">TexMat</A><BR>
<A HREF="TexGen.html">TexGen</A><BR>
<A HREF="TexEnv.html">TexEnv</A><BR>
<A HREF="Stencil.html">Stencil</A><BR>
<A HREF="PolygonOffset.html">PolygonOffset</A><BR>
<A HREF="PolygonMode.html">PolygonMode</A><BR>
<A HREF="Point.html">Point</A><BR>
<A HREF="Material.html">Material</A><BR>
<A HREF="Light.html">Light</A><BR>
<A HREF="FrontFace.html">FrontFace</A><BR>
<A HREF="Fog.html">Fog</A><BR>
<A HREF="Depth.html">Depth</A><BR>
<A HREF="CullFace.html">CullFace</A><BR>
<A HREF="ColorMask.html">ColorMask</A><BR>
<A HREF="ClipPlane.html">ClipPlane</A><BR>
<A HREF="AlphaFunc.html">AlphaFunc</A><BR>
</DL>
<DL><DT><DD></DL><P><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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<TITLE>class SG_EXPORT osg::StateSet</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::StateSet</A></H2></H2><BLOCKQUOTE> Encapsulates OpenGL state modes and attributes.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateSet,MStateSet.html">
<param name=before value="M,M,M">
<param name=after value="Md_SP,Md_,M">
<param name=indent value="0,1,2">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.1">StateSet</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.74.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.74.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.74.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.5">setGlobalDefaults</A></B>()
<DD><I>set all the modes to on or off so that it defines a complete state, typically used for a default global state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.6">setAllToInherit</A></B>()
<DD><I>set all the modes to inherit, typically used to signifiy nodes which inherit all of their modes for the global state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.8">setMode</A></B>(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
<DD><I>set this StateSet to contain specified GLMode and value</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.9">setModeToInherit</A></B>(const StateAttribute::GLMode mode)
<DD><I>set this StateSet to inherit specified GLMode type from parents.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const StateAttribute::GLModeValue <B><A HREF="#DOC.2.74.10">getMode</A></B>(const StateAttribute::GLMode mode) const
<DD><I>get specified GLModeValue for specified GLMode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A>&amp; <B><A HREF="#DOC.2.74.11">getModeList</A></B>()
<DD><I>return the list of all GLModes contained in this StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A>&amp; <B><A HREF="#DOC.2.74.12">getModeList</A></B>() const
<DD><I>return the const list of all GLModes contained in this const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.15">setAttribute</A></B>(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF)
<DD><I>set this StateSet to contain specified attribute and override flag</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.16">setAttributeAndModes</A></B>(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::GLModeValue value=StateAttribute::ON)
<DD><I>set this StateSet to contain specified attribute and set the associated GLMode's to specifed value</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.17">setAttributeToInherit</A></B>(const StateAttribute::Type type)
<DD><I>set this StateSet to inherit specified attribute type from parents.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* <B><A HREF="#DOC.2.74.18">getAttribute</A></B>(const StateAttribute::Type type) const
<DD><I>get specified StateAttribute for specified type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateSet.html#DOC.2.74.13">RefAttributePair</A>* <B><A HREF="#DOC.2.74.19">getAttributePair</A></B>(const StateAttribute::Type type) const
<DD><I>get specified RefAttributePair for specified type.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A>&amp; <B><A HREF="#DOC.2.74.20">getAttributeList</A></B>()
<DD><I>return the list of all StateAttributes contained in this StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A>&amp; <B><A HREF="#DOC.2.74.21">getAttributeList</A></B>() const
<DD><I>return the const list of all StateAttributes contained in this const StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateSet.html#DOC.2.74.22">ModeVector</A> <B><A HREF="#DOC.2.74.23">getModeVector</A></B>() const
<DD><I>get method which copies this StateSet's osg::GLModeValues's into a std::vector.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateSet.html#DOC.2.74.24">AttributeVector</A> <B><A HREF="#DOC.2.74.25">getAttributeVector</A></B>() const
<DD><I>get method which copies this StateSet's osg::StateAttribute's into a std::vector.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.27">setRenderingHint</A></B>(const int hint)
<DD><I>set the RenderingHint of the StateSet.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.74.28">getRenderingHint</A></B>() const
<DD><I>get the RenderingHint of the StateSet</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.30">setRenderBinDetails</A></B>(const int binNum, const std::string&amp; binName, const <!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> mode=<!1><A HREF="StateSet.html#DOC.2.74.29.2">USE_RENDERBIN_DETAILS</A>)
<DD><I>set the render bin details</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.31">setRendingBinToInherit</A></B>()
<DD><I>set the render bin details to inherit</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> <B><A HREF="#DOC.2.74.32">getRenderBinMode</A></B>() const
<DD><I>get the render bin mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.74.33">useRenderBinDetails</A></B>() const
<DD><I>get whether the render bin details are set and should be used</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.74.34">getBinNumber</A></B>() const
<DD><I>get the render bin number</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.2.74.35">getBinName</A></B>() const
<DD><I>get the render bin name</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.36">compile</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>call compile on all StateAttributes contained within this StateSet</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; <B><A HREF="#DOC.2.74.7">ModeList</A></B>
<DD><I>a container to map GLModes to their respective GLModeValues</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::pair&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateAttribute.html">StateAttribute</A>&gt;,StateAttribute::OverrideValue&gt; <B><A HREF="#DOC.2.74.13">RefAttributePair</A></B>
<DD><I>simple pairing between an attribute and its override flag</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;StateAttribute::Type,<!1><A HREF="StateSet.html#DOC.2.74.13">RefAttributePair</A>&gt; <B><A HREF="#DOC.2.74.14">AttributeList</A></B>
<DD><I>a container to map StateAttribyte::Types to their respective RefAttributePair</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;std::pair&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; &gt; <B><A HREF="#DOC.2.74.22">ModeVector</A></B>
<DD><I>tempory type def to support tempory method getModeVector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;const <!1><A HREF="StateAttribute.html">StateAttribute</A>*&gt; <B><A HREF="#DOC.2.74.24">AttributeVector</A></B>
<DD><I>tempory type def to support tempory method getAttributeVector</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.74.26">RenderingHint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.74.29">RenderBinMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A> <B><A HREF="#DOC.2.74.40">_modeList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A> <B><A HREF="#DOC.2.74.41">_attributeList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.74.42">_renderingHint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> <B><A HREF="#DOC.2.74.43">_binMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.74.44">_binNum</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.74.45">_binName</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.74.37">~StateSet</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.38">StateSet</A></B>(const <!1><A HREF="StateSet.html#DOC.2.74.38">StateSet</A>&amp;)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="StateSet.html">StateSet</A>&amp; <B><A HREF="#DOC.2.74.39">operator = </A></B>(const <!1><A HREF="StateSet.html">StateSet</A>&amp;)
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
Encapsulates OpenGL state modes and attributes.
Used to specificy textures etc of osg::Drawable's which hold references
to a single osg::StateSet. StateSet can be shared between Drawable's
and is recommend if possible as it minimize expensive state changes
in the graphics pipeline.</BLOCKQUOTE>
<DL>
<A NAME="StateSet"></A>
<A NAME="DOC.2.74.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.74.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.74.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.74.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setGlobalDefaults"></A>
<A NAME="DOC.2.74.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setGlobalDefaults()</B></TT>
<DD>set all the modes to on or off so that it defines a
complete state, typically used for a default global state
<DL><DT><DD></DL><P>
<A NAME="setAllToInherit"></A>
<A NAME="DOC.2.74.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAllToInherit()</B></TT>
<DD>set all the modes to inherit, typically used to signifiy
nodes which inherit all of their modes for the global state
<DL><DT><DD></DL><P>
<A NAME="ModeList"></A>
<A NAME="DOC.2.74.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; ModeList</B></TT>
<DD>a container to map GLModes to their respective GLModeValues
<DL><DT><DD></DL><P>
<A NAME="setMode"></A>
<A NAME="DOC.2.74.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)</B></TT>
<DD>set this StateSet to contain specified GLMode and value
<DL><DT><DD></DL><P>
<A NAME="setModeToInherit"></A>
<A NAME="DOC.2.74.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setModeToInherit(const StateAttribute::GLMode mode)</B></TT>
<DD>set this StateSet to inherit specified GLMode type from parents.
has the effect of deleting any GlMode of specified type from StateSet.
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.74.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const StateAttribute::GLModeValue getMode(const StateAttribute::GLMode mode) const </B></TT>
<DD>get specified GLModeValue for specified GLMode.
returns INHERIT if no GLModeValue is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getModeList"></A>
<A NAME="DOC.2.74.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A>&amp; getModeList()</B></TT>
<DD>return the list of all GLModes contained in this StateSet
<DL><DT><DD></DL><P>
<A NAME="getModeList"></A>
<A NAME="DOC.2.74.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A>&amp; getModeList() const </B></TT>
<DD>return the const list of all GLModes contained in this const StateSet
<DL><DT><DD></DL><P>
<A NAME="RefAttributePair"></A>
<A NAME="DOC.2.74.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::pair&lt;<!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateAttribute.html">StateAttribute</A>&gt;,StateAttribute::OverrideValue&gt; RefAttributePair</B></TT>
<DD>simple pairing between an attribute and its override flag
<DL><DT><DD></DL><P>
<A NAME="AttributeList"></A>
<A NAME="DOC.2.74.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;StateAttribute::Type,<!1><A HREF="StateSet.html#DOC.2.74.13">RefAttributePair</A>&gt; AttributeList</B></TT>
<DD>a container to map StateAttribyte::Types to their respective RefAttributePair
<DL><DT><DD></DL><P>
<A NAME="setAttribute"></A>
<A NAME="DOC.2.74.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttribute(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF)</B></TT>
<DD>set this StateSet to contain specified attribute and override flag
<DL><DT><DD></DL><P>
<A NAME="setAttributeAndModes"></A>
<A NAME="DOC.2.74.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttributeAndModes(<!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute, const StateAttribute::GLModeValue value=StateAttribute::ON)</B></TT>
<DD>set this StateSet to contain specified attribute and set the associated GLMode's to specifed value
<DL><DT><DD></DL><P>
<A NAME="setAttributeToInherit"></A>
<A NAME="DOC.2.74.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setAttributeToInherit(const StateAttribute::Type type)</B></TT>
<DD>set this StateSet to inherit specified attribute type from parents.
has the effect of deleting any state attributes of specified type from StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttribute"></A>
<A NAME="DOC.2.74.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* getAttribute(const StateAttribute::Type type) const </B></TT>
<DD>get specified StateAttribute for specified type.
returns NULL if no type is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttributePair"></A>
<A NAME="DOC.2.74.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateSet.html#DOC.2.74.13">RefAttributePair</A>* getAttributePair(const StateAttribute::Type type) const </B></TT>
<DD>get specified RefAttributePair for specified type.
returns NULL if no type is contained within StateSet.
<DL><DT><DD></DL><P>
<A NAME="getAttributeList"></A>
<A NAME="DOC.2.74.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A>&amp; getAttributeList()</B></TT>
<DD>return the list of all StateAttributes contained in this StateSet
<DL><DT><DD></DL><P>
<A NAME="getAttributeList"></A>
<A NAME="DOC.2.74.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A>&amp; getAttributeList() const </B></TT>
<DD>return the const list of all StateAttributes contained in this const StateSet
<DL><DT><DD></DL><P>
<A NAME="ModeVector"></A>
<A NAME="DOC.2.74.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;std::pair&lt;StateAttribute::GLMode,StateAttribute::GLModeValue&gt; &gt; ModeVector</B></TT>
<DD>tempory type def to support tempory method getModeVector
<DL><DT><DD></DL><P>
<A NAME="getModeVector"></A>
<A NAME="DOC.2.74.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateSet.html#DOC.2.74.22">ModeVector</A> getModeVector() const </B></TT>
<DD>get method which copies this StateSet's osg::GLModeValues's into
a std::vector. method is overlaps on the propper get method -
getModeList and only exists to get round a crash under Windows.
Will be removed once problem is fixed.
<DL><DT><DD></DL><P>
<A NAME="AttributeVector"></A>
<A NAME="DOC.2.74.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;const <!1><A HREF="StateAttribute.html">StateAttribute</A>*&gt; AttributeVector</B></TT>
<DD>tempory type def to support tempory method getAttributeVector
<DL><DT><DD></DL><P>
<A NAME="getAttributeVector"></A>
<A NAME="DOC.2.74.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateSet.html#DOC.2.74.24">AttributeVector</A> getAttributeVector() const </B></TT>
<DD>get method which copies this StateSet's osg::StateAttribute's into
a std::vector. method is overlaps on the propper get method -
getAttributeList and only exists to get round a crash under Windows.
Will be removed once problem is fixed.
<DL><DT><DD></DL><P>
<A NAME="RenderingHint"></A>
<A NAME="DOC.2.74.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum RenderingHint</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="DEFAULT_BIN"></A>
<A NAME="DOC.2.74.26.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DEFAULT_BIN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OPAQUE_BIN"></A>
<A NAME="DOC.2.74.26.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OPAQUE_BIN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRANSPARENT_BIN"></A>
<A NAME="DOC.2.74.26.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRANSPARENT_BIN</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setRenderingHint"></A>
<A NAME="DOC.2.74.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderingHint(const int hint)</B></TT>
<DD>set the RenderingHint of the StateSet.
RenderingHint is used by osgUtil::Renderer to determine which
draw bin to drop associated osg::Drawables in. For opaque
objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
should be used for objects which need to be depth sorted.
<DL><DT><DD></DL><P>
<A NAME="getRenderingHint"></A>
<A NAME="DOC.2.74.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getRenderingHint() const </B></TT>
<DD>get the RenderingHint of the StateSet
<DL><DT><DD></DL><P>
<A NAME="RenderBinMode"></A>
<A NAME="DOC.2.74.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum RenderBinMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="INHERIT_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.74.29.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INHERIT_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.74.29.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OVERRIDE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.74.29.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OVERRIDE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ENCLOSE_RENDERBIN_DETAILS"></A>
<A NAME="DOC.2.74.29.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ENCLOSE_RENDERBIN_DETAILS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setRenderBinDetails"></A>
<A NAME="DOC.2.74.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderBinDetails(const int binNum, const std::string&amp; binName, const <!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> mode=<!1><A HREF="StateSet.html#DOC.2.74.29.2">USE_RENDERBIN_DETAILS</A>)</B></TT>
<DD>set the render bin details
<DL><DT><DD></DL><P>
<A NAME="setRendingBinToInherit"></A>
<A NAME="DOC.2.74.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRendingBinToInherit()</B></TT>
<DD>set the render bin details to inherit
<DL><DT><DD></DL><P>
<A NAME="getRenderBinMode"></A>
<A NAME="DOC.2.74.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> getRenderBinMode() const </B></TT>
<DD>get the render bin mode
<DL><DT><DD></DL><P>
<A NAME="useRenderBinDetails"></A>
<A NAME="DOC.2.74.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool useRenderBinDetails() const </B></TT>
<DD>get whether the render bin details are set and should be used
<DL><DT><DD></DL><P>
<A NAME="getBinNumber"></A>
<A NAME="DOC.2.74.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getBinNumber() const </B></TT>
<DD>get the render bin number
<DL><DT><DD></DL><P>
<A NAME="getBinName"></A>
<A NAME="DOC.2.74.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getBinName() const </B></TT>
<DD>get the render bin name
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.74.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void compile(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>call compile on all StateAttributes contained within this StateSet
<DL><DT><DD></DL><P>
<A NAME="~StateSet"></A>
<A NAME="DOC.2.74.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~StateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="StateSet"></A>
<A NAME="DOC.2.74.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> StateSet(const <!1><A HREF="StateSet.html#DOC.2.74.38">StateSet</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.74.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html">StateSet</A>&amp; operator = (const <!1><A HREF="StateSet.html">StateSet</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modeList"></A>
<A NAME="DOC.2.74.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.74.7">ModeList</A> _modeList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_attributeList"></A>
<A NAME="DOC.2.74.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.74.14">AttributeList</A> _attributeList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderingHint"></A>
<A NAME="DOC.2.74.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _renderingHint</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binMode"></A>
<A NAME="DOC.2.74.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="StateSet.html#DOC.2.74.29">RenderBinMode</A> _binMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binNum"></A>
<A NAME="DOC.2.74.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _binNum</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_binName"></A>
<A NAME="DOC.2.74.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _binName</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Stencil</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Stencil</A></H2></H2><BLOCKQUOTE>Encapsulte OpenGL glStencilFunc/Op/Mask functions</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CStencil,MStencil.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.75.1">Stencil</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.75.2">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.75.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.75.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.75.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.75.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.75.8">setFunction</A></B>(const <!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> func, int <!1><A HREF="Referenced.html#DOC.2.69.4">ref</A>, uint mask)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> <B><A HREF="#DOC.2.75.9">getFunction</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.75.10">getFunctionRef</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.75.11">getFunctionMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.75.13">setOperation</A></B>(const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> sfail, const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> zfail, const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> zpass)
<DD><I>set the operations to apply when the various stencil and depth tests fail or pass.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.14">getStencilFailOperation</A></B>() const
<DD><I>get the operation when the stencil test fails</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.15">getStencilPassAndDepthFailOperation</A></B>() const
<DD><I>get the operation when the stencil test passes but the depth test fails</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.16">getStencilPassAndDepthPassOperation</A></B>() const
<DD><I>get the operation when both the stencil test and the depth test pass</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.75.17">setWriteMask</A></B>(uint mask)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.75.18">getWriteMask</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.75.19">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.75.7">Function</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.75.12">Operation</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> <B><A HREF="#DOC.2.75.21">_func</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.75.22">_funcRef</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>uint <B><A HREF="#DOC.2.75.23">_funcMask</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.24">_sfail</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.25">_zfail</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> <B><A HREF="#DOC.2.75.26">_zpass</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>uint <B><A HREF="#DOC.2.75.27">_writeMask</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.75.20">~Stencil</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulte OpenGL glStencilFunc/Op/Mask functions</BLOCKQUOTE>
<DL>
<A NAME="Stencil"></A>
<A NAME="DOC.2.75.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Stencil()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.75.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.75.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.75.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.75.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.75.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Function"></A>
<A NAME="DOC.2.75.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Function</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="NEVER"></A>
<A NAME="DOC.2.75.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEVER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LESS"></A>
<A NAME="DOC.2.75.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LESS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EQUAL"></A>
<A NAME="DOC.2.75.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LEQUAL"></A>
<A NAME="DOC.2.75.7.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GREATER"></A>
<A NAME="DOC.2.75.7.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GREATER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NOTEQUAL"></A>
<A NAME="DOC.2.75.7.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NOTEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GEQUAL"></A>
<A NAME="DOC.2.75.7.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GEQUAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ALWAYS"></A>
<A NAME="DOC.2.75.7.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALWAYS</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
<A NAME="DOC.2.75.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction(const <!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> func, int <!1><A HREF="Referenced.html#DOC.2.69.4">ref</A>, uint mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunction"></A>
<A NAME="DOC.2.75.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> getFunction() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunctionRef"></A>
<A NAME="DOC.2.75.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getFunctionRef() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getFunctionMask"></A>
<A NAME="DOC.2.75.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getFunctionMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Operation"></A>
<A NAME="DOC.2.75.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Operation</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="KEEP"></A>
<A NAME="DOC.2.75.12.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> KEEP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ZERO"></A>
<A NAME="DOC.2.75.12.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ZERO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="REPLACE"></A>
<A NAME="DOC.2.75.12.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> REPLACE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="INCR"></A>
<A NAME="DOC.2.75.12.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INCR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DECR"></A>
<A NAME="DOC.2.75.12.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DECR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="INVERT"></A>
<A NAME="DOC.2.75.12.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> INVERT</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setOperation"></A>
<A NAME="DOC.2.75.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setOperation(const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> sfail, const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> zfail, const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> zpass)</B></TT>
<DD>set the operations to apply when the various stencil and depth
tests fail or pass. First paramater is to control the operation
when the stencil test fails. The second paramter is to control the
operatiorn when the stencil test passes, but depth test fails. The
third parameter controls the operation when both the stencil test
and depth pass. Ordering of parameter is the same as if using
glStencilOp(,,).
<DL><DT><DD></DL><P>
<A NAME="getStencilFailOperation"></A>
<A NAME="DOC.2.75.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> getStencilFailOperation() const </B></TT>
<DD>get the operation when the stencil test fails
<DL><DT><DD></DL><P>
<A NAME="getStencilPassAndDepthFailOperation"></A>
<A NAME="DOC.2.75.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> getStencilPassAndDepthFailOperation() const </B></TT>
<DD>get the operation when the stencil test passes but the depth test fails
<DL><DT><DD></DL><P>
<A NAME="getStencilPassAndDepthPassOperation"></A>
<A NAME="DOC.2.75.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> getStencilPassAndDepthPassOperation() const </B></TT>
<DD>get the operation when both the stencil test and the depth test pass
<DL><DT><DD></DL><P>
<A NAME="setWriteMask"></A>
<A NAME="DOC.2.75.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setWriteMask(uint mask)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getWriteMask"></A>
<A NAME="DOC.2.75.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getWriteMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.75.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Stencil"></A>
<A NAME="DOC.2.75.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Stencil()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_func"></A>
<A NAME="DOC.2.75.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.75.7">Function</A> _func</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_funcRef"></A>
<A NAME="DOC.2.75.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _funcRef</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_funcMask"></A>
<A NAME="DOC.2.75.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>uint _funcMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_sfail"></A>
<A NAME="DOC.2.75.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> _sfail</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zfail"></A>
<A NAME="DOC.2.75.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> _zfail</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_zpass"></A>
<A NAME="DOC.2.75.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Stencil.html#DOC.2.75.12">Operation</A> _zpass</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_writeMask"></A>
<A NAME="DOC.2.75.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>uint _writeMask</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Switch</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Switch</A></H2></H2><BLOCKQUOTE>Switch is a Group node which allows switching between children.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=155>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGroup,MGroup.html,CSwitch,MSwitch.html">
<param name=before value="M,M,M,M,M">
<param name=after value="Md_SPSPSP,Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3,4">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.76.2">Switch</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.76.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.76.4">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.76.5">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.76.6">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.76.7">traverse</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.76.8">setValue</A></B>(const int value)
<DD><I> Selects the active child Node or enables a special SwitchType mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.76.9">getValue</A></B>() const
<DD><I> Returns the number of the active child Node or the SwitchType</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.76.1">SwitchType</A></B>
<DD><I> Special mode values for the Switch.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.76.11">_value</A></B>
<DD><I>The current Switch value.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.76.10">~Switch</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumChildren</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual const bool <B>computeBound</B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Switch is a Group node which allows switching between children.
Typical uses would be for objects which might need to be rendered
differently at different times, for instance a switch could be used
to represent the different states of a traffic light.</BLOCKQUOTE>
<DL>
<A NAME="SwitchType"></A>
<A NAME="DOC.2.76.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum SwitchType</B></TT>
<DD>
Special mode values for the Switch. Use these if you want to
turn on/off all child nodes.
<DL><DT><DD></DL><P><DL>
<A NAME="ALL_CHILDREN_ON"></A>
<A NAME="DOC.2.76.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALL_CHILDREN_ON</B></TT>
<DD>Turn on all children.
<DL><DT><DD></DL><P>
<A NAME="ALL_CHILDREN_OFF"></A>
<A NAME="DOC.2.76.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ALL_CHILDREN_OFF</B></TT>
<DD>Turn off all children.
<DL><DT><DD></DL><P></DL>
<A NAME="Switch"></A>
<A NAME="DOC.2.76.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Switch()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.76.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.76.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.76.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.76.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="traverse"></A>
<A NAME="DOC.2.76.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void traverse(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setValue"></A>
<A NAME="DOC.2.76.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setValue(const int value)</B></TT>
<DD>
Selects the active child Node or enables a special
SwitchType mode.
<DL><DT><DT><B>Parameters:</B><DD><B>value</B> - the number of the active child
(<!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A> child == number 0) or SwitchType. Invalid values
will be ignored.<BR><DD></DL><P>
<A NAME="getValue"></A>
<A NAME="DOC.2.76.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getValue() const </B></TT>
<DD>
Returns the number of the active child Node or the SwitchType
<DL><DT><DD></DL><P>
<A NAME="~Switch"></A>
<A NAME="DOC.2.76.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Switch()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_value"></A>
<A NAME="DOC.2.76.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _value</B></TT>
<DD>The current Switch value.
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::TexEnv</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::TexEnv</A></H2></H2><BLOCKQUOTE>TexEnv - encapsulates the OpenGL glTexEnv (texture environment) state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTexEnv,MTexEnv.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.77.1">TexEnv</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.77.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.77.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.77.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.77.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.77.7">setMode</A></B>( const <!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> mode )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> <B><A HREF="#DOC.2.77.8">getMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.77.9">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.77.6">Mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> <B><A HREF="#DOC.2.77.11">_mode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.77.10">~TexEnv</A></B>( void )
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>setStateSetModes</B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>TexEnv - encapsulates the OpenGL glTexEnv (texture environment) state</BLOCKQUOTE>
<DL>
<A NAME="TexEnv"></A>
<A NAME="DOC.2.77.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TexEnv( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.77.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.77.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.77.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.77.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Mode"></A>
<A NAME="DOC.2.77.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="DECAL"></A>
<A NAME="DOC.2.77.6.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DECAL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MODULATE"></A>
<A NAME="DOC.2.77.6.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MODULATE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BLEND"></A>
<A NAME="DOC.2.77.6.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BLEND</B></TT>
<DL><DT><DD></DL><P>
<A NAME="REPLACE"></A>
<A NAME="DOC.2.77.6.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> REPLACE</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.77.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMode( const <!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> mode )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.77.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> getMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.77.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~TexEnv"></A>
<A NAME="DOC.2.77.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~TexEnv( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.77.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="TexEnv.html#DOC.2.77.6">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::TexGen</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::TexGen</A></H2></H2><BLOCKQUOTE>TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTexGen,MTexGen.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.78.1">TexGen</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.78.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.78.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.78.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.78.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.78.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.78.7">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.78.9">setMode</A></B>( const <!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> mode )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> <B><A HREF="#DOC.2.78.10">getMode</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.78.12">setPlane</A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11">Coord</A> which, const <!1><A HREF="Vec4.html">Vec4</A>&amp; plane)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.78.13">getPlane</A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11">Coord</A> which) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.78.8">Mode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.78.11">Coord</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> <B><A HREF="#DOC.2.78.15">_mode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.78.16">_plane_s</A></B>
<DD><I>additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.78.17">_plane_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.78.18">_plane_r</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.78.19">_plane_q</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.78.14">~TexGen</A></B>( void )
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state</BLOCKQUOTE>
<DL>
<A NAME="TexGen"></A>
<A NAME="DOC.2.78.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TexGen( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.78.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.78.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.78.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.78.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.78.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.78.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Mode"></A>
<A NAME="DOC.2.78.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Mode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="OBJECT_LINEAR"></A>
<A NAME="DOC.2.78.8.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OBJECT_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="EYE_LINEAR"></A>
<A NAME="DOC.2.78.8.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> EYE_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SPHERE_MAP"></A>
<A NAME="DOC.2.78.8.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SPHERE_MAP</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setMode"></A>
<A NAME="DOC.2.78.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMode( const <!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> mode )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMode"></A>
<A NAME="DOC.2.78.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> getMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="Coord"></A>
<A NAME="DOC.2.78.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Coord</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="S"></A>
<A NAME="DOC.2.78.11.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> S</B></TT>
<DL><DT><DD></DL><P>
<A NAME="T"></A>
<A NAME="DOC.2.78.11.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> T</B></TT>
<DL><DT><DD></DL><P>
<A NAME="R"></A>
<A NAME="DOC.2.78.11.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> R</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Q"></A>
<A NAME="DOC.2.78.11.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Q</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setPlane"></A>
<A NAME="DOC.2.78.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPlane(const <!1><A HREF="TexGen.html#DOC.2.78.11">Coord</A> which, const <!1><A HREF="Vec4.html">Vec4</A>&amp; plane)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getPlane"></A>
<A NAME="DOC.2.78.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec4.html">Vec4</A>&amp; getPlane(const <!1><A HREF="TexGen.html#DOC.2.78.11">Coord</A> which) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~TexGen"></A>
<A NAME="DOC.2.78.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~TexGen( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mode"></A>
<A NAME="DOC.2.78.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="TexGen.html#DOC.2.78.8">Mode</A> _mode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_plane_s"></A>
<A NAME="DOC.2.78.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _plane_s</B></TT>
<DD>additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,
<DL><DT><DD></DL><P>
<A NAME="_plane_t"></A>
<A NAME="DOC.2.78.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _plane_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_plane_r"></A>
<A NAME="DOC.2.78.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _plane_r</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_plane_q"></A>
<A NAME="DOC.2.78.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _plane_q</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::TexMat</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::TexMat</A></H2></H2><BLOCKQUOTE>Texture Matrix state class for encapsulating OpenGL texture matrix functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTexMat,MTexMat.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.79.1">TexMat</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.79.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.79.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.79.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.79.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.79.6">setMatrix</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)
<DD><I>Set the texture matrix </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.79.7">getMatrix</A></B>()
<DD><I>Get the texture matrix </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.79.8">getMatrix</A></B>() const
<DD><I>Get the const texture matrix </I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.79.9">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>apply as OpenGL texture matrix</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Matrix.html">Matrix</A> <B><A HREF="#DOC.2.79.11">_matrix</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.79.10">~TexMat</A></B>( void )
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>setStateSetModes</B>(<!1><A HREF="StateSet.html">StateSet</A>&amp;, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A>) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Texture Matrix state class for encapsulating OpenGL texture matrix functionality</BLOCKQUOTE>
<DL>
<A NAME="TexMat"></A>
<A NAME="DOC.2.79.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TexMat( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.79.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.79.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.79.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.79.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setMatrix"></A>
<A NAME="DOC.2.79.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setMatrix(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)</B></TT>
<DD>Set the texture matrix
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
<A NAME="DOC.2.79.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix()</B></TT>
<DD>Get the texture matrix
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
<A NAME="DOC.2.79.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix() const </B></TT>
<DD>Get the const texture matrix
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.79.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>apply as OpenGL texture matrix
<DL><DT><DD></DL><P>
<A NAME="~TexMat"></A>
<A NAME="DOC.2.79.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~TexMat( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_matrix"></A>
<A NAME="DOC.2.79.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Matrix.html">Matrix</A> _matrix</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Texture</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Texture</A></H2></H2><BLOCKQUOTE>Texture state class which encapsulates OpenGl texture functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTexture,MTexture.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.80.1">Texture</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.80.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.80.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.80.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.80.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.80.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.7">setImage</A></B>(<!1><A HREF="Image.html">Image</A>* image)
<DD><I>Set the texture image.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html">Image</A>* <B><A HREF="#DOC.2.80.8">getImage</A></B>()
<DD><I>Get the texture image.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Image.html">Image</A>* <B><A HREF="#DOC.2.80.9">getImage</A></B>() const
<DD><I>Get the const texture image.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.10">copyTexImage2D</A></B>(<!1><A HREF="State.html">State</A>&amp; state, int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, int width, int height )
<DD><I>Copy pixels into a 2D texture imageAs per glCopyTexImage2D.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.11">copyTexSubImage2D</A></B>(<!1><A HREF="State.html">State</A>&amp; state, int xoffset, int yoffset, int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, int width, int height )
<DD><I>Copy a two-dimensional texture subimage.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.12">setTextureUnit</A></B>(const unsigned int textureUnit)
<DD><I>Set the texture unit.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.80.13">getTextureUnit</A></B>() const
<DD><I>get the texture unit</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.16">setWrap</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.14">WrapParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> wrap)
<DD><I>Set the texture wrap mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> <B><A HREF="#DOC.2.80.17">getWrap</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.14">WrapParameter</A> which) const
<DD><I>Get the texture wrap mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.20">setFilter</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.18">FilterParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> filter)
<DD><I>Set the texture filter mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> <B><A HREF="#DOC.2.80.21">getFilter</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.18">FilterParameter</A> which) const
<DD><I>Get the texture filter mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.23">setInternalFormatMode</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> mode)
<DD><I>Set the internal format mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> <B><A HREF="#DOC.2.80.24">getInternalFormatMode</A></B>() const
<DD><I>Get the internal format mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.25">setInternalFormatValue</A></B>(const int <!1><A HREF="Image.html#DOC.2.35.11">internalFormat</A>)
<DD><I>Set the internal format to use when creating OpenGL textures.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.80.26">getInternalFormatValue</A></B>() const
<DD><I>Get the internal format to use when creating OpenGL textures</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.80.27">getTextureObject</A></B>(const uint contextID) const
<DD><I>return the OpenGL texture object for specified context</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.80.28">getTextureObjectSize</A></B>() const
<DD><I>return the memory size of texture object.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.30">setSubloadMode</A></B>(const <!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> mode)
<DD><I>Set the texture subload mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> <B><A HREF="#DOC.2.80.31">getSubloadMode</A></B>() const
<DD><I>Get the texture subload mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.32">setSubloadOffset</A></B>(const int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>)
<DD><I>Set the texture subload offsets.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.80.33">getSubloadOffset</A></B>(int&amp; <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int&amp; <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>) const
<DD><I>Get the texture subload offsets.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline uint&amp; <B><A HREF="#DOC.2.80.34">getHandle</A></B>(const uint contextID) const
<DD><I>Get the handle to the texture object for the current context</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.80.35">dirtyTextureObject</A></B>()
<DD><I>Force a recompile on next apply() of associated OpenGL texture objects</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.80.36">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>On first apply (unless already compiled), create the minmapped texture and bind it, subsequent apply will simple bind to texture</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.80.37">compile</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>Compile the texture mip maps.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.80.38">applyImmediateMode</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>Method which does the creation of the texture itself, and does not set or use texture binding.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.80.39">deleteTextureObject</A></B>(uint contextID, uint handle)
<DD><I>use deleteTextureObject instead of glDeleteTextures to allow OpenGL texture objects to cached until they can be deleted by the OpenGL context in which they were created, specified by contextID</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.80.40">flushDeletedTextureObjects</A></B>(uint contextID)
<DD><I>flush all the cached display list which need to be deleted in the OpenGL context related to contextID</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.14">WrapParameter</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.15">WrapMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.18">FilterParameter</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.19">FilterMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.22">InternalFormatMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.80.29">SubloadMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable uint <B><A HREF="#DOC.2.80.44">_textureObjectSize</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Image.html">Image</A>&gt; <B><A HREF="#DOC.2.80.45">_image</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.80.46">_textureUnit</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> <B><A HREF="#DOC.2.80.47">_wrap_s</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> <B><A HREF="#DOC.2.80.48">_wrap_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> <B><A HREF="#DOC.2.80.49">_wrap_r</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> <B><A HREF="#DOC.2.80.50">_min_filter</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> <B><A HREF="#DOC.2.80.51">_mag_filter</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> <B><A HREF="#DOC.2.80.52">_internalFormatMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.80.53">_internalFormatValue</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable unsigned int <B><A HREF="#DOC.2.80.54">_textureWidth</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable unsigned int <B><A HREF="#DOC.2.80.55">_textureHeight</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> <B><A HREF="#DOC.2.80.56">_subloadMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.80.57">_subloadOffsX</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.80.58">_subloadOffsY</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.80.41">~Texture</A></B>()
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;uint&gt; TextureNameList mutable TextureNameList <B><A HREF="#DOC.2.80.42">_handleList</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;uint&gt; ImageModifiedTag mutable ImageModifiedTag <B><A HREF="#DOC.2.80.43">_modifiedTag</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedTextureObjectCache DeletedTextureObjectCache <B><A HREF="#DOC.2.80.59">s_deletedTextureObjectCache</A></B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Texture state class which encapsulates OpenGl texture functionality</BLOCKQUOTE>
<DL>
<A NAME="Texture"></A>
<A NAME="DOC.2.80.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Texture()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.80.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.80.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.80.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.80.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.80.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setImage"></A>
<A NAME="DOC.2.80.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImage(<!1><A HREF="Image.html">Image</A>* image)</B></TT>
<DD>Set the texture image.
<DL><DT><DD></DL><P>
<A NAME="getImage"></A>
<A NAME="DOC.2.80.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Image.html">Image</A>* getImage()</B></TT>
<DD>Get the texture image.
<DL><DT><DD></DL><P>
<A NAME="getImage"></A>
<A NAME="DOC.2.80.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Image.html">Image</A>* getImage() const </B></TT>
<DD>Get the const texture image.
<DL><DT><DD></DL><P>
<A NAME="copyTexImage2D"></A>
<A NAME="DOC.2.80.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copyTexImage2D(<!1><A HREF="State.html">State</A>&amp; state, int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, int width, int height )</B></TT>
<DD>Copy pixels into a 2D texture imageAs per glCopyTexImage2D.
Creates an OpenGL texture object from the current OpenGL background
framebuffer contents at pos \a x, \a y with width \a width and
height \a height. \a width and \a height must be a power of two.
<DL><DT><DD></DL><P>
<A NAME="copyTexSubImage2D"></A>
<A NAME="DOC.2.80.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copyTexSubImage2D(<!1><A HREF="State.html">State</A>&amp; state, int xoffset, int yoffset, int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, int width, int height )</B></TT>
<DD>Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
Updates portion of an exisiting OpenGL texture object from the current OpenGL background
framebuffer contents at pos \a x, \a y with width \a width and
height \a height. \a width and \a height must be a power of two,
and writing into the texture with offset \a xoffset and \a yoffset.
<DL><DT><DD></DL><P>
<A NAME="setTextureUnit"></A>
<A NAME="DOC.2.80.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setTextureUnit(const unsigned int textureUnit)</B></TT>
<DD>Set the texture unit.
Valid values are 0,1,2,3.
Default value of texture unit is 0.
note, multi-texturing not fully implemented yet... April 2001.
<DL><DT><DD></DL><P>
<A NAME="getTextureUnit"></A>
<A NAME="DOC.2.80.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int getTextureUnit() const </B></TT>
<DD>get the texture unit
<DL><DT><DD></DL><P>
<A NAME="WrapParameter"></A>
<A NAME="DOC.2.80.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum WrapParameter</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="WRAP_S"></A>
<A NAME="DOC.2.80.14.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_S</B></TT>
<DL><DT><DD></DL><P>
<A NAME="WRAP_T"></A>
<A NAME="DOC.2.80.14.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_T</B></TT>
<DL><DT><DD></DL><P>
<A NAME="WRAP_R"></A>
<A NAME="DOC.2.80.14.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_R</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="WrapMode"></A>
<A NAME="DOC.2.80.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum WrapMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="CLAMP"></A>
<A NAME="DOC.2.80.15.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLAMP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="REPEAT"></A>
<A NAME="DOC.2.80.15.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> REPEAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MIRROR"></A>
<A NAME="DOC.2.80.15.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MIRROR</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setWrap"></A>
<A NAME="DOC.2.80.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setWrap(const <!1><A HREF="Texture.html#DOC.2.80.14">WrapParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> wrap)</B></TT>
<DD>Set the texture wrap mode
<DL><DT><DD></DL><P>
<A NAME="getWrap"></A>
<A NAME="DOC.2.80.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> getWrap(const <!1><A HREF="Texture.html#DOC.2.80.14">WrapParameter</A> which) const </B></TT>
<DD>Get the texture wrap mode
<DL><DT><DD></DL><P>
<A NAME="FilterParameter"></A>
<A NAME="DOC.2.80.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FilterParameter</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="MIN_FILTER"></A>
<A NAME="DOC.2.80.18.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MIN_FILTER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MAG_FILTER"></A>
<A NAME="DOC.2.80.18.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MAG_FILTER</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="FilterMode"></A>
<A NAME="DOC.2.80.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FilterMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="LINEAR"></A>
<A NAME="DOC.2.80.19.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINEAR_MIPMAP_LINEAR"></A>
<A NAME="DOC.2.80.19.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR_MIPMAP_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINEAR_MIPMAP_NEAREST"></A>
<A NAME="DOC.2.80.19.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR_MIPMAP_NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST"></A>
<A NAME="DOC.2.80.19.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST_MIPMAP_LINEAR"></A>
<A NAME="DOC.2.80.19.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST_MIPMAP_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST_MIPMAP_NEAREST"></A>
<A NAME="DOC.2.80.19.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST_MIPMAP_NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ANISOTROPIC"></A>
<A NAME="DOC.2.80.19.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ANISOTROPIC</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFilter"></A>
<A NAME="DOC.2.80.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFilter(const <!1><A HREF="Texture.html#DOC.2.80.18">FilterParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> filter)</B></TT>
<DD>Set the texture filter mode
<DL><DT><DD></DL><P>
<A NAME="getFilter"></A>
<A NAME="DOC.2.80.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> getFilter(const <!1><A HREF="Texture.html#DOC.2.80.18">FilterParameter</A> which) const </B></TT>
<DD>Get the texture filter mode
<DL><DT><DD></DL><P>
<A NAME="InternalFormatMode"></A>
<A NAME="DOC.2.80.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum InternalFormatMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="USE_IMAGE_DATA_FORMAT"></A>
<A NAME="DOC.2.80.22.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_IMAGE_DATA_FORMAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_USER_DEFINED_FORMAT"></A>
<A NAME="DOC.2.80.22.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_USER_DEFINED_FORMAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_ARB_COMPRESSION"></A>
<A NAME="DOC.2.80.22.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_ARB_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT1_COMPRESSION"></A>
<A NAME="DOC.2.80.22.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT1_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT3_COMPRESSION"></A>
<A NAME="DOC.2.80.22.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT3_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT5_COMPRESSION"></A>
<A NAME="DOC.2.80.22.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT5_COMPRESSION</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setInternalFormatMode"></A>
<A NAME="DOC.2.80.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setInternalFormatMode(const <!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> mode)</B></TT>
<DD>Set the internal format mode.
Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
USE_S3TC_COMPRESSION the internalFormat is automatically selected,
and will overwrite the previous _internalFormatValue.
<DL><DT><DD></DL><P>
<A NAME="getInternalFormatMode"></A>
<A NAME="DOC.2.80.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> getInternalFormatMode() const </B></TT>
<DD>Get the internal format mode
<DL><DT><DD></DL><P>
<A NAME="setInternalFormatValue"></A>
<A NAME="DOC.2.80.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setInternalFormatValue(const int <!1><A HREF="Image.html#DOC.2.35.11">internalFormat</A>)</B></TT>
<DD>Set the internal format to use when creating OpenGL textures.
Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
<DL><DT><DD></DL><P>
<A NAME="getInternalFormatValue"></A>
<A NAME="DOC.2.80.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getInternalFormatValue() const </B></TT>
<DD>Get the internal format to use when creating OpenGL textures
<DL><DT><DD></DL><P>
<A NAME="getTextureObject"></A>
<A NAME="DOC.2.80.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getTextureObject(const uint contextID) const </B></TT>
<DD>return the OpenGL texture object for specified context
<DL><DT><DD></DL><P>
<A NAME="getTextureObjectSize"></A>
<A NAME="DOC.2.80.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getTextureObjectSize() const </B></TT>
<DD>return the memory size of texture object.
Texture object size can be used for estimating the cost of
uploading the texture to graphics hardware, which inturn can
be used for setting texture residence priorities.
<DL><DT><DD></DL><P>
<A NAME="SubloadMode"></A>
<A NAME="DOC.2.80.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum SubloadMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="OFF"></A>
<A NAME="DOC.2.80.29.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
<DL><DT><DD></DL><P>
<A NAME="AUTO"></A>
<A NAME="DOC.2.80.29.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AUTO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IF_DIRTY"></A>
<A NAME="DOC.2.80.29.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IF_DIRTY</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setSubloadMode"></A>
<A NAME="DOC.2.80.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSubloadMode(const <!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> mode)</B></TT>
<DD>Set the texture subload mode.
<DL><DT><DD></DL><P>
<A NAME="getSubloadMode"></A>
<A NAME="DOC.2.80.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> getSubloadMode() const </B></TT>
<DD>Get the texture subload mode.
<DL><DT><DD></DL><P>
<A NAME="setSubloadOffset"></A>
<A NAME="DOC.2.80.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSubloadOffset(const int <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const int <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>)</B></TT>
<DD>Set the texture subload offsets.
<DL><DT><DD></DL><P>
<A NAME="getSubloadOffset"></A>
<A NAME="DOC.2.80.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void getSubloadOffset(int&amp; <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, int&amp; <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>) const </B></TT>
<DD>Get the texture subload offsets.
<DL><DT><DD></DL><P>
<A NAME="getHandle"></A>
<A NAME="DOC.2.80.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline uint&amp; getHandle(const uint contextID) const </B></TT>
<DD>Get the handle to the texture object for the current context
<DL><DT><DD></DL><P>
<A NAME="dirtyTextureObject"></A>
<A NAME="DOC.2.80.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyTextureObject()</B></TT>
<DD>Force a recompile on next apply() of associated OpenGL texture objects
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.80.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>On first apply (unless already compiled), create the minmapped
texture and bind it, subsequent apply will simple bind to texture
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.80.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void compile(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Compile the texture mip maps. Implemented by simply calling apply().
<DL><DT><DD></DL><P>
<A NAME="applyImmediateMode"></A>
<A NAME="DOC.2.80.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void applyImmediateMode(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Method which does the creation of the texture itself, and
does not set or use texture binding.
<DL><DT><DD></DL><P>
<A NAME="deleteTextureObject"></A>
<A NAME="DOC.2.80.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void deleteTextureObject(uint contextID, uint handle)</B></TT>
<DD>use deleteTextureObject instead of glDeleteTextures to allow
OpenGL texture objects to cached until they can be deleted
by the OpenGL context in which they were created, specified
by contextID
<DL><DT><DD></DL><P>
<A NAME="flushDeletedTextureObjects"></A>
<A NAME="DOC.2.80.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void flushDeletedTextureObjects(uint contextID)</B></TT>
<DD>flush all the cached display list which need to be deleted
in the OpenGL context related to contextID
<DL><DT><DD></DL><P>
<A NAME="~Texture"></A>
<A NAME="DOC.2.80.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Texture()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_handleList"></A>
<A NAME="DOC.2.80.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;uint&gt; TextureNameList mutable TextureNameList _handleList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_modifiedTag"></A>
<A NAME="DOC.2.80.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;uint&gt; ImageModifiedTag mutable ImageModifiedTag _modifiedTag</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureObjectSize"></A>
<A NAME="DOC.2.80.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable uint _textureObjectSize</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_image"></A>
<A NAME="DOC.2.80.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Image.html">Image</A>&gt; _image</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureUnit"></A>
<A NAME="DOC.2.80.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _textureUnit</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_wrap_s"></A>
<A NAME="DOC.2.80.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> _wrap_s</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_wrap_t"></A>
<A NAME="DOC.2.80.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> _wrap_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_wrap_r"></A>
<A NAME="DOC.2.80.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.15">WrapMode</A> _wrap_r</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_min_filter"></A>
<A NAME="DOC.2.80.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> _min_filter</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_mag_filter"></A>
<A NAME="DOC.2.80.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.19">FilterMode</A> _mag_filter</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_internalFormatMode"></A>
<A NAME="DOC.2.80.52"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.22">InternalFormatMode</A> _internalFormatMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_internalFormatValue"></A>
<A NAME="DOC.2.80.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _internalFormatValue</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureWidth"></A>
<A NAME="DOC.2.80.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable unsigned int _textureWidth</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureHeight"></A>
<A NAME="DOC.2.80.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable unsigned int _textureHeight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_subloadMode"></A>
<A NAME="DOC.2.80.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.80.29">SubloadMode</A> _subloadMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_subloadOffsX"></A>
<A NAME="DOC.2.80.57"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _subloadOffsX</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_subloadOffsY"></A>
<A NAME="DOC.2.80.58"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _subloadOffsY</B></TT>
<DL><DT><DD></DL><P>
<A NAME="s_deletedTextureObjectCache"></A>
<A NAME="DOC.2.80.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedTextureObjectCache DeletedTextureObjectCache s_deletedTextureObjectCache</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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doc/doc++/osg/Timer.html Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Timer</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Timer</A></H2></H2><BLOCKQUOTE>A high resolution, low latency time stamper</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.81.1">Timer</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.81.2">~Timer</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>pragmaoptimize <B><A HREF="#DOC.2.81.3">("", off)</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>pragmaoptimize("", <!1><A HREF="Light.html#DOC.2.41.7">on</A>)(<!1><A HREF="Vec4.html#DOC.2.100.11">x</A>) <B><A HREF="#DOC.2.81.4">(".byte 0x0f, 0x31" : "=A" (x))</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline Timer_t <B><A HREF="#DOC.2.81.5">tick</A></B>( void )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.81.6">delta_s</A></B>( Timer_t t1, Timer_t t2 )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.81.7">delta_m</A></B>( Timer_t t1, Timer_t t2 )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>Timer_t <B><A HREF="#DOC.2.81.8">delta_u</A></B>( Timer_t t1, Timer_t t2 )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>Timer_t <B><A HREF="#DOC.2.81.9">delta_n</A></B>( Timer_t t1, Timer_t t2 )
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>A high resolution, low latency time stamper</BLOCKQUOTE>
<DL>
<A NAME="Timer"></A>
<A NAME="DOC.2.81.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Timer( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Timer"></A>
<A NAME="DOC.2.81.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~Timer( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="("", off)"></A>
<A NAME="DOC.2.81.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>pragmaoptimize ("", off)( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="(".byte 0x0f, 0x31" : "=A" (x))"></A>
<A NAME="DOC.2.81.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>pragmaoptimize("", <!1><A HREF="Light.html#DOC.2.41.7">on</A>)(<!1><A HREF="Vec4.html#DOC.2.100.11">x</A>) (".byte 0x0f, 0x31" : "=A" (x))( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="tick"></A>
<A NAME="DOC.2.81.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Timer_t tick( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="delta_s"></A>
<A NAME="DOC.2.81.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double delta_s( Timer_t t1, Timer_t t2 )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="delta_m"></A>
<A NAME="DOC.2.81.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double delta_m( Timer_t t1, Timer_t t2 )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="delta_u"></A>
<A NAME="DOC.2.81.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>Timer_t delta_u( Timer_t t1, Timer_t t2 )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="delta_n"></A>
<A NAME="DOC.2.81.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>Timer_t delta_n( Timer_t t1, Timer_t t2 )</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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>
<BR>
This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
</BODY>
</HTML>

View File

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Transform</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Transform</A></H2></H2><BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=155>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CNode,MNode.html,CGroup,MGroup.html,CTransform,MTransform.html">
<param name=before value="M,M,M,M,M">
<param name=after value="Md_SPSPSP,Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3,4">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.82.1">Transform</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.82.2">Transform</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.82.3">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.82.4">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.82.5">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.82.6">accept</A></B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.82.7">setMatrix</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.82.8">getMatrix</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.82.9">getMatrix</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.82.10">preMult</A></B>( const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.82.11">preScale</A></B>( const float sx, const float sy, const float sz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.82.12">preTranslate</A></B>( const float tx, const float ty, const float tz )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.82.13">preRotate</A></B>( const float deg, const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.82.16">_matrix</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.82.14">~Transform</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.82.15">computeBound</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( <!1><A HREF="Node.html">Node</A>* child )
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( <!1><A HREF="Node.html">Node</A>* origChild, <!1><A HREF="Node.html">Node</A>* newChild )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumChildren</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html">Node</A>* <B>getChild</B>( const int i ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const <!1><A HREF="Node.html">Node</A>* node ) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Node.html">Node</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>ascend</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const std::string&amp; name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setName</B>( const char* name )
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getName</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.11">ParentList</A>&amp; <B>getParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Group.html">Group</A>* <B>getParent</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumParents</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setUserData</B>(void* <!1><A HREF="Image.html#DOC.2.35.15">data</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma=0L)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void* <B>getUserData</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const void* <B>getUserData</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* <B>getMemoryAdapter</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setNodeMask</B>(const NodeMask nm)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const NodeMask <B>getNodeMask</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A>&amp; <B>getDescriptions</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const std::string&amp; <B>getDescription</B>(const int i) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline std::string&amp; <B>getDescription</B>(const int i)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumDescriptions</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>addDescription</B>(const std::string&amp; desc)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>setStateSet</B>(<!1><A HREF="StateSet.html">osg::StateSet</A>* dstate)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="StateSet.html">osg::StateSet</A>* <B>getStateSet</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; <B>getBound</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>dirtyBound</B>()
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;<!1><A HREF="Group.html">Group</A>*&gt; <B>ParentList</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef std::vector&lt;std::string&gt; <B>DescriptionList</B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="BoundingSphere.html">BoundingSphere</A> <B>_bsphere</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_bsphere_computed</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>std::string <B>_name</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.11">ParentList</A> <B>_parents</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>void* <B>_userData</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>&gt; <B>_memoryAdapter</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>NodeMask <B>_nodeMask</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Node.html#DOC.2.52.23">DescriptionList</A> <B>_descriptions</B>
<DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="StateSet.html">StateSet</A>&gt; <B>_dstate</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Transform - is group which all children
are transformed by the the Transform's osg::Matrix. Typical uses
of the Transform is for positioning objects within a scene or
producing trakerball functionality or for animatiion.</BLOCKQUOTE>
<DL>
<A NAME="Transform"></A>
<A NAME="DOC.2.82.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Transform"></A>
<A NAME="DOC.2.82.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.82.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.82.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.82.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="accept"></A>
<A NAME="DOC.2.82.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void accept(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setMatrix"></A>
<A NAME="DOC.2.82.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMatrix(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
<A NAME="DOC.2.82.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
<A NAME="DOC.2.82.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="preMult"></A>
<A NAME="DOC.2.82.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult( const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preScale"></A>
<A NAME="DOC.2.82.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preScale( const float sx, const float sy, const float sz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preTranslate"></A>
<A NAME="DOC.2.82.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preTranslate( const float tx, const float ty, const float tz )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="preRotate"></A>
<A NAME="DOC.2.82.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preRotate( const float deg, const float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, const float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Transform"></A>
<A NAME="DOC.2.82.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Transform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
<A NAME="DOC.2.82.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_matrix"></A>
<A NAME="DOC.2.82.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _matrix</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::Transparency</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Transparency</A></H2></H2><BLOCKQUOTE>Transparancy - encapsulates the OpenGL transparancy state</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTransparency,MTransparency.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.83.1">Transparency</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.83.2">clone</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.83.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.83.4">className</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.83.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.83.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.83.8">setFunction</A></B>( const int source, const int destination )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.83.9">setSource</A></B>(const int source)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.83.10">getSource</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.83.11">setDestination</A></B>(const int destination)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.83.12">getDestination</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.83.13">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.83.7">TransparencyMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.83.15">_source_factor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.83.16">_destination_factor</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.83.14">~Transparency</A></B>()
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Transparancy - encapsulates the OpenGL transparancy state</BLOCKQUOTE>
<DL>
<A NAME="Transparency"></A>
<A NAME="DOC.2.83.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transparency()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.83.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.83.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.83.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.83.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.83.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="TransparencyMode"></A>
<A NAME="DOC.2.83.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum TransparencyMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="DST_ALPHA"></A>
<A NAME="DOC.2.83.7.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DST_ALPHA</B></TT>
<DL><DT><DD></DL><P>
<A NAME="DST_COLOR"></A>
<A NAME="DOC.2.83.7.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DST_COLOR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ONE"></A>
<A NAME="DOC.2.83.7.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ONE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ONE_MINUS_DST_ALPHA"></A>
<A NAME="DOC.2.83.7.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ONE_MINUS_DST_ALPHA</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ONE_MINUS_DST_COLOR"></A>
<A NAME="DOC.2.83.7.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ONE_MINUS_DST_COLOR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ONE_MINUS_SRC_ALPHA"></A>
<A NAME="DOC.2.83.7.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ONE_MINUS_SRC_ALPHA</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ONE_MINUS_SRC_COLOR"></A>
<A NAME="DOC.2.83.7.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ONE_MINUS_SRC_COLOR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SRC_ALPHA"></A>
<A NAME="DOC.2.83.7.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SRC_ALPHA</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SRC_ALPHA_SATURATE"></A>
<A NAME="DOC.2.83.7.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SRC_ALPHA_SATURATE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SRC_COLOR"></A>
<A NAME="DOC.2.83.7.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SRC_COLOR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ZERO"></A>
<A NAME="DOC.2.83.7.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ZERO</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFunction"></A>
<A NAME="DOC.2.83.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFunction( const int source, const int destination )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setSource"></A>
<A NAME="DOC.2.83.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSource(const int source)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getSource"></A>
<A NAME="DOC.2.83.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getSource() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDestination"></A>
<A NAME="DOC.2.83.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDestination(const int destination)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDestination"></A>
<A NAME="DOC.2.83.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getDestination() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.83.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~Transparency"></A>
<A NAME="DOC.2.83.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Transparency()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_source_factor"></A>
<A NAME="DOC.2.83.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _source_factor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_destination_factor"></A>
<A NAME="DOC.2.83.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _destination_factor</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>class osg::Vec2</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class <A HREF="#DOC.DOCU">osg::Vec2</A></H2></H2><BLOCKQUOTE>General purpose float pair, uses include representation of texture coordinates.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.97.3">_v</A></B>[2]
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.97.1">Vec2</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.97.2">Vec2</A></B>(float <!1><A HREF="Vec2.html#DOC.2.97.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.97.12">y</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.97.4">operator == </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.97.5">operator < </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float* <B><A HREF="#DOC.2.97.6">ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float* <B><A HREF="#DOC.2.97.7">ptr</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.97.8">set</A></B>( float <!1><A HREF="Vec2.html#DOC.2.97.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.97.12">y</A> )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.97.9">operator [] </A></B>(int i)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.10">operator [] </A></B>(int i) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.97.11">x</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.97.12">y</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.13">x</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.14">y</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.15">operator * </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
<DD><I>dot product</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.97.16">operator * </A></B>(const float&amp; rhs) const
<DD><I>multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.97.17">operator *= </A></B>(const float&amp; rhs)
<DD><I>unary multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.97.18">operator / </A></B>(const float&amp; rhs) const
<DD><I>divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.97.19">operator /= </A></B>(const float&amp; rhs)
<DD><I>unary divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.97.20">operator + </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
<DD><I>binary vector add</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.97.21">operator += </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)
<DD><I>unary vector add.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.97.22">operator - </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
<DD><I>binary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.97.23">operator -= </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)
<DD><I>unary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.97.24">operator - </A></B>() const
<DD><I>negation operator.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.25">length</A></B>() const
<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.26">length2</A></B>( void ) const
<DD><I>Length squared of the vector = vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.97.27">normalize</A></B>()
<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose float pair, uses include representation of
texture coordinates.
No support yet added for float * Vec2 - is it necessary?
Need to define a non-member non-friend operator* etc.
BTW: Vec2 * float is okay</BLOCKQUOTE>
<DL>
<A NAME="Vec2"></A>
<A NAME="DOC.2.97.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2"></A>
<A NAME="DOC.2.97.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2(float <!1><A HREF="Vec2.html#DOC.2.97.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.97.12">y</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_v"></A>
<A NAME="DOC.2.97.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _v[2]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.97.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool operator == (const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.97.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool operator < (const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.97.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.97.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.97.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set( float <!1><A HREF="Vec2.html#DOC.2.97.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.97.12">y</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.97.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; operator [] (int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.97.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float operator [] (int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.97.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.97.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.97.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.97.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.97.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float operator * (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.97.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator * (const float&amp; rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.97.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator *= (const float&amp; rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.97.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator / (const float&amp; rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.97.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator /= (const float&amp; rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.97.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator + (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.97.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator += (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)</B></TT>
<DD>unary vector add. Slightly more efficient because no temporary
intermediate object.
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.97.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator - (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>binary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.97.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator -= (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)</B></TT>
<DD>unary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.97.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator - () const </B></TT>
<DD>negation operator. Returns the negative of the Vec2
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.97.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.97.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length2( void ) const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
<A NAME="DOC.2.97.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float normalize()</B></TT>
<DD>normalize the vector so that it has length unity
returns the previous length of the vector
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Vec2.html">Vec2</A>& vec)<BR><DD></DL><P><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>
<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HEAD>
<TITLE>class osg::Vec3</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class <A HREF="#DOC.DOCU">osg::Vec3</A></H2></H2><BLOCKQUOTE>General purpose float triple for use as vertices, vectors and normals.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.98.3">_v</A></B>[3]
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.98.1">Vec3</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.98.2">Vec3</A></B>(float <!1><A HREF="Vec3.html#DOC.2.98.11">x</A>, float <!1><A HREF="Vec3.html#DOC.2.98.12">y</A>, float <!1><A HREF="Vec3.html#DOC.2.98.13">z</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.98.4">operator == </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.98.5">operator < </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float* <B><A HREF="#DOC.2.98.6">ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float* <B><A HREF="#DOC.2.98.7">ptr</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.98.8">set</A></B>( float <!1><A HREF="Vec3.html#DOC.2.98.11">x</A>, float <!1><A HREF="Vec3.html#DOC.2.98.12">y</A>, float <!1><A HREF="Vec3.html#DOC.2.98.13">z</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.98.9">operator [] </A></B>(int i)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.10">operator [] </A></B>(int i) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.98.11">x</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.98.12">y</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.98.13">z</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.14">x</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.15">y</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.16">z</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.98.17">operator * </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const
<DD><I>dot product</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.18">operator ^ </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const
<DD><I>cross product</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.19">operator * </A></B>(const float&amp; rhs) const
<DD><I>multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.98.20">operator *= </A></B>(const float&amp; rhs)
<DD><I>unary multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.21">operator / </A></B>(const float&amp; rhs) const
<DD><I>divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.98.22">operator /= </A></B>(const float&amp; rhs)
<DD><I>unary divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.23">operator + </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const
<DD><I>binary vector add</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.98.24">operator += </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs)
<DD><I>unary vector add.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.25">operator - </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const
<DD><I>binary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.98.26">operator -= </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs)
<DD><I>unary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.98.27">operator - </A></B>() const
<DD><I>negation operator.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.28">length</A></B>() const
<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.29">length2</A></B>() const
<DD><I>Length squared of the vector = vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.98.30">normalize</A></B>()
<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose float triple for use as vertices, vectors and normals.
Provides general maths operations from addition through to cross products.
No support yet added for float * Vec3 - is it necessary?
Need to define a non-member non-friend operator* etc.
Vec3 * float is okay</BLOCKQUOTE>
<DL>
<A NAME="Vec3"></A>
<A NAME="DOC.2.98.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec3()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec3"></A>
<A NAME="DOC.2.98.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec3(float <!1><A HREF="Vec3.html#DOC.2.98.11">x</A>, float <!1><A HREF="Vec3.html#DOC.2.98.12">y</A>, float <!1><A HREF="Vec3.html#DOC.2.98.13">z</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_v"></A>
<A NAME="DOC.2.98.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _v[3]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.98.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.98.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator < (const <!1><A HREF="Vec3.html">Vec3</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.98.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.98.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.98.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set( float <!1><A HREF="Vec3.html#DOC.2.98.11">x</A>, float <!1><A HREF="Vec3.html#DOC.2.98.12">y</A>, float <!1><A HREF="Vec3.html#DOC.2.98.13">z</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.98.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; operator [] (int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.98.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float operator [] (int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.98.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.98.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.98.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; z()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.98.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.98.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.98.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float z() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.98.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float operator * (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator ^ "></A>
<A NAME="DOC.2.98.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator ^ (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const </B></TT>
<DD>cross product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.98.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator * (const float&amp; rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.98.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; operator *= (const float&amp; rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.98.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator / (const float&amp; rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.98.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; operator /= (const float&amp; rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.98.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator + (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.98.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; operator += (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs)</B></TT>
<DD>unary vector add. Slightly more efficient because no temporary
intermediate object
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.98.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator - (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs) const </B></TT>
<DD>binary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.98.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A>&amp; operator -= (const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs)</B></TT>
<DD>unary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.98.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> operator - () const </B></TT>
<DD>negation operator. Returns the negative of the Vec3
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.98.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.98.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length2() const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
<A NAME="DOC.2.98.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float normalize()</B></TT>
<DD>normalize the vector so that it has length unity
returns the previous length of the vector
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Vec3.html">Vec3</A>& vec)<BR><DD></DL><P><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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<HEAD>
<TITLE>class osg::Vec4</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>class <A HREF="#DOC.DOCU">osg::Vec4</A></H2></H2><BLOCKQUOTE>General purpose float quad, uses include representation of colour coordinates.</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.100.3">_v</A></B>[4]
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.100.1">Vec4</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.100.2">Vec4</A></B>(float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.100.4">operator == </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.100.5">operator < </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float* <B><A HREF="#DOC.2.100.6">ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float* <B><A HREF="#DOC.2.100.7">ptr</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.100.8">set</A></B>( float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.100.9">operator [] </A></B>(const int i)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.10">operator [] </A></B>(const int i) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.100.11">x</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.100.12">y</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.100.13">z</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.100.14">w</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.15">x</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.16">y</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.17">z</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.18">w</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.100.19">operator * </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const
<DD><I>dot product</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.100.20">operator * </A></B>(const float&amp; rhs) const
<DD><I>multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.100.21">operator *= </A></B>(const float&amp; rhs)
<DD><I>unary multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.100.22">operator / </A></B>(const float&amp; rhs) const
<DD><I>divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.100.23">operator /= </A></B>(const float&amp; rhs)
<DD><I>unary divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.100.24">operator + </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const
<DD><I>binary vector add</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.100.25">operator += </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)
<DD><I>unary vector add.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.100.26">operator - </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const
<DD><I>binary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.100.27">operator -= </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)
<DD><I>unary vector subract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.100.28">operator - </A></B>() const
<DD><I>negation operator.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.100.29">length</A></B>() const
<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.100.30">length2</A></B>() const
<DD><I>Length squared of the vector = vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.100.31">normalize</A></B>()
<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose float quad, uses include representation
of colour coordinates.
No support yet added for float * Vec4 - is it necessary?
Need to define a non-member non-friend operator* etc.
Vec4 * float is okay</BLOCKQUOTE>
<DL>
<A NAME="Vec4"></A>
<A NAME="DOC.2.100.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec4()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec4"></A>
<A NAME="DOC.2.100.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec4(float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_v"></A>
<A NAME="DOC.2.100.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _v[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.100.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.100.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator < (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.100.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.100.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.100.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set( float <!1><A HREF="Vec4.html#DOC.2.100.11">x</A>, float <!1><A HREF="Vec4.html#DOC.2.100.12">y</A>, float <!1><A HREF="Vec4.html#DOC.2.100.13">z</A>, float <!1><A HREF="Vec4.html#DOC.2.100.14">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.100.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; operator [] (const int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.100.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float operator [] (const int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.100.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.100.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.100.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; z()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="w"></A>
<A NAME="DOC.2.100.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; w()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.100.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.100.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.100.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float z() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="w"></A>
<A NAME="DOC.2.100.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float w() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.100.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float operator * (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.100.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator * (const float&amp; rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.100.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; operator *= (const float&amp; rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.100.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator / (const float&amp; rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.100.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; operator /= (const float&amp; rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.100.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator + (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.100.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; operator += (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)</B></TT>
<DD>unary vector add. Slightly more efficient because no temporary
intermediate object
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.100.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator - (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>binary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.100.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A>&amp; operator -= (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)</B></TT>
<DD>unary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.100.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A> operator - () const </B></TT>
<DD>negation operator. Returns the negative of the Vec4
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.100.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.100.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length2() const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
<A NAME="DOC.2.100.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float normalize()</B></TT>
<DD>normalize the vector so that it has length unity
returns the previous length of the vector
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Vec4.html">Vec4</A>& vec)<BR><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArray3BetweenRange</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray3BetweenRange</A></H2><H2>(A&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are between or equal to minValue and maxValue do nothing - legal value,
otherise clamp value to specified to range and return warning
with valueName specifying which variable was clamped. Equivilant to
calling clampGEQUAL(value,minValue,valueName); clampLEQUAL(value,maxValue,valueName); </BLOCKQUOTE>
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<TITLE>template<class A, class T>inline void osg::clampArray3GEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
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<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray3GEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are greater than or equal to minValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArray3LEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray3LEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are is less than or equal to maxValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArray4BetweenRange</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
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<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray4BetweenRange</A></H2><H2>(A&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are between or equal to minValue and maxValue do nothing - legal value,
otherise clamp value to specified to range and return warning
with valueName specifying which variable was clamped. Equivilant to
calling clampGEQUAL(value,minValue,valueName); clampLEQUAL(value,maxValue,valueName); </BLOCKQUOTE>
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<TITLE>template<class A, class T>inline void osg::clampArray4GEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray4GEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are greater than or equal to minValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArray4LEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArray4LEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array4 elements are is less than or equal to maxValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementBetweenRange</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementBetweenRange</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int i,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array element value[i] is between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array element value[i] is between or equal to minValue and maxValue do nothing - legal value,
otherise clamp value to specified to range and return warning
with valueName specifying which variable was clamped. Equivilant to
calling clampGEQUAL(value,minValue,valueName); clampLEQUAL(value,maxValue,valueName); </BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementGEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementGEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int i,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array element value[i] is greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array element value[i] is greater than or equal to minValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementLEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementLEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int i,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array element value[i] is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array element value[i] is less than or equal to maxValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementsBetweenRange</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementsBetweenRange</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array elements are between or equal to minValue and maxValue do nothing - legal value,
otherise clamp value to specified to range and return warning
with valueName specifying which variable was clamped. Equivilant to
calling clampGEQUAL(value,minValue,valueName); clampLEQUAL(value,maxValue,valueName); </BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementsGEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementsGEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array elements are greater than or equal to minValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class A, class T>inline void osg::clampArrayElementsLEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampArrayElementsLEQUAL</A></H2><H2>(A&amp; value,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>,<BR>&nbsp; const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if array elements are less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if array elements are less than or equal to maxValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class T>inline void osg::clampBetweenRange</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampBetweenRange</A></H2><H2>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if value is between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if value is between or equal to minValue and maxValue do nothing - legal value,
otherise clamp value to specified to range and return warning
with valueName specifying which variable was clamped. Equivilant to
calling clampGEQUAL(value,minValue,valueName); clampLEQUAL(value,maxValue,valueName); </BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class T>inline void osg::clampGEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampGEQUAL</A></H2><H2>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if value is greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if value is greater than or equal to minValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class T>inline void osg::clampLEQUAL</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <A HREF="#DOC.DOCU">osg::clampLEQUAL</A></H2><H2>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value,<BR>&nbsp; const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue,<BR>&nbsp; const char* valueName)</H2><BLOCKQUOTE>if value is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>if value is less than or equal to maxValue do nothing - legal value,
otherise clamp value to specified maximum value and return warning
with valueName specifying which variable was clamped</BLOCKQUOTE>
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<TITLE>SG_EXPORT extern Geode* osg::createGeodeForImage</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern <!1><A HREF="Geode.html">Geode</A>* <A HREF="#DOC.DOCU">osg::createGeodeForImage</A></H2><H2>(<!1><A HREF="Image.html">Image</A>* image,<BR>&nbsp; const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>,<BR>&nbsp; const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)</H2><BLOCKQUOTE>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Convenience function to be used by images loaders to generate a valid geode
to return for readNode().
Use the specified s and t values scale the dimensions of the image.</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>SG_EXPORT extern Geode* osg::createGeodeForImage</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern <!1><A HREF="Geode.html">Geode</A>* <A HREF="#DOC.DOCU">osg::createGeodeForImage</A></H2><H2>(<!1><A HREF="Image.html">Image</A>* image)</H2><BLOCKQUOTE>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Convenience function to be used by images loaders to generate a valid geode
to return for readNode().
Use the images s and t values scale the dimensions of the image.</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>template<class T> void osg::for_each_triangle</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; void <A HREF="#DOC.DOCU">osg::for_each_triangle</A></H2><H2>(<!1><A HREF="GeoSet.html">GeoSet</A>&amp; gset,<BR>&nbsp; <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; op)</H2><BLOCKQUOTE>Template function for iterating through a GeoSet operating on triangles with templated functor.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Template function for iterating through a GeoSet operating on triangles
with templated functor. Function automatically decomposes quads and polygons
into sub triangles which are passed onto functor.</BLOCKQUOTE>
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<HEAD>
<TITLE>SG_EXPORT extern NotifySeverity osg::g_NotifyLevel</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern <!1><A HREF="NotifySeverity.html">NotifySeverity</A> <A HREF="#DOC.DOCU">osg::g_NotifyLevel</A></H2></H2><BLOCKQUOTE>global notify level.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>global notify level. </BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<TITLE>SG_EXPORT extern void* osg::getGLExtensionFuncPtr</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern void* <A HREF="#DOC.DOCU">osg::getGLExtensionFuncPtr</A></H2><H2>(const char* funcName)</H2><BLOCKQUOTE>return the address of the specified OpenGL function.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>return the address of the specified OpenGL function.
return NULL if function not supported by OpenGL library.</BLOCKQUOTE>
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<HEAD>
<TITLE>SG_EXPORT extern NotifySeverity osg::getNotifyLevel</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern <!1><A HREF="NotifySeverity.html">NotifySeverity</A> <A HREF="#DOC.DOCU">osg::getNotifyLevel</A></H2><H2>()</H2><BLOCKQUOTE>get the notify level.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>get the notify level. </BLOCKQUOTE>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>Table of Contents</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H1>Table of Contents</H1>
<H2>Namespaces</H2>
<UL>
<LI><A HREF="osg.html">osg</A>
</UL>
<H2>Functions</H2>
<UL>
<LI><A HREF="osgGetLibraryName.html">osgGetLibraryName</A> <I> getLibraryName_osg() returns the library name in human friendly form</I>
<LI><A HREF="osgGetVersion.html">osgGetVersion</A> <I> getVersion_osg() returns the library version number.</I>
</UL>
<H2>Macros</H2>
<UL>
<LI><A HREF="General.html#APIENTRY">APIENTRY</A>
<LI><A HREF="General.html#CALLBACK">CALLBACK</A>
<LI><A HREF="General.html#GLUT_APIENTRY_DEFINED">GLUT_APIENTRY_DEFINED</A>
<LI><A HREF="General.html#GLUT_WINGDIAPI_DEFINED">GLUT_WINGDIAPI_DEFINED</A>
<LI><A HREF="General.html#GL_COMPRESSED_ALPHA_ARB">GL_COMPRESSED_ALPHA_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_INTENSITY_ARB">GL_COMPRESSED_INTENSITY_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_LUMINANCE_ALPHA_ARB">GL_COMPRESSED_LUMINANCE_ALPHA_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_LUMINANCE_ARB">GL_COMPRESSED_LUMINANCE_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGBA_ARB">GL_COMPRESSED_RGBA_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGBA_S3TC_DXT1_EXT">GL_COMPRESSED_RGBA_S3TC_DXT1_EXT</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGBA_S3TC_DXT3_EXT">GL_COMPRESSED_RGBA_S3TC_DXT3_EXT</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGBA_S3TC_DXT5_EXT">GL_COMPRESSED_RGBA_S3TC_DXT5_EXT</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGB_ARB">GL_COMPRESSED_RGB_ARB</A>
<LI><A HREF="General.html#GL_COMPRESSED_RGB_S3TC_DXT1_EXT">GL_COMPRESSED_RGB_S3TC_DXT1_EXT</A>
<LI><A HREF="General.html#GL_COMPRESSED_TEXTURE_FORMATS_ARB">GL_COMPRESSED_TEXTURE_FORMATS_ARB</A>
<LI><A HREF="General.html#GL_GENERATE_MIPMAP_HINT_SGIS">GL_GENERATE_MIPMAP_HINT_SGIS</A>
<LI><A HREF="General.html#GL_GENERATE_MIPMAP_SGIS">GL_GENERATE_MIPMAP_SGIS</A>
<LI><A HREF="General.html#GL_MIRRORED_REPEAT_IBM">GL_MIRRORED_REPEAT_IBM</A>
<LI><A HREF="General.html#GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB">GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB</A>
<LI><A HREF="General.html#GL_TEXTURE_COMPRESSED_ARB">GL_TEXTURE_COMPRESSED_ARB</A>
<LI><A HREF="General.html#GL_TEXTURE_COMPRESSION_HINT_ARB">GL_TEXTURE_COMPRESSION_HINT_ARB</A>
<LI><A HREF="General.html#GL_TEXTURE_IMAGE_SIZE_ARB">GL_TEXTURE_IMAGE_SIZE_ARB</A>
<LI><A HREF="General.html#GL_TEXTURE_MAX_ANISOTROPY_EXT">GL_TEXTURE_MAX_ANISOTROPY_EXT</A>
<LI><B>NULL:</B>
<UL>
<LI><A HREF="General.html#NULL">NULL</A>
<LI><A HREF="General.html#NULL">NULL</A>
</UL>
<LI><A HREF="General.html#OSG_ALPHAFUNC">OSG_ALPHAFUNC</A>
<LI><A HREF="General.html#OSG_BILLBOARD">OSG_BILLBOARD</A>
<LI><A HREF="General.html#OSG_BOUNDINGBOX">OSG_BOUNDINGBOX</A>
<LI><A HREF="General.html#OSG_BOUNDINGSPHERE">OSG_BOUNDINGSPHERE</A>
<LI><A HREF="General.html#OSG_BOUNDSCHECKING">OSG_BOUNDSCHECKING</A>
<LI><A HREF="General.html#OSG_CAMERA">OSG_CAMERA</A>
<LI><A HREF="General.html#OSG_CLIPPINGVOLUME">OSG_CLIPPINGVOLUME</A>
<LI><A HREF="General.html#OSG_CLIPPLANE">OSG_CLIPPLANE</A>
<LI><A HREF="General.html#OSG_COLORMASK">OSG_COLORMASK</A>
<LI><A HREF="General.html#OSG_CULLFACE">OSG_CULLFACE</A>
<LI><A HREF="General.html#OSG_DEPTH">OSG_DEPTH</A>
<LI><A HREF="General.html#OSG_DRAWABLE">OSG_DRAWABLE</A>
<LI><A HREF="General.html#OSG_EXPORT">OSG_EXPORT</A>
<LI><A HREF="General.html#OSG_FOG">OSG_FOG</A>
<LI><A HREF="General.html#OSG_FRONTFACE">OSG_FRONTFACE</A>
<LI><A HREF="General.html#OSG_GEODE">OSG_GEODE</A>
<LI><A HREF="General.html#OSG_GEOSET">OSG_GEOSET</A>
<LI><A HREF="General.html#OSG_GL">OSG_GL</A>
<LI><A HREF="General.html#OSG_GLEXTENSIONS">OSG_GLEXTENSIONS</A>
<LI><A HREF="General.html#OSG_GROUP">OSG_GROUP</A>
<LI><A HREF="General.html#OSG_IMAGE">OSG_IMAGE</A>
<LI><A HREF="General.html#OSG_IMPOSTOR">OSG_IMPOSTOR</A>
<LI><A HREF="General.html#OSG_ImpostorSprite">OSG_ImpostorSprite</A>
<LI><A HREF="General.html#OSG_LIGHT">OSG_LIGHT</A>
<LI><A HREF="General.html#OSG_LIGHTSOURCE">OSG_LIGHTSOURCE</A>
<LI><A HREF="General.html#OSG_LINESEGMENT">OSG_LINESEGMENT</A>
<LI><A HREF="General.html#OSG_LOD">OSG_LOD</A>
<LI><A HREF="General.html#OSG_MATERIAL">OSG_MATERIAL</A>
<LI><A HREF="General.html#OSG_MATRIX">OSG_MATRIX</A>
<LI><A HREF="General.html#OSG_MEMORYADAPTER">OSG_MEMORYADAPTER</A>
<LI><A HREF="General.html#OSG_MEM_PTR">OSG_MEM_PTR</A>
<LI><A HREF="General.html#OSG_NODE">OSG_NODE</A>
<LI><A HREF="General.html#OSG_NODEVISITOR">OSG_NODEVISITOR</A>
<LI><A HREF="General.html#OSG_NOTIFY">OSG_NOTIFY</A>
<LI><A HREF="General.html#OSG_OBJECT">OSG_OBJECT</A>
<LI><A HREF="General.html#OSG_PLANE">OSG_PLANE</A>
<LI><A HREF="General.html#OSG_POINT">OSG_POINT</A>
<LI><A HREF="General.html#OSG_POLYGONMODE">OSG_POLYGONMODE</A>
<LI><A HREF="General.html#OSG_POLYGONOFFSET">OSG_POLYGONOFFSET</A>
<LI><A HREF="General.html#OSG_QUAT">OSG_QUAT</A>
<LI><A HREF="General.html#OSG_REFERENCED">OSG_REFERENCED</A>
<LI><A HREF="General.html#OSG_REF_PTR">OSG_REF_PTR</A>
<LI><A HREF="General.html#OSG_STATE">OSG_STATE</A>
<LI><A HREF="General.html#OSG_STATEATTRIBUTE">OSG_STATEATTRIBUTE</A>
<LI><A HREF="General.html#OSG_STATESET">OSG_STATESET</A>
<LI><A HREF="General.html#OSG_STENCIL">OSG_STENCIL</A>
<LI><A HREF="General.html#OSG_SWITCH">OSG_SWITCH</A>
<LI><A HREF="General.html#OSG_TEXENV">OSG_TEXENV</A>
<LI><A HREF="General.html#OSG_TEXGEN">OSG_TEXGEN</A>
<LI><A HREF="General.html#OSG_TEXMAT">OSG_TEXMAT</A>
<LI><A HREF="General.html#OSG_TEXTURE">OSG_TEXTURE</A>
<LI><A HREF="General.html#OSG_TIMER">OSG_TIMER</A>
<LI><A HREF="General.html#OSG_TRANSFORM">OSG_TRANSFORM</A>
<LI><A HREF="General.html#OSG_TRANSPARENCY">OSG_TRANSPARENCY</A>
<LI><A HREF="General.html#OSG_TYPES">OSG_TYPES</A>
<LI><A HREF="General.html#OSG_VEC2">OSG_VEC2</A>
<LI><A HREF="General.html#OSG_VEC3">OSG_VEC3</A>
<LI><A HREF="General.html#OSG_VEC4">OSG_VEC4</A>
<LI><A HREF="General.html#OSG_VERSION">OSG_VERSION</A>
<LI><B>SG_EXPORT:</B>
<UL>
<LI><A HREF="General.html#SG_EXPORT">SG_EXPORT</A>
<LI><A HREF="General.html#SG_EXPORT">SG_EXPORT</A>
<LI><A HREF="General.html#SG_EXPORT">SG_EXPORT</A>
</UL>
<LI><A HREF="General.html#WIN32_LEAN_AND_MEAN">WIN32_LEAN_AND_MEAN</A>
<LI><A HREF="General.html#WINGDIAPI">WINGDIAPI</A>
</UL>
<H2>Typedefs</H2>
<UL>
<LI><A HREF="NodePath.html">NodePath</A> <I>A vector of Nodes pointers which is used to describe the path from a root node to a descendant</I>
</UL>
<P><I><A HREF="HIER.html">Hierarchy of classes</A></I></P><HR>
<BR>
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<HEAD>
<TITLE>SG_EXPORT extern bool osg::initNotifyLevel</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern bool <A HREF="#DOC.DOCU">osg::initNotifyLevel</A></H2><H2>()</H2><BLOCKQUOTE>initialize notify level.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>initialize notify level. </BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<HEAD>
<TITLE>SG_EXPORT extern const bool osg::isGLExtensionSupported</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>SG_EXPORT extern const bool <A HREF="#DOC.DOCU">osg::isGLExtensionSupported</A></H2><H2>(const char* extension)</H2><BLOCKQUOTE>return true if OpenGL "extension" is supported.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>return true if OpenGL "extension" is supported.
note: Must only called within a valid OpenGL context,
undefined behaviour may occur otherwise.</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<HEAD>
<TITLE>template<class T> class osg::mem_ptr</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; class <A HREF="#DOC.DOCU">osg::mem_ptr</A></H2></H2><BLOCKQUOTE>Smart pointer for handling memory pointers via associated memory adapter</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.51.1">mem_ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.51.2">mem_ptr</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.51.3">mem_ptr</A></B>(const <!1><A HREF="mem_ptr.html#DOC.2.51.3">mem_ptr</A>&amp; rp)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.51.4">~mem_ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; <B><A HREF="#DOC.2.51.5">operator = </A></B>(const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.51.6">set</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.7">operator == </A></B>(const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.8">operator == </A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.9">operator != </A></B>(const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.10">operator != </A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; <B><A HREF="#DOC.2.51.11">operator*</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; <B><A HREF="#DOC.2.51.12">operator*</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.51.13">operator-></A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.51.14">operator-></A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.15">operator!</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.51.16">valid</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.51.17">get</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.51.18">get</A></B>() const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Smart pointer for handling memory pointers via associated memory adapter</BLOCKQUOTE>
<DL>
<A NAME="mem_ptr"></A>
<A NAME="DOC.2.51.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> mem_ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="mem_ptr"></A>
<A NAME="DOC.2.51.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> mem_ptr(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="mem_ptr"></A>
<A NAME="DOC.2.51.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> mem_ptr(const <!1><A HREF="mem_ptr.html#DOC.2.51.3">mem_ptr</A>&amp; rp)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~mem_ptr"></A>
<A NAME="DOC.2.51.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~mem_ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.51.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; operator = (const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.51.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>, <!1><A HREF="MemoryAdapter.html">MemoryAdapter</A>* ma)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.51.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.51.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.51.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator != (const <!1><A HREF="mem_ptr.html">mem_ptr</A>&amp; rp) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.51.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator != (const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator*"></A>
<A NAME="DOC.2.51.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; operator*()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator*"></A>
<A NAME="DOC.2.51.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; operator*() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator->"></A>
<A NAME="DOC.2.51.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* operator->()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator->"></A>
<A NAME="DOC.2.51.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* operator->() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator!"></A>
<A NAME="DOC.2.51.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator!() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="valid"></A>
<A NAME="DOC.2.51.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool valid() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="get"></A>
<A NAME="DOC.2.51.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* get()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="get"></A>
<A NAME="DOC.2.51.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* get() const </B></TT>
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<TITLE>inline ostream& osg::notify</TITLE>
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<H2>inline ostream&amp; <A HREF="#DOC.DOCU">osg::notify</A></H2><H2>(const <!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity=<!1><A HREF="NotifySeverity.html#DOC.2.55.5">INFO</A>)</H2><BLOCKQUOTE>notify messaging function for providing fatal through to verbose debugging messages.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>notify messaging function for providing fatal through to verbose
debugging messages. Level of messages sent to the console can
be controlled by setting the NotifyLevel either within your
application or via the an environmental variable. For instance
setenv OSGNOTIFYLEVEL DEBUG (for tsh), export OSGNOTIFYLEVEL=DEBUG
(for bourne shell) or set OSGNOTIFYLEVEL=DEBUG (for Windows) all
set tell the osg to redirect all debugging and more important messages
to the console (useful for debugging :-) setting ALWAYS will force
all messages to be absorbed, which might be appropriate for final
applications. Default NotifyLevel is NOTICE. Check the enum
NotifySeverity for full range of possibilities. To use the notify
with your code simply use the notify function as a normal file
stream (like cout) i.e osg::notify(osg::DEBUG) << "Hello Bugs!"<<endl;</BLOCKQUOTE>
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<TITLE>namespace osg</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
<H2>namespace <A HREF="#DOC.DOCU">osg</A></H2></H2>
<HR>
<P><DL>
<DT>
class SG_EXPORT <B><A HREF="AlphaFunc.html">AlphaFunc</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulte OpenGL glAlphaFunc</I>
<DT>
class SG_EXPORT <B><A HREF="Billboard.html">Billboard</A></B>: public <!1><A HREF="Geode.html">Geode</A>
<DD><I>Billboard - a Geode which orientates its child osg::Drawable's to face the eye point.</I>
<DT>
class SG_EXPORT <B><A HREF="BoundingBox.html">BoundingBox</A></B>
<DD><I>General purpose axis-aligned bounding box class for enclosing objects/vertices.</I>
<DT>
class SG_EXPORT <B><A HREF="BoundingSphere.html">BoundingSphere</A></B>
<DD><I>General purpose bounding sphere class for enclosing nodes/objects/vertices.</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampGEQUAL.html">clampGEQUAL</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const char* valueName)
<DD><I>if value is greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampLEQUAL.html">clampLEQUAL</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if value is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampBetweenRange.html">clampBetweenRange</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if value is between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementGEQUAL.html">clampArrayElementGEQUAL</A></B>(A&amp; value, const unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const char* valueName)
<DD><I>if array element value[i] is greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementLEQUAL.html">clampArrayElementLEQUAL</A></B>(A&amp; value, const unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array element value[i] is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementBetweenRange.html">clampArrayElementBetweenRange</A></B>(A&amp; value, const unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array element value[i] is between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsGEQUAL.html">clampArrayElementsGEQUAL</A></B>(A&amp; value, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const char* valueName)
<DD><I>if array elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsLEQUAL.html">clampArrayElementsLEQUAL</A></B>(A&amp; value, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array elements are less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsBetweenRange.html">clampArrayElementsBetweenRange</A></B>(A&amp; value, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray3GEQUAL.html">clampArray3GEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const char* valueName)
<DD><I>if array4 elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray3LEQUAL.html">clampArray3LEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray3BetweenRange.html">clampArray3BetweenRange</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray4GEQUAL.html">clampArray4GEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const char* valueName)
<DD><I>if array4 elements are greater than or equal to minValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray4LEQUAL.html">clampArray4LEQUAL</A></B>(A&amp; value, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.3">first</A>, const unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.40.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
<DT>
template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt;inline void <B><A HREF="clampArray4BetweenRange.html">clampArray4BetweenRange</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
<DT>
class SG_EXPORT <B><A HREF="Camera.html">Camera</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
<DD><I>Camera class for encapsulating the view position and orientation and projection (lens) used.</I>
<DT>
class SG_EXPORT <B><A HREF="ClippingVolume.html">ClippingVolume</A></B>
<DD><I>A ClippingVolume class for represecting convex clipping volumes made up</I>
<DT>
class SG_EXPORT <B><A HREF="ClipPlane.html">ClipPlane</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>ClipPlane state class which encapsulates OpenGL glClipPlane() functionality</I>
<DT>
class SG_EXPORT <B><A HREF="ColorMask.html">ColorMask</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulte OpenGL glColorMaskFunc/Op/Mask functions</I>
<DT>
class SG_EXPORT <B><A HREF="CullFace.html">CullFace</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to globally enable/disable OpenGL's polygon culling mode=</I>
<DT>
class SG_EXPORT <B><A HREF="Depth.html">Depth</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulte OpenGL glDepthFunc/Mask/Range functions</I>
<DT>
class SG_EXPORT <B><A HREF="Drawable.html">Drawable</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Pure virtual base class for drawable Geomtery.</I>
<DT>
class SG_EXPORT <B><A HREF="Fog.html">Fog</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Fog - encapsulates OpenGL fog state.</I>
<DT>
class SG_EXPORT <B><A HREF="FrontFace.html">FrontFace</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to specifies the orientation of front-facing polygons</I>
<DT>
class SG_EXPORT <B><A HREF="Geode.html">Geode</A></B>: public <!1><A HREF="Node.html">Node</A>
<DD><I>Leaf Node for grouping Drawables</I>
<DT>
class SG_EXPORT <B><A HREF="GeoSet.html">GeoSet</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DD><I>Encapsulates OpenGL drawing primitives, geometry and optional binding of normal, color and texture coordinates.</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; void <B><A HREF="for_each_triangle.html">for_each_triangle</A></B>(<!1><A HREF="GeoSet.html">GeoSet</A>&amp; gset, <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; op)
<DD><I>Template function for iterating through a GeoSet operating on triangles with templated functor.</I>
<DT>
SG_EXPORT extern const bool <B><A HREF="isGLExtensionSupported.html">isGLExtensionSupported</A></B>(const char* extension)
<DD><I>return true if OpenGL "extension" is supported.</I>
<DT>
SG_EXPORT extern void* <B><A HREF="getGLExtensionFuncPtr.html">getGLExtensionFuncPtr</A></B>(const char* funcName)
<DD><I>return the address of the specified OpenGL function.</I>
<DT>
class SG_EXPORT <B><A HREF="Group.html">Group</A></B>: public <!1><A HREF="Node.html">Node</A>
<DD><I>General group node which maintains a list of children.</I>
<DT>
class SG_EXPORT <B><A HREF="Image.html">Image</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Image class for encapsulating the storage texture image data</I>
<DT>
SG_EXPORT extern <!1><A HREF="Geode.html">Geode</A>* <B><A HREF="createGeodeForImage.html">createGeodeForImage</A></B>(<!1><A HREF="Image.html">Image</A>* image)
<DD><I>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</I>
<DT>
SG_EXPORT extern <!1><A HREF="Geode.html">Geode</A>* <B><A HREF="createGeodeForImage.2.html">createGeodeForImage</A></B>(<!1><A HREF="Image.html">Image</A>* image, const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.22">s</A>, const float <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)
<DD><I>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</I>
<DT>
class SG_EXPORT <B><A HREF="Impostor.html">Impostor</A></B>: public <!1><A HREF="LOD.html">LOD</A>
<DD><I>Impostor - is a form of Level Of Detail group node which allows both switching between children depending on distance from eye point and image caching.</I>
<DT>
class SG_EXPORT <B><A HREF="ImpostorSprite.html">ImpostorSprite</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DD><I>An ImposterSprite is a textured quad which is rendered in place a 3D geometry.</I>
<DT>
class SG_EXPORT <B><A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Helper class for managing the reuse of ImpostorSprite resources</I>
<DT>
class SG_EXPORT <B><A HREF="Light.html">Light</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Light state class which encapsulates OpenGL glLight() functionality</I>
<DT>
class SG_EXPORT <B><A HREF="LightSource.html">LightSource</A></B>: public <!1><A HREF="Node.html">Node</A>
<DD><I>Leaf Node for defining a light in the scene</I>
<DT>
class SG_EXPORT <B><A HREF="LineSegment.html">LineSegment</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>LineSegmentment class for representing a line segment</I>
<DT>
class SG_EXPORT <B><A HREF="LOD.html">LOD</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>LOD - Level Of Detail group node which allows switching between children depending on distance from eye point.</I>
<DT>
class SG_EXPORT <B><A HREF="Material.html">Material</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Material - encapsulates OpenGL glMaterial state</I>
<DT>
class SG_EXPORT <B><A HREF="Matrix.html">Matrix</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>4x4 Matrix for storage & manipulation of transformations in scene graph.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.47">operator * </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.48">operator * </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ostream&amp; <B><A HREF="#DOC.2.49">operator << </A></B>(ostream&amp; output, const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)
<DT>
class SG_EXPORT <B><A HREF="MemoryAdapter.html">MemoryAdapter</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Class for adapting the memory management of external data.</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; class <B><A HREF="mem_ptr.html">mem_ptr</A></B>
<DD><I>Smart pointer for handling memory pointers via associated memory adapter</I>
<DT>
class SG_EXPORT <B><A HREF="Node.html">Node</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Base class for all internal nodes in the scene graph.</I>
<DT>
class SG_EXPORT <B><A HREF="NodeVisitor.html">NodeVisitor</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Visitor for type safe operations on osg::Node's.</I>
<DT>
struct <B><A HREF="NodeAcceptOp.html">NodeAcceptOp</A></B>
<DD><I>Convinience functor for assisting visiting of arrays of osg::Node's</I>
<DT>
enum <B><A HREF="NotifySeverity.html">NotifySeverity</A></B>
<DD><I>Range of notify levels from DEBUG_FP through to FATAL, ALWAYS is reserved for forcing the absorption of all messages.</I>
<DT>
SG_EXPORT extern <!1><A HREF="NotifySeverity.html">NotifySeverity</A> <B><A HREF="g_NotifyLevel.html">g_NotifyLevel</A></B>
<DD><I>global notify level.</I>
<DT>
SG_EXPORT extern void <B><A HREF="setNotifyLevel.html">setNotifyLevel</A></B>(<!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity)
<DD><I>set the notify level, overriding the default or value set by the environmental variable OSGNOTIFYLEVEL</I>
<DT>
SG_EXPORT extern <!1><A HREF="NotifySeverity.html">NotifySeverity</A> <B><A HREF="getNotifyLevel.html">getNotifyLevel</A></B>()
<DD><I>get the notify level.</I>
<DT>
SG_EXPORT extern bool <B><A HREF="initNotifyLevel.html">initNotifyLevel</A></B>()
<DD><I>initialize notify level.</I>
<DT>
inline ostream&amp; <B><A HREF="notify.html">notify</A></B>(const <!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity=<!1><A HREF="NotifySeverity.html#DOC.2.55.5">INFO</A>)
<DD><I>notify messaging function for providing fatal through to verbose debugging messages.</I>
<DT>
class SG_EXPORT <B><A HREF="Object.html">Object</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Base class/standard interface for objects which require IO support, cloning and reference counting.</I>
<DT>
class SG_EXPORT <B><A HREF="Plane.html">Plane</A></B>
<DD><I>A plane class.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ostream&amp; <B><A HREF="#DOC.2.63">operator << </A></B>(ostream&amp; output, const <!1><A HREF="Plane.html">Plane</A>&amp; pl)
<DT>
class SG_EXPORT <B><A HREF="Point.html">Point</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Point - encapsulates the OpenGL point smmothing and size state</I>
<DT>
class SG_EXPORT <B><A HREF="PolygonMode.html">PolygonMode</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to for setting OpenGL's polygon culling mode</I>
<DT>
class SG_EXPORT <B><A HREF="PolygonOffset.html">PolygonOffset</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>PolygonOffset - encapsulates the OpenGL glPolygonOffset state</I>
<DT>
class SG_EXPORT <B><A HREF="Quat.html">Quat</A></B>
<DD><I>A quaternion class.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ostream&amp; <B><A HREF="#DOC.2.68">operator << </A></B>(ostream&amp; output, const <!1><A HREF="Quat.html">Quat</A>&amp; vec)
<DT>
class SG_EXPORT <B><A HREF="Referenced.html">Referenced</A></B>
<DD><I>Base class from providing referencing counted objects</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; class <B><A HREF="ref_ptr.html">ref_ptr</A></B>
<DD><I>Smart pointer for handling referenced counted objects</I>
<DT>
#define <B><A HREF="OSG_GL_DEBUG.html">OSG_GL_DEBUG</A></B>(message)
<DD><I>macro for use with osg::StateAttrbiute::apply methods for detected and reporting OpenGL error messages</I>
<DT>
class SG_EXPORT <B><A HREF="State.html">State</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>State class for managing a state stack.</I>
<DT>
class SG_EXPORT <B><A HREF="StateAttribute.html">StateAttribute</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Base class for state attribues</I>
<DT>
class SG_EXPORT <B><A HREF="StateSet.html">StateSet</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I> Encapsulates OpenGL state modes and attributes.</I>
<DT>
class SG_EXPORT <B><A HREF="Stencil.html">Stencil</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulte OpenGL glStencilFunc/Op/Mask functions</I>
<DT>
class SG_EXPORT <B><A HREF="Switch.html">Switch</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Switch is a Group node which allows switching between children.</I>
<DT>
class SG_EXPORT <B><A HREF="TexEnv.html">TexEnv</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>TexEnv - encapsulates the OpenGL glTexEnv (texture environment) state</I>
<DT>
class SG_EXPORT <B><A HREF="TexGen.html">TexGen</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state</I>
<DT>
class SG_EXPORT <B><A HREF="TexMat.html">TexMat</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Texture Matrix state class for encapsulating OpenGL texture matrix functionality</I>
<DT>
class SG_EXPORT <B><A HREF="Texture.html">Texture</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Texture state class which encapsulates OpenGl texture functionality</I>
<DT>
class SG_EXPORT <B><A HREF="Timer.html">Timer</A></B>
<DD><I>A high resolution, low latency time stamper</I>
<DT>
class SG_EXPORT <B><A HREF="Transform.html">Transform</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Transform - is group which all children are transformed by the the Transform's osg::Matrix.</I>
<DT>
class SG_EXPORT <B><A HREF="Transparency.html">Transparency</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Transparancy - encapsulates the OpenGL transparancy state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.84">M_E</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.85">M_LOG2E</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.86">M_LOG10E</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.87">M_LN2</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.88">M_LN10</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.89">M_PI</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.90">M_PI_2</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.91">M_PI_4</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.92">M_1_PI</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.93">M_2_PI</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.94">M_2_SQRTPI</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.95">M_SQRT2</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.96">M_SQRT1_2</A></B>
<DT>
class <B><A HREF="Vec2.html">Vec2</A></B>
<DD><I>General purpose float pair, uses include representation of texture coordinates.</I>
<DT>
class <B><A HREF="Vec3.html">Vec3</A></B>
<DD><I>General purpose float triple for use as vertices, vectors and normals.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline ostream&amp; <B><A HREF="#DOC.2.99">operator << </A></B>(ostream&amp; output, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec)
<DT>
class <B><A HREF="Vec4.html">Vec4</A></B>
<DD><I>General purpose float quad, uses include representation of colour coordinates.</I>
</DL></P>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<DL>
<A NAME="operator * "></A>
<A NAME="DOC.2.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> operator * (const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator * (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator << "></A>
<A NAME="DOC.2.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ostream&amp; operator << (ostream&amp; output, const <!1><A HREF="Matrix.html">Matrix</A>&amp; matrix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator << "></A>
<A NAME="DOC.2.63"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ostream&amp; operator << (ostream&amp; output, const <!1><A HREF="Plane.html">Plane</A>&amp; pl)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator << "></A>
<A NAME="DOC.2.68"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ostream&amp; operator << (ostream&amp; output, const <!1><A HREF="Quat.html">Quat</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_E"></A>
<A NAME="DOC.2.84"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_E</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_LOG2E"></A>
<A NAME="DOC.2.85"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_LOG2E</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_LOG10E"></A>
<A NAME="DOC.2.86"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_LOG10E</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_LN2"></A>
<A NAME="DOC.2.87"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_LN2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_LN10"></A>
<A NAME="DOC.2.88"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_LN10</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_PI"></A>
<A NAME="DOC.2.89"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_PI</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_PI_2"></A>
<A NAME="DOC.2.90"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_PI_2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_PI_4"></A>
<A NAME="DOC.2.91"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_PI_4</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_1_PI"></A>
<A NAME="DOC.2.92"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_1_PI</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_2_PI"></A>
<A NAME="DOC.2.93"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_2_PI</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_2_SQRTPI"></A>
<A NAME="DOC.2.94"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_2_SQRTPI</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_SQRT2"></A>
<A NAME="DOC.2.95"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_SQRT2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="M_SQRT1_2"></A>
<A NAME="DOC.2.96"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define M_SQRT1_2</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator << "></A>
<A NAME="DOC.2.99"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ostream&amp; operator << (ostream&amp; output, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P></DL>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>extern SG_EXPORT const char* osgGetLibraryName</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>extern SG_EXPORT const char* <A HREF="#DOC.DOCU">osgGetLibraryName</A></H2><H2>()</H2><BLOCKQUOTE> getLibraryName_osg() returns the library name in human friendly form</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
getLibraryName_osg() returns the library name in human friendly form</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>extern SG_EXPORT const char* osgGetVersion</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>extern SG_EXPORT const char* <A HREF="#DOC.DOCU">osgGetVersion</A></H2><H2>()</H2><BLOCKQUOTE> getVersion_osg() returns the library version number.</BLOCKQUOTE>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
getVersion_osg() returns the library version number.
Numbering conventon : osg_src-0.8-31 will return 0.8.31 from getVersion_osg.
<P>This C function can be also used to check for the existance of the OpenSceneGraph
library using autoconf and its m4 macro AC_CHECK_LIB.
<P>Here is the code to add to your configure.in:
\verbatim
#
# Check for the OpenSceneGraph (OSG) library
#
AC_CHECK_LIB(osg, osgGetVersion, ,
[AC_MSG_ERROR(OpenSceneGraph library not found. See http://www.openscenegraph.org)],)
\endverbatim</BLOCKQUOTE>
<DL><DT><DD></DL><P><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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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE>template<class T> class osg::ref_ptr</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
</HEAD>
<BODY BGCOLOR="#ffffff">
<H2>template&lt;class <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&gt; class <A HREF="#DOC.DOCU">osg::ref_ptr</A></H2></H2><BLOCKQUOTE>Smart pointer for handling referenced counted objects</BLOCKQUOTE>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.70.1">ref_ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.70.2">ref_ptr</A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.70.3">ref_ptr</A></B>(const <!1><A HREF="ref_ptr.html#DOC.2.70.3">ref_ptr</A>&amp; rp)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.70.4">~ref_ptr</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; <B><A HREF="#DOC.2.70.5">operator = </A></B>(const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; <B><A HREF="#DOC.2.70.6">operator = </A></B>(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.7">operator == </A></B>(const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.8">operator == </A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.9">operator != </A></B>(const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.10">operator != </A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.11">operator < </A></B>(const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.12">operator < </A></B>(const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; <B><A HREF="#DOC.2.70.13">operator*</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; <B><A HREF="#DOC.2.70.14">operator*</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.70.15">operator-></A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.70.16">operator-></A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.17">operator!</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.70.18">valid</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.70.19">get</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <B><A HREF="#DOC.2.70.20">get</A></B>() const
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Smart pointer for handling referenced counted objects</BLOCKQUOTE>
<DL>
<A NAME="ref_ptr"></A>
<A NAME="DOC.2.70.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ref_ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ref_ptr"></A>
<A NAME="DOC.2.70.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ref_ptr(<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="ImpostorSprite.html#DOC.2.39.23">t</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ref_ptr"></A>
<A NAME="DOC.2.70.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ref_ptr(const <!1><A HREF="ref_ptr.html#DOC.2.70.3">ref_ptr</A>&amp; rp)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ref_ptr"></A>
<A NAME="DOC.2.70.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ~ref_ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.70.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; operator = (const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.70.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; operator = (<!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.70.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.70.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator == (const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.70.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator != (const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.70.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator != (const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.70.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator < (const <!1><A HREF="ref_ptr.html">ref_ptr</A>&amp; rp) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.70.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator < (const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* <!1><A HREF="Vec4.html#DOC.2.100.6">ptr</A>) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator*"></A>
<A NAME="DOC.2.70.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; operator*()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator*"></A>
<A NAME="DOC.2.70.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>&amp; operator*() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator->"></A>
<A NAME="DOC.2.70.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* operator->()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator->"></A>
<A NAME="DOC.2.70.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* operator->() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator!"></A>
<A NAME="DOC.2.70.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool operator!() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="valid"></A>
<A NAME="DOC.2.70.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool valid() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="get"></A>
<A NAME="DOC.2.70.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* get()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="get"></A>
<A NAME="DOC.2.70.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="TexGen.html#DOC.2.78.11.2">T</A>* get() const </B></TT>
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<TITLE>SG_EXPORT extern void osg::setNotifyLevel</TITLE>
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<H2>SG_EXPORT extern void <A HREF="#DOC.DOCU">osg::setNotifyLevel</A></H2><H2>(<!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity)</H2><BLOCKQUOTE>set the notify level, overriding the default or value set by the environmental variable OSGNOTIFYLEVEL</BLOCKQUOTE>
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<BLOCKQUOTE>set the notify level, overriding the default or value set by
the environmental variable OSGNOTIFYLEVEL</BLOCKQUOTE>
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