OpenSceneGraph/doc/doc++/osgUtil/CullVisitor.html
2003-01-24 23:36:35 +00:00

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<TITLE>class OSGUTIL_EXPORT osgUtil::CullVisitor</TITLE>
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<H2>class OSGUTIL_EXPORT <A HREF="#DOC.DOCU">osgUtil::CullVisitor</A></H2></H2><BLOCKQUOTE> Basic NodeVisitor implementation for rendering a scene.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="Mosg::CullStack,M,Mosg::NodeVisitor,M,CCullVisitor,MCullVisitor.html">
<param name=before value="M,M,M">
<param name=after value="Ml_,MD_,M">
<param name=indent value="0,0,1">
<param name=arrowdir value="down">
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<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.2.1">CullVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.2.2">~CullVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="CullVisitor.html">CullVisitor</A>* <B><A HREF="#DOC.2.2.3">cloneType</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.4">reset</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Vec3 <B><A HREF="#DOC.2.2.5">getEyePoint</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual float <B><A HREF="#DOC.2.2.6">getDistanceToEyePoint</A></B>(const osg::Vec3&amp; pos, bool withLODScale) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual float <B><A HREF="#DOC.2.2.7">getDistanceFromEyePoint</A></B>(const osg::Vec3&amp; pos, bool withLODScale) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.8">apply</A></B>(osg::Node&amp;)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.9">apply</A></B>(osg::Geode&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.10">apply</A></B>(osg::Billboard&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.11">apply</A></B>(osg::LightSource&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.12">apply</A></B>(osg::ClipNode&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.13">apply</A></B>(osg::Group&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.14">apply</A></B>(osg::Transform&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.15">apply</A></B>(osg::Projection&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.16">apply</A></B>(osg::Switch&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.17">apply</A></B>(osg::LOD&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.18">apply</A></B>(osg::ClearNode&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.19">apply</A></B>(osg::OccluderNode&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.20">apply</A></B>(osg::Impostor&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.21">setClearNode</A></B>(const osg::ClearNode* earthSky)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::ClearNode* <B><A HREF="#DOC.2.2.22">getClearNode</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.23">setImpostorsActive</A></B>(bool active)
<DD><I>Switch the creation of Impostors on or off.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.2.24">getImpostorsActive</A></B>() const
<DD><I>Get whether impostors are active or not.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.25">setImpostorPixelErrorThreshold</A></B>(float numPixels)
<DD><I>Set the impostor error threshold.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.2.26">getImpostorPixelErrorThreshold</A></B>() const
<DD><I>Get the impostor error threshold</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.27">setDepthSortImpostorSprites</A></B>(bool doDepthSort)
<DD><I>Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.2.28">setDepthSortImpostorSprites</A></B>() const
<DD><I>Get whether ImpsotorSprite's are depth sorted bin for rendering</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.29">setNumberOfFrameToKeepImpostorSprites</A></B>(int numFrames)
<DD><I>Set the number of frames that an ImpsotorSprite's is kept whilst not being beyond, before being recycled</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.2.30">getNumberOfFrameToKeepImpostorSprites</A></B>() const
<DD><I>Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond, before being recycled</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.32">setComputeNearFarMode</A></B>(<!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> cnfm)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> <B><A HREF="#DOC.2.2.33">getComputeNearFarMode</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.34">pushStateSet</A></B>(const osg::StateSet* ss)
<DD><I>Push state set on the current state group.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.35">popStateSet</A></B>()
<DD><I>Pop the top state set and hence associated state group.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.36">setRenderGraph</A></B>(<!1><A HREF="RenderGraph.html">RenderGraph</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderGraph.html">RenderGraph</A>* <B><A HREF="#DOC.2.2.37">getRootRenderGraph</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderGraph.html">RenderGraph</A>* <B><A HREF="#DOC.2.2.38">getCurrentRenderGraph</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.39">setRenderStage</A></B>(<!1><A HREF="RenderStage.html">RenderStage</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderStage.html">RenderStage</A>* <B><A HREF="#DOC.2.2.40">getRenderStage</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderBin.html">RenderBin</A>* <B><A HREF="#DOC.2.2.41">getCurrentRenderBin</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.42">setCurrentRenderBin</A></B>(<!1><A HREF="RenderBin.html">RenderBin</A>* rb)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.2.43">getCalculatedNearPlane</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float <B><A HREF="#DOC.2.2.44">getCalculatedFarPlane</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.45">updateCalculatedNearFar</A></B>(const osg::Matrix&amp; matrix, const osg::Drawable&amp; drawable)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.46">updateCalculatedNearFar</A></B>(const osg::Matrix&amp; matrix, const osg::BoundingBox&amp; bb)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.47">updateCalculatedNearFar</A></B>(const osg::Vec3&amp; pos)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.2.48">popProjectionMatrix</A></B>()
<DD><I>reimplement CullStack's popProjectionMatrix() adding clamping of the projection matrix to the computed near and far</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.2.49">setState</A></B>(osg::State* state)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::State* <B><A HREF="#DOC.2.2.50">getState</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::State* <B><A HREF="#DOC.2.2.51">getState</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.74">addDrawable</A></B>(osg::Drawable* drawable, osg::RefMatrix* matrix)
<DD><I>Add a drawable to current render graph</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.75">addDrawableAndDepth</A></B>(osg::Drawable* drawable, osg::RefMatrix* matrix, float depth)
<DD><I>Add a drawable and depth to current render graphAdd a drawable and depth to current render graph</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.76">addPositionedAttribute</A></B>(osg::RefMatrix* matrix, const osg::StateAttribute* attr)
<DD><I>Add an attribute which is positioned related to the modelview matrixAdd an attribute which is positioned related to the modelview matrix</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderLeaf.html">RenderLeaf</A>* <B><A HREF="#DOC.2.2.77">createOrReuseRenderLeaf</A></B>(osg::Drawable* drawable, osg::RefMatrix* projection, osg::RefMatrix* matrix, float depth)
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.2.31">ComputeNearFarMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">RenderGraph</A>&gt; <B><A HREF="#DOC.2.2.57">_rootRenderGraph</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderGraph.html">RenderGraph</A>* <B><A HREF="#DOC.2.2.58">_currentRenderGraph</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">RenderStage</A>&gt; <B><A HREF="#DOC.2.2.59">_rootRenderStage</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderBin.html">RenderBin</A>* <B><A HREF="#DOC.2.2.60">_currentRenderBin</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> <B><A HREF="#DOC.2.2.61">_computeNearFar</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.2.62">_computed_znear</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.2.63">_computed_zfar</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;const osg::ClearNode&gt; <B><A HREF="#DOC.2.2.64">_clearNode</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.2.65">_impostorActive</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.2.66">_depthSortImpostorSprites</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.2.67">_impostorPixelErrorThreshold</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.2.68">_numFramesToKeepImpostorSprites</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html#DOC.2.2.69">RenderLeafList</A> <B><A HREF="#DOC.2.2.70">_reuseRenderLeafList</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.2.71">_currentReuseRenderLeafIndex</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::ImpostorSpriteManager&gt; <B><A HREF="#DOC.2.2.72">_impostorSpriteManager</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::State&gt; <B><A HREF="#DOC.2.2.73">_state</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.2.2.52">CullVisitor</A></B>(const <!1><A HREF="CullVisitor.html#DOC.2.2.52">CullVisitor</A>&amp;)
<DD><I>prevent unwanted copy construction</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html">CullVisitor</A>&amp; <B><A HREF="#DOC.2.2.53">operator = </A></B>(const <!1><A HREF="CullVisitor.html">CullVisitor</A>&amp;)
<DD><I>prevent unwanted copy operator</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.54">handle_cull_callbacks_and_traverse</A></B>(osg::Node&amp; node)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.2.55">handle_cull_callbacks_and_accept</A></B>(osg::Node&amp; node, osg::Node* acceptNode)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ImpostorSprite* <B><A HREF="#DOC.2.2.56">createImpostorSprite</A></B>(osg::Impostor&amp; node)
<DD><I>create an impostor sprite by setting up a pre-rendering stage to generate the impostor texture.</I>
</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt; osg::ref_ptr&lt;<!1><A HREF="RenderLeaf.html">RenderLeaf</A>&gt; &gt; <B><A HREF="#DOC.2.2.69">RenderLeafList</A></B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
Basic NodeVisitor implementation for rendering a scene.
This visitor traverses the scene graph, collecting transparent and
opaque osg::Drawables into a depth sorted transparent bin and a state
sorted opaque bin. The opaque bin is rendered first, and then the
transparent bin in rendered in order from the furthest osg::Drawable
from the eye to the one nearest the eye. </BLOCKQUOTE>
<DL>
<A NAME="CullVisitor"></A>
<A NAME="DOC.2.2.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CullVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~CullVisitor"></A>
<A NAME="DOC.2.2.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~CullVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="cloneType"></A>
<A NAME="DOC.2.2.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="CullVisitor.html">CullVisitor</A>* cloneType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="reset"></A>
<A NAME="DOC.2.2.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void reset()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEyePoint"></A>
<A NAME="DOC.2.2.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Vec3 getEyePoint() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDistanceToEyePoint"></A>
<A NAME="DOC.2.2.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual float getDistanceToEyePoint(const osg::Vec3&amp; pos, bool withLODScale) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getDistanceFromEyePoint"></A>
<A NAME="DOC.2.2.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual float getDistanceFromEyePoint(const osg::Vec3&amp; pos, bool withLODScale) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Node&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Geode&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Billboard&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::LightSource&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::ClipNode&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Group&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Transform&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Projection&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Switch&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::LOD&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::ClearNode&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::OccluderNode&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.2.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::Impostor&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setClearNode"></A>
<A NAME="DOC.2.2.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setClearNode(const osg::ClearNode* earthSky)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getClearNode"></A>
<A NAME="DOC.2.2.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::ClearNode* getClearNode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setImpostorsActive"></A>
<A NAME="DOC.2.2.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImpostorsActive(bool active)</B></TT>
<DD>Switch the creation of Impostors on or off.
Setting active to false forces the CullVisitor to use the Impostor
LOD children for rendering. Setting active to true forces the
CullVisitor to create the appropriate pre-rendering stages which
render to the ImpostorSprite's texture.
<DL><DT><DD></DL><P>
<A NAME="getImpostorsActive"></A>
<A NAME="DOC.2.2.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getImpostorsActive() const </B></TT>
<DD>Get whether impostors are active or not.
<DL><DT><DD></DL><P>
<A NAME="setImpostorPixelErrorThreshold"></A>
<A NAME="DOC.2.2.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImpostorPixelErrorThreshold(float numPixels)</B></TT>
<DD>Set the impostor error threshold.
Used in calculation of whether impostors remain valid.
<DL><DT><DD></DL><P>
<A NAME="getImpostorPixelErrorThreshold"></A>
<A NAME="DOC.2.2.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getImpostorPixelErrorThreshold() const </B></TT>
<DD>Get the impostor error threshold
<DL><DT><DD></DL><P>
<A NAME="setDepthSortImpostorSprites"></A>
<A NAME="DOC.2.2.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDepthSortImpostorSprites(bool doDepthSort)</B></TT>
<DD>Set whether ImpsotorSprite's should be placed in a depth sorted bin for rendering
<DL><DT><DD></DL><P>
<A NAME="setDepthSortImpostorSprites"></A>
<A NAME="DOC.2.2.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool setDepthSortImpostorSprites() const </B></TT>
<DD>Get whether ImpsotorSprite's are depth sorted bin for rendering
<DL><DT><DD></DL><P>
<A NAME="setNumberOfFrameToKeepImpostorSprites"></A>
<A NAME="DOC.2.2.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNumberOfFrameToKeepImpostorSprites(int numFrames)</B></TT>
<DD>Set the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
before being recycled
<DL><DT><DD></DL><P>
<A NAME="getNumberOfFrameToKeepImpostorSprites"></A>
<A NAME="DOC.2.2.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumberOfFrameToKeepImpostorSprites() const </B></TT>
<DD>Get the number of frames that an ImpsotorSprite's is kept whilst not being beyond,
before being recycled
<DL><DT><DD></DL><P>
<A NAME="ComputeNearFarMode"></A>
<A NAME="DOC.2.2.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ComputeNearFarMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="DO_NOT_COMPUTE_NEAR_FAR"></A>
<A NAME="DOC.2.2.31.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> DO_NOT_COMPUTE_NEAR_FAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES"></A>
<A NAME="DOC.2.2.31.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES</B></TT>
<DL><DT><DD></DL><P>
<A NAME="COMPUTE_NEAR_FAR_USING_PRIMITIVES"></A>
<A NAME="DOC.2.2.31.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> COMPUTE_NEAR_FAR_USING_PRIMITIVES</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setComputeNearFarMode"></A>
<A NAME="DOC.2.2.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeNearFarMode(<!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> cnfm)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getComputeNearFarMode"></A>
<A NAME="DOC.2.2.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> getComputeNearFarMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="pushStateSet"></A>
<A NAME="DOC.2.2.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void pushStateSet(const osg::StateSet* ss)</B></TT>
<DD>Push state set on the current state group.
If the state exists in a child state group of the current
state group then move the current state group to that child.
Otherwise, create a new state group for the state set, add
it to the current state group then move the current state
group pointer to the new state group.
<DL><DT><DD></DL><P>
<A NAME="popStateSet"></A>
<A NAME="DOC.2.2.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void popStateSet()</B></TT>
<DD>Pop the top state set and hence associated state group.
Move the current state group to the parent of the popped
state group.
<DL><DT><DD></DL><P>
<A NAME="setRenderGraph"></A>
<A NAME="DOC.2.2.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setRenderGraph(<!1><A HREF="RenderGraph.html">RenderGraph</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRootRenderGraph"></A>
<A NAME="DOC.2.2.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="RenderGraph.html">RenderGraph</A>* getRootRenderGraph()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCurrentRenderGraph"></A>
<A NAME="DOC.2.2.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="RenderGraph.html">RenderGraph</A>* getCurrentRenderGraph()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderStage"></A>
<A NAME="DOC.2.2.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setRenderStage(<!1><A HREF="RenderStage.html">RenderStage</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStage"></A>
<A NAME="DOC.2.2.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="RenderStage.html">RenderStage</A>* getRenderStage()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCurrentRenderBin"></A>
<A NAME="DOC.2.2.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="RenderBin.html">RenderBin</A>* getCurrentRenderBin()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCurrentRenderBin"></A>
<A NAME="DOC.2.2.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setCurrentRenderBin(<!1><A HREF="RenderBin.html">RenderBin</A>* rb)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCalculatedNearPlane"></A>
<A NAME="DOC.2.2.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getCalculatedNearPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCalculatedFarPlane"></A>
<A NAME="DOC.2.2.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float getCalculatedFarPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="updateCalculatedNearFar"></A>
<A NAME="DOC.2.2.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void updateCalculatedNearFar(const osg::Matrix&amp; matrix, const osg::Drawable&amp; drawable)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="updateCalculatedNearFar"></A>
<A NAME="DOC.2.2.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void updateCalculatedNearFar(const osg::Matrix&amp; matrix, const osg::BoundingBox&amp; bb)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="updateCalculatedNearFar"></A>
<A NAME="DOC.2.2.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void updateCalculatedNearFar(const osg::Vec3&amp; pos)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="popProjectionMatrix"></A>
<A NAME="DOC.2.2.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void popProjectionMatrix()</B></TT>
<DD>reimplement CullStack's popProjectionMatrix() adding clamping of the projection matrix to the computed near and far
<DL><DT><DD></DL><P>
<A NAME="setState"></A>
<A NAME="DOC.2.2.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setState(osg::State* state)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getState"></A>
<A NAME="DOC.2.2.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::State* getState()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getState"></A>
<A NAME="DOC.2.2.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::State* getState() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="CullVisitor"></A>
<A NAME="DOC.2.2.52"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CullVisitor(const <!1><A HREF="CullVisitor.html#DOC.2.2.52">CullVisitor</A>&amp;)</B></TT>
<DD>prevent unwanted copy construction
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.2.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html">CullVisitor</A>&amp; operator = (const <!1><A HREF="CullVisitor.html">CullVisitor</A>&amp;)</B></TT>
<DD>prevent unwanted copy operator
<DL><DT><DD></DL><P>
<A NAME="handle_cull_callbacks_and_traverse"></A>
<A NAME="DOC.2.2.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void handle_cull_callbacks_and_traverse(osg::Node&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="handle_cull_callbacks_and_accept"></A>
<A NAME="DOC.2.2.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void handle_cull_callbacks_and_accept(osg::Node&amp; node, osg::Node* acceptNode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="createImpostorSprite"></A>
<A NAME="DOC.2.2.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ImpostorSprite* createImpostorSprite(osg::Impostor&amp; node)</B></TT>
<DD>create an impostor sprite by setting up a pre-rendering stage
to generate the impostor texture.
<DL><DT><DD></DL><P>
<A NAME="_rootRenderGraph"></A>
<A NAME="DOC.2.2.57"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">RenderGraph</A>&gt; _rootRenderGraph</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentRenderGraph"></A>
<A NAME="DOC.2.2.58"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderGraph.html">RenderGraph</A>* _currentRenderGraph</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rootRenderStage"></A>
<A NAME="DOC.2.2.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">RenderStage</A>&gt; _rootRenderStage</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentRenderBin"></A>
<A NAME="DOC.2.2.60"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderBin.html">RenderBin</A>* _currentRenderBin</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_computeNearFar"></A>
<A NAME="DOC.2.2.61"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html#DOC.2.2.31">ComputeNearFarMode</A> _computeNearFar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_computed_znear"></A>
<A NAME="DOC.2.2.62"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _computed_znear</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_computed_zfar"></A>
<A NAME="DOC.2.2.63"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _computed_zfar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_clearNode"></A>
<A NAME="DOC.2.2.64"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;const osg::ClearNode&gt; _clearNode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorActive"></A>
<A NAME="DOC.2.2.65"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _impostorActive</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_depthSortImpostorSprites"></A>
<A NAME="DOC.2.2.66"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _depthSortImpostorSprites</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorPixelErrorThreshold"></A>
<A NAME="DOC.2.2.67"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _impostorPixelErrorThreshold</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_numFramesToKeepImpostorSprites"></A>
<A NAME="DOC.2.2.68"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _numFramesToKeepImpostorSprites</B></TT>
<DL><DT><DD></DL><P>
<A NAME="RenderLeafList"></A>
<A NAME="DOC.2.2.69"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt; osg::ref_ptr&lt;<!1><A HREF="RenderLeaf.html">RenderLeaf</A>&gt; &gt; RenderLeafList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_reuseRenderLeafList"></A>
<A NAME="DOC.2.2.70"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html#DOC.2.2.69">RenderLeafList</A> _reuseRenderLeafList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentReuseRenderLeafIndex"></A>
<A NAME="DOC.2.2.71"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _currentReuseRenderLeafIndex</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorSpriteManager"></A>
<A NAME="DOC.2.2.72"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::ImpostorSpriteManager&gt; _impostorSpriteManager</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_state"></A>
<A NAME="DOC.2.2.73"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::State&gt; _state</B></TT>
<DL><DT><DD></DL><P>
<A NAME="addDrawable"></A>
<A NAME="DOC.2.2.74"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addDrawable(osg::Drawable* drawable, osg::RefMatrix* matrix)</B></TT>
<DD>Add a drawable to current render graph
<DL><DT><DD></DL><P>
<A NAME="addDrawableAndDepth"></A>
<A NAME="DOC.2.2.75"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addDrawableAndDepth(osg::Drawable* drawable, osg::RefMatrix* matrix, float depth)</B></TT>
<DD>Add a drawable and depth to current render graphAdd a drawable and depth to current render graph
<DL><DT><DD></DL><P>
<A NAME="addPositionedAttribute"></A>
<A NAME="DOC.2.2.76"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addPositionedAttribute(osg::RefMatrix* matrix, const osg::StateAttribute* attr)</B></TT>
<DD>Add an attribute which is positioned related to the modelview matrixAdd an attribute which is positioned related to the modelview matrix
<DL><DT><DD></DL><P>
<A NAME="createOrReuseRenderLeaf"></A>
<A NAME="DOC.2.2.77"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="RenderLeaf.html">RenderLeaf</A>* createOrReuseRenderLeaf(osg::Drawable* drawable, osg::RefMatrix* projection, osg::RefMatrix* matrix, float depth)</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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