OpenSceneGraph/doc/osg/GeoSet.html
2001-01-10 16:32:10 +00:00

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<HTML>
<HEAD>
<TITLE>class SG_EXPORT osg::GeoSet</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.3">
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<BODY BGCOLOR="#ffffff">
<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::GeoSet</A>: public <!1><A HREF="Object.html#DOC.2.36.1">Object</A></H2>
<BLOCKQUOTE>Encapsulates OpenGL drawing primitives, geometry and optional binding of normal, color and texture coordinates.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=95>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CGeoSet,MGeoSet.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 Classes</H3><DD><DT>
<A HREF="#DOC.2.14.1"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>enum <B>PrimitiveType</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.2"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>enum <B>BindingType</B>
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.3"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>enum <B>InterleaveArrayType</B>
<DD><I></I>
</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<A HREF="#DOC.2.14.40"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>GeoSet</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.41"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>static <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>* <B>instance</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.42"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual <!1><A HREF="Object.html#DOC.2.36.1">Object</A>* <B>clone</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.43"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual bool <B>isSameKindAs</B>(<!1><A HREF="Object.html#DOC.2.36.1">Object</A>* obj)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.44"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual const char* <B>className</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.45"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setNumPrims</B>( int n )
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.46"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumPrims</B>( void )
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.47"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setPrimType</B>( <!1><A HREF="GeoSet.html#DOC.2.14.1">PrimitiveType</A> type )
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.48"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoSet.html#DOC.2.14.1">PrimitiveType</A> <B>getPrimType</B>( void )
<DD><I></I>
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<A HREF="#DOC.2.14.49"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setPrimLengths</B>( int *lens )
<DD><I></I>
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<A HREF="#DOC.2.14.50"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int* <B>getPrimLengths</B>( void )
<DD><I></I>
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<A HREF="#DOC.2.14.51"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>computeNumVerts</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.4"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumCoords</B>()
<DD><I>get the number of coords required by the defined primitives.</I>
<DT>
<A HREF="#DOC.2.14.5"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A>* <B>getCoords</B>()
<DD><I>get a pointer to Vec3 coord array.</I>
<DT>
<A HREF="#DOC.2.14.6"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumIndices</B>()
<DD><I>get the number of indices required by the defined primitives.</I>
<DT>
<A HREF="#DOC.2.14.7"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="osg.html#DOC.2.90">ushort</A>* <B>getCIndex</B>()
<DD><I>get the coord index array.</I>
<DT>
<A HREF="#DOC.2.14.8"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setCoords</B>( <!1><A HREF="Vec3.html">Vec3</A> *cp )
<DD><I>set the coords (ie the geometry) of the geoset</I>
<DT>
<A HREF="#DOC.2.14.9"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setCoords</B>( <!1><A HREF="Vec3.html">Vec3</A> *cp, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ci )
<DD><I>set the coords (ie the geometry) and indices of the geoset</I>
<DT>
<A HREF="#DOC.2.14.10"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumNormals</B>()
<DD><I>get the number of normals required by the defined primitives and normals binding</I>
<DT>
<A HREF="#DOC.2.14.11"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A>* <B>getNormals</B>()
<DD><I>get a pointer to Vec3 normal array.</I>
<DT>
<A HREF="#DOC.2.14.12"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumNIndices</B>()
<DD><I>get the number of normal indices required by the defined primitives and normals binding</I>
<DT>
<A HREF="#DOC.2.14.13"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="osg.html#DOC.2.90">ushort</A>* <B>getNIndex</B>()
<DD><I>get the normal index array.</I>
<DT>
<A HREF="#DOC.2.14.14"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setNormals</B>( <!1><A HREF="Vec3.html">Vec3</A> *np )
<DD><I>set the normals of the geoset</I>
<DT>
<A HREF="#DOC.2.14.15"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setNormals</B>( <!1><A HREF="Vec3.html">Vec3</A> *np, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ni )
<DD><I>set the normals and normal indices of the geoset</I>
<DT>
<A HREF="#DOC.2.14.16"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setNormalBinding</B>( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )
<DD><I>set the normals binding to the vertices/primitives/overall</I>
<DT>
<A HREF="#DOC.2.14.52"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> <B>getNormalBinding</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.17"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumColors</B>()
<DD><I>get the number of colors required by the defined primitives and color binding</I>
<DT>
<A HREF="#DOC.2.14.18"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec4.html">Vec4</A>* <B>getColors</B>()
<DD><I>get a pointer to Vec4 color array.</I>
<DT>
<A HREF="#DOC.2.14.19"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumCIndices</B>()
<DD><I>get the number of colors indices required by the defined primitives and color binding</I>
<DT>
<A HREF="#DOC.2.14.20"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="osg.html#DOC.2.90">ushort</A>* <B>getColIndex</B>()
<DD><I>get the color index array.</I>
<DT>
<A HREF="#DOC.2.14.21"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setColors</B>( <!1><A HREF="Vec4.html">Vec4</A> *lp )
<DD><I>set the colors of the geoset</I>
<DT>
<A HREF="#DOC.2.14.22"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setColors</B>( <!1><A HREF="Vec4.html">Vec4</A> *lp, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *li )
<DD><I>set the colors and color indices of the geoset</I>
<DT>
<A HREF="#DOC.2.14.23"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setColorBinding</B>( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )
<DD><I>set the color binding to the vertices/primitives/overall</I>
<DT>
<A HREF="#DOC.2.14.53"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> <B>getColorBinding</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.24"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumTCoords</B>()
<DD><I>get the number of texture coords required by the defined primitives and textures binding</I>
<DT>
<A HREF="#DOC.2.14.25"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec2.html">Vec2</A>* <B>getTCoords</B>()
<DD><I>get a pointer to Vec4 color array.</I>
<DT>
<A HREF="#DOC.2.14.26"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>int <B>getNumTIndices</B>()
<DD><I>get the number of texture coord indices required by the defined primitives and texture binding</I>
<DT>
<A HREF="#DOC.2.14.27"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="osg.html#DOC.2.90">ushort</A>* <B>getTIndex</B>()
<DD><I>get the texture index array.</I>
<DT>
<A HREF="#DOC.2.14.28"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setTextureCoords</B>( <!1><A HREF="Vec2.html">Vec2</A> *tc )
<DD><I>set the texture coords of the geoset</I>
<DT>
<A HREF="#DOC.2.14.29"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setTextureCoords</B>( <!1><A HREF="Vec2.html">Vec2</A> *tc, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ti )
<DD><I>set the texture coords and texture coord indices of the geoset</I>
<DT>
<A HREF="#DOC.2.14.30"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setTextureBinding</B>( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )
<DD><I>set the texture coord binding to the vertices/primitives/overall</I>
<DT>
<A HREF="#DOC.2.14.54"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> <B>getTextureBinding</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.55"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setInterleavedArray</B>( <!1><A HREF="GeoSet.html#DOC.2.14.3">InterleaveArrayType</A> format, float *ia )
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.56"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setInterleavedArray</B>( <!1><A HREF="GeoSet.html#DOC.2.14.3">InterleaveArrayType</A> format, float *ia, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *iai )
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.57"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setGeoState</B>(<!1><A HREF="GeoState.html">GeoState</A> *state)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.58"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoState.html">GeoState</A>* <B>getGeoState</B>() const
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.31"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>setUseDisplayList</B>(bool flag)
<DD><I>When set to true, force the draw method to use OpenGL Display List for rendering.</I>
<DT>
<A HREF="#DOC.2.14.32"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>getUseDisplayList</B>()
<DD><I>Return whether OpenGL display lists are being used for rendering</I>
<DT>
<A HREF="#DOC.2.14.33"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>dirtyDisplayList</B>()
<DD><I>Force a recompile on next draw() of any OpenGL display list associated with this geoset</I>
<DT>
<A HREF="#DOC.2.14.34"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; <B>getBound</B>()
<DD><I>get bounding box of geoset.</I>
<DT>
<A HREF="#DOC.2.14.35"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>draw</B>( void )
<DD><I>draw geoset.</I>
<DT>
<A HREF="#DOC.2.14.36"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual void <B>drawImmediateMode</B>()
<DD><I>draw geoset directly ignoring an OpenGL display list which could be attached.</I>
<DT>
<A HREF="#DOC.2.14.37"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>compile</B>( void )
<DD><I>Immediately compile this geoset into an OpenGL Display List, set _useDisplayList to true</I>
<DT>
<A HREF="#DOC.2.14.59"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>check</B>()
<DD><I></I>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<A HREF="#DOC.2.14.60"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>GeoSet</B>(const <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp;)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.61"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp; <B>operator = </B>(const <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp;)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.62"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual <B>~GeoSet</B>()
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.63"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>matchBindingTypeStr</B>(const char* str, <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A>&amp; mode)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.64"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>const char* <B>getBindingTypeStr</B>(<!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> mode)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.65"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual bool <B>readLocalData</B>(<!1><A HREF="Input.html">Input</A>&amp; fr)
<DD><I></I>
<DT>
<A HREF="#DOC.2.14.66"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>virtual bool <B>writeLocalData</B>(<!1><A HREF="Output.html">Output</A>&amp; fw)
<DD><I></I>
</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#DOC.2.36.1">Object</A>* <B>readClone</B>(<!1><A HREF="Input.html">Input</A>&amp; fr)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>write</B>(<!1><A HREF="Output.html">Output</A>&amp; fw)
</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>void <B>ref</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>void <B>unref</B>()
<DT>
<IMG ALT="o" SRC=icon2.gif>int <B>referenceCount</B>()
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU">
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulates OpenGL drawing primitives, geometry and
optional binding of normal, color and texture coordinates. Used
for representing the visible objects in the scene. State attributes
for a GeoSet are maintained in GeoState which the GeoSet maintains
a referenced counted pointer to. Both GeoSet's and GeoState's can
be shared for optimal memory usage and graphics performance.</BLOCKQUOTE>
<DL>
<A NAME="PrimitiveType">
<A NAME="DOC.2.14.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum PrimitiveType</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="NO_TYPE">
<A NAME="DOC.2.14.1.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_TYPE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POINTS">
<A NAME="DOC.2.14.1.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POINTS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINES">
<A NAME="DOC.2.14.1.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINES</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINE_STRIP">
<A NAME="DOC.2.14.1.4">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINE_STRIP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FLAT_LINE_STRIP">
<A NAME="DOC.2.14.1.5">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FLAT_LINE_STRIP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINE_LOOP">
<A NAME="DOC.2.14.1.6">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINE_LOOP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRIANGLES">
<A NAME="DOC.2.14.1.7">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRIANGLES</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRIANGLE_STRIP">
<A NAME="DOC.2.14.1.8">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRIANGLE_STRIP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FLAT_TRIANGLE_STRIP">
<A NAME="DOC.2.14.1.9">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FLAT_TRIANGLE_STRIP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="TRIANGLE_FAN">
<A NAME="DOC.2.14.1.10">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> TRIANGLE_FAN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="FLAT_TRIANGLE_FAN">
<A NAME="DOC.2.14.1.11">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FLAT_TRIANGLE_FAN</B></TT>
<DL><DT><DD></DL><P>
<A NAME="QUADS">
<A NAME="DOC.2.14.1.12">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> QUADS</B></TT>
<DL><DT><DD></DL><P>
<A NAME="QUAD_STRIP">
<A NAME="DOC.2.14.1.13">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> QUAD_STRIP</B></TT>
<DL><DT><DD></DL><P>
<A NAME="POLYGON">
<A NAME="DOC.2.14.1.14">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> POLYGON</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="BindingType">
<A NAME="DOC.2.14.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum BindingType</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="BIND_OFF">
<A NAME="DOC.2.14.2.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BIND_OFF</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BIND_OVERALL">
<A NAME="DOC.2.14.2.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BIND_OVERALL</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BIND_PERPRIM">
<A NAME="DOC.2.14.2.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BIND_PERPRIM</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BIND_PERVERTEX">
<A NAME="DOC.2.14.2.4">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BIND_PERVERTEX</B></TT>
<DL><DT><DD></DL><P>
<A NAME="BIND_DEFAULT">
<A NAME="DOC.2.14.2.5">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BIND_DEFAULT</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="InterleaveArrayType">
<A NAME="DOC.2.14.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum InterleaveArrayType</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="IA_OFF">
<A NAME="DOC.2.14.3.1">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_OFF</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_V2F">
<A NAME="DOC.2.14.3.2">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_V2F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_V3F">
<A NAME="DOC.2.14.3.3">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_C4UB_V2F">
<A NAME="DOC.2.14.3.4">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_C4UB_V2F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_C4UB_V3F">
<A NAME="DOC.2.14.3.5">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_C4UB_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_C3F_V3F">
<A NAME="DOC.2.14.3.6">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_C3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_N3F_V3F">
<A NAME="DOC.2.14.3.7">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_N3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_C4F_N3F_V3F">
<A NAME="DOC.2.14.3.8">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_C4F_N3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T2F_V3F">
<A NAME="DOC.2.14.3.9">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T2F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T4F_V4F">
<A NAME="DOC.2.14.3.10">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T4F_V4F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T2F_C4UB_V3F">
<A NAME="DOC.2.14.3.11">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T2F_C4UB_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T2F_C3F_V3F">
<A NAME="DOC.2.14.3.12">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T2F_C3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T2F_N3F_V3F">
<A NAME="DOC.2.14.3.13">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T2F_N3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T2F_C4F_N3F_V3F">
<A NAME="DOC.2.14.3.14">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T2F_C4F_N3F_V3F</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IA_T4F_C4F_N3F_V4F">
<A NAME="DOC.2.14.3.15">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IA_T4F_C4F_N3F_V4F</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="GeoSet">
<A NAME="DOC.2.14.40">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GeoSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="instance">
<A NAME="DOC.2.14.41">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>* instance()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone">
<A NAME="DOC.2.14.42">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html#DOC.2.36.1">Object</A>* clone() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs">
<A NAME="DOC.2.14.43">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(<!1><A HREF="Object.html#DOC.2.36.1">Object</A>* obj)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="className">
<A NAME="DOC.2.14.44">
<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="setNumPrims">
<A NAME="DOC.2.14.45">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNumPrims( int n )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNumPrims">
<A NAME="DOC.2.14.46">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumPrims( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setPrimType">
<A NAME="DOC.2.14.47">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPrimType( <!1><A HREF="GeoSet.html#DOC.2.14.1">PrimitiveType</A> type )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getPrimType">
<A NAME="DOC.2.14.48">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoSet.html#DOC.2.14.1">PrimitiveType</A> getPrimType( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setPrimLengths">
<A NAME="DOC.2.14.49">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPrimLengths( int *lens )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getPrimLengths">
<A NAME="DOC.2.14.50">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int* getPrimLengths( void )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeNumVerts">
<A NAME="DOC.2.14.51">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void computeNumVerts()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNumCoords">
<A NAME="DOC.2.14.4">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumCoords()</B></TT>
<DD>get the number of coords required by the defined primitives.
<DL><DT><DD></DL><P>
<A NAME="getCoords">
<A NAME="DOC.2.14.5">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A>* getCoords()</B></TT>
<DD>get a pointer to Vec3 coord array.
<DL><DT><DD></DL><P>
<A NAME="getNumIndices">
<A NAME="DOC.2.14.6">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumIndices()</B></TT>
<DD>get the number of indices required by the defined primitives.
<DL><DT><DD></DL><P>
<A NAME="getCIndex">
<A NAME="DOC.2.14.7">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="osg.html#DOC.2.90">ushort</A>* getCIndex()</B></TT>
<DD>get the coord index array.
<DL><DT><DD></DL><P>
<A NAME="setCoords">
<A NAME="DOC.2.14.8">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCoords( <!1><A HREF="Vec3.html">Vec3</A> *cp )</B></TT>
<DD>set the coords (ie the geometry) of the geoset
<DL><DT><DD></DL><P>
<A NAME="setCoords">
<A NAME="DOC.2.14.9">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCoords( <!1><A HREF="Vec3.html">Vec3</A> *cp, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ci )</B></TT>
<DD>set the coords (ie the geometry) and indices of the geoset
<DL><DT><DD></DL><P>
<A NAME="getNumNormals">
<A NAME="DOC.2.14.10">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumNormals()</B></TT>
<DD>get the number of normals required by the defined primitives and normals binding
<DL><DT><DD></DL><P>
<A NAME="getNormals">
<A NAME="DOC.2.14.11">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A>* getNormals()</B></TT>
<DD>get a pointer to Vec3 normal array.
<DL><DT><DD></DL><P>
<A NAME="getNumNIndices">
<A NAME="DOC.2.14.12">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumNIndices()</B></TT>
<DD>get the number of normal indices required by the defined primitives and normals binding
<DL><DT><DD></DL><P>
<A NAME="getNIndex">
<A NAME="DOC.2.14.13">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="osg.html#DOC.2.90">ushort</A>* getNIndex()</B></TT>
<DD>get the normal index array.
<DL><DT><DD></DL><P>
<A NAME="setNormals">
<A NAME="DOC.2.14.14">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNormals( <!1><A HREF="Vec3.html">Vec3</A> *np )</B></TT>
<DD>set the normals of the geoset
<DL><DT><DD></DL><P>
<A NAME="setNormals">
<A NAME="DOC.2.14.15">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNormals( <!1><A HREF="Vec3.html">Vec3</A> *np, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ni )</B></TT>
<DD>set the normals and normal indices of the geoset
<DL><DT><DD></DL><P>
<A NAME="setNormalBinding">
<A NAME="DOC.2.14.16">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNormalBinding( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )</B></TT>
<DD>set the normals binding to the vertices/primitives/overall
<DL><DT><DD></DL><P>
<A NAME="getNormalBinding">
<A NAME="DOC.2.14.52">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> getNormalBinding()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNumColors">
<A NAME="DOC.2.14.17">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumColors()</B></TT>
<DD>get the number of colors required by the defined primitives and color binding
<DL><DT><DD></DL><P>
<A NAME="getColors">
<A NAME="DOC.2.14.18">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A>* getColors()</B></TT>
<DD>get a pointer to Vec4 color array.
<DL><DT><DD></DL><P>
<A NAME="getNumCIndices">
<A NAME="DOC.2.14.19">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumCIndices()</B></TT>
<DD>get the number of colors indices required by the defined primitives and color binding
<DL><DT><DD></DL><P>
<A NAME="getColIndex">
<A NAME="DOC.2.14.20">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="osg.html#DOC.2.90">ushort</A>* getColIndex()</B></TT>
<DD>get the color index array.
<DL><DT><DD></DL><P>
<A NAME="setColors">
<A NAME="DOC.2.14.21">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setColors( <!1><A HREF="Vec4.html">Vec4</A> *lp )</B></TT>
<DD>set the colors of the geoset
<DL><DT><DD></DL><P>
<A NAME="setColors">
<A NAME="DOC.2.14.22">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setColors( <!1><A HREF="Vec4.html">Vec4</A> *lp, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *li )</B></TT>
<DD>set the colors and color indices of the geoset
<DL><DT><DD></DL><P>
<A NAME="setColorBinding">
<A NAME="DOC.2.14.23">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setColorBinding( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )</B></TT>
<DD>set the color binding to the vertices/primitives/overall
<DL><DT><DD></DL><P>
<A NAME="getColorBinding">
<A NAME="DOC.2.14.53">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> getColorBinding()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNumTCoords">
<A NAME="DOC.2.14.24">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumTCoords()</B></TT>
<DD>get the number of texture coords required by the defined primitives and textures binding
<DL><DT><DD></DL><P>
<A NAME="getTCoords">
<A NAME="DOC.2.14.25">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec2.html">Vec2</A>* getTCoords()</B></TT>
<DD>get a pointer to Vec4 color array.
<DL><DT><DD></DL><P>
<A NAME="getNumTIndices">
<A NAME="DOC.2.14.26">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int getNumTIndices()</B></TT>
<DD>get the number of texture coord indices required by the defined primitives and texture binding
<DL><DT><DD></DL><P>
<A NAME="getTIndex">
<A NAME="DOC.2.14.27">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="osg.html#DOC.2.90">ushort</A>* getTIndex()</B></TT>
<DD>get the texture index array.
<DL><DT><DD></DL><P>
<A NAME="setTextureCoords">
<A NAME="DOC.2.14.28">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTextureCoords( <!1><A HREF="Vec2.html">Vec2</A> *tc )</B></TT>
<DD>set the texture coords of the geoset
<DL><DT><DD></DL><P>
<A NAME="setTextureCoords">
<A NAME="DOC.2.14.29">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTextureCoords( <!1><A HREF="Vec2.html">Vec2</A> *tc, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *ti )</B></TT>
<DD>set the texture coords and texture coord indices of the geoset
<DL><DT><DD></DL><P>
<A NAME="setTextureBinding">
<A NAME="DOC.2.14.30">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTextureBinding( <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> binding )</B></TT>
<DD>set the texture coord binding to the vertices/primitives/overall
<DL><DT><DD></DL><P>
<A NAME="getTextureBinding">
<A NAME="DOC.2.14.54">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> getTextureBinding()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setInterleavedArray">
<A NAME="DOC.2.14.55">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setInterleavedArray( <!1><A HREF="GeoSet.html#DOC.2.14.3">InterleaveArrayType</A> format, float *ia )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setInterleavedArray">
<A NAME="DOC.2.14.56">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setInterleavedArray( <!1><A HREF="GeoSet.html#DOC.2.14.3">InterleaveArrayType</A> format, float *ia, <!1><A HREF="osg.html#DOC.2.90">ushort</A> *iai )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setGeoState">
<A NAME="DOC.2.14.57">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setGeoState(<!1><A HREF="GeoState.html">GeoState</A> *state)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getGeoState">
<A NAME="DOC.2.14.58">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoState.html">GeoState</A>* getGeoState() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setUseDisplayList">
<A NAME="DOC.2.14.31">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUseDisplayList(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 NAME="DOC.2.14.32">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getUseDisplayList()</B></TT>
<DD>Return whether OpenGL display lists are being used for rendering
<DL><DT><DD></DL><P>
<A NAME="dirtyDisplayList">
<A NAME="DOC.2.14.33">
<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="getBound">
<A NAME="DOC.2.14.34">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; getBound()</B></TT>
<DD>get bounding box of geoset.
Note, now made virtual to make it possible to implement user-drawn
objects albiet so what crudely, to be improved later.
<DL><DT><DD></DL><P>
<A NAME="draw">
<A NAME="DOC.2.14.35">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void draw( void )</B></TT>
<DD>draw geoset.
If the geoset 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 overiden in subclasses as it
manages the optional display list.
<DL><DT><DD></DL><P>
<A NAME="drawImmediateMode">
<A NAME="DOC.2.14.36">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void drawImmediateMode()</B></TT>
<DD>draw geoset 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 GeoSet for user-drawn objects.
<DL><DT><DD></DL><P>
<A NAME="compile">
<A NAME="DOC.2.14.37">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void compile( void )</B></TT>
<DD>Immediately compile this geoset into an OpenGL Display List, set _useDisplayList to true
<DL><DT><DD></DL><P>
<A NAME="check">
<A NAME="DOC.2.14.59">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool check()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GeoSet">
<A NAME="DOC.2.14.60">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> GeoSet(const <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator = ">
<A NAME="DOC.2.14.61">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp; operator = (const <!1><A HREF="GeoSet.html#DOC.2.14.40">GeoSet</A>&amp;)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="~GeoSet">
<A NAME="DOC.2.14.62">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~GeoSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="matchBindingTypeStr">
<A NAME="DOC.2.14.63">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool matchBindingTypeStr(const char* str, <!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A>&amp; mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getBindingTypeStr">
<A NAME="DOC.2.14.64">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const char* getBindingTypeStr(<!1><A HREF="GeoSet.html#DOC.2.14.2">BindingType</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="readLocalData">
<A NAME="DOC.2.14.65">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool readLocalData(<!1><A HREF="Input.html">Input</A>&amp; fr)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="writeLocalData">
<A NAME="DOC.2.14.66">
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool writeLocalData(<!1><A HREF="Output.html">Output</A>&amp; fw)</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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