OpenSceneGraph/doc/doc++/osgUtil/CullVisitor.html
2001-12-24 21:56:22 +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=65>
<param name=classes value="Mosg::NodeVisitor,M,CCullVisitor,MCullVisitor.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>
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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.2.4.1">CullVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.4.2">~CullVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.4.3">reset</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.4.4">apply</A></B>(osg::Node&amp;)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.4.5">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.2.4.6">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.2.4.7">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.2.4.8">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.2.4.9">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.2.4.10">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.2.4.11">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.2.4.12">apply</A></B>(osg::EarthSky&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.4.13">apply</A></B>(osg::Impostor&amp; node)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.14">setCamera</A></B>(const osg::Camera&amp; camera)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Camera* <B><A HREF="#DOC.2.4.15">getCamera</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.16">setEarthSky</A></B>(const osg::EarthSky* earthSky)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::EarthSky* <B><A HREF="#DOC.2.4.17">getEarthSky</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.18">setLODBias</A></B>(const float bias)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.4.19">getLODBias</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.20">setImpostorsActive</A></B>(const 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>const bool <B><A HREF="#DOC.2.4.21">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.2.4.22">setImpostorPixelErrorThreshold</A></B>(const float numPixels)
<DD><I>Set the impostor error threshold.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.4.23">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.2.4.24">setDepthSortImpostorSprites</A></B>(const 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>const bool <B><A HREF="#DOC.2.4.25">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.2.4.26">setNumberOfFrameToKeepImpostorSprites</A></B>(const 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>const int <B><A HREF="#DOC.2.4.27">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.2.4.29">setTransparencySortMode</A></B>(<!1><A HREF="CullVisitor.html#DOC.2.4.28">TransparencySortMode</A> tsm)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.30">setCullingMode</A></B>(CullViewState::CullingMode mode)
<DD><I>Sets the current CullingMode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>CullViewState::CullingMode <B><A HREF="#DOC.2.4.31">getCullingMode</A></B>() const
<DD><I>Returns the current CullingMode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.32">setViewport</A></B>(osg::Viewport* viewport)
<DD><I>Set the viewport.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Viewport* <B><A HREF="#DOC.2.4.33">getViewport</A></B>() const
<DD><I>Get the const viewport.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Viewport* <B><A HREF="#DOC.2.4.34">getViewport</A></B>()
<DD><I>Get the viewport.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.35">pushCullViewState</A></B>(const osg::Matrix* matrix=NULL)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.36">popCullViewState</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.37">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.2.4.38">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>void <B><A HREF="#DOC.2.4.39">setRenderGraph</A></B>(<!1><A HREF="RenderGraph.html">RenderGraph</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderGraph.html">RenderGraph</A>* <B><A HREF="#DOC.2.4.40">getRenderGraph</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.41">setRenderStage</A></B>(<!1><A HREF="RenderStage.html">RenderStage</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderStage.html">RenderStage</A>* <B><A HREF="#DOC.2.4.42">getRenderStage</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.4.43">getCalculatedNearPlane</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const float <B><A HREF="#DOC.2.4.44">getCalculatedFarPlane</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.45">setDetailedCulling</A></B>(bool detailed)
<DD><I>sets the flag for detailed culling</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.4.46">getDetailedCulling</A></B>() const
<DD><I>gets the status of detailed culling</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.47">calcClippingDirections</A></B>() const
<DD><I>calculates unit directions of vectors that are intersections of cameras' clipping planes</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.2.4.28">TransparencySortMode</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable osg::Vec3 <B><A HREF="#DOC.2.4.61">_LeftUp</A></B>
<DD><I>unit vector of direction along intersection of cameras left and top clipping planes in "global" coordinates</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable osg::Vec3 <B><A HREF="#DOC.2.4.62">_RightUp</A></B>
<DD><I>unit vector of direction along intersection of cameras right and top clipping planes in "global" coordinates</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable osg::Vec3 <B><A HREF="#DOC.2.4.63">_LeftDown</A></B>
<DD><I>unit vector of direction along intersection of cameras left and down clipping planes in "global" coordinates</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable osg::Vec3 <B><A HREF="#DOC.2.4.64">_RightDown</A></B>
<DD><I>unit vector of direction along intersection of cameras right and down clipping planes in "global" coordinates</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.4.69">_detailedCulling</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="CullViewState.html">CullViewState</A>&gt; <B><A HREF="#DOC.2.4.71">_tvs</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="CullViewState.html">CullViewState</A>&gt; <B><A HREF="#DOC.2.4.72">_cvs</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">RenderGraph</A>&gt; <B><A HREF="#DOC.2.4.73">_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.2.4.74">_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.2.4.75">_rootRenderStage</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderBin.html">RenderBin</A>* <B><A HREF="#DOC.2.4.76">_currentRenderBin</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::vector&lt;CullViewState::CullingMode&gt; <B><A HREF="#DOC.2.4.77">_cullingModeStack</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.4.78">_LODBias</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.4.79">_calculated_znear</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.4.80">_calculated_zfar</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;const osg::Camera&gt; <B><A HREF="#DOC.2.4.81">_camera</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;const osg::EarthSky&gt; <B><A HREF="#DOC.2.4.82">_earthSky</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html#DOC.2.4.28">TransparencySortMode</A> <B><A HREF="#DOC.2.4.83">_tsm</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Viewport&gt; <B><A HREF="#DOC.2.4.84">_viewport</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.4.85">_impostorActive</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.4.86">_depthSortImpostorSprites</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.4.87">_impostorPixelErrorThreshold</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.4.88">_numFramesToKeepImpostorSprites</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.4.90">_currentReuseMatrixIndex</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.4.93">_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.2.4.95">_impostorSpriteManager</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.2.4.48">CullVisitor</A></B>(const <!1><A HREF="CullVisitor.html#DOC.2.4.48">CullVisitor</A>&amp;)
<DD><I>prevent unwanted copy construction</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html">CullVisitor</A>&amp; <B><A HREF="#DOC.2.4.49">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 osg::Matrix* <B><A HREF="#DOC.2.4.50">getCurrentMatrix</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrix* <B><A HREF="#DOC.2.4.51">getInverseCurrentMatrix</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3&amp; <B><A HREF="#DOC.2.4.52">getEyeLocal</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3&amp; <B><A HREF="#DOC.2.4.53">getCenterLocal</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::Vec3&amp; <B><A HREF="#DOC.2.4.54">getLookVectorLocal</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.4.55">isCulled</A></B>(const osg::BoundingSphere&amp; sp, CullViewState::CullingMode&amp; mode) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.56">isCulled</A></B>(const osg::BoundingBox&amp; bb, const CullViewState::CullingMode mode) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.57">updateCalculatedNearFar</A></B>(const osg::BoundingBox&amp; bb)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.58">updateCalculatedNearFar</A></B>(const osg::Vec3&amp; pos)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.59">updateCalculatedNearFar</A></B>(osg::Drawable* pDrawable)
<DD><I>updates near and far clipping values for case of detailed culling</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>double <B><A HREF="#DOC.2.4.60">calculateZNear</A></B>(const osg::Vec3&amp; position, const osg::Vec3&amp; eye, const osg::Vec3&amp; look)
<DD><I>calculates near for "global" vertex in scene</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.65">addDrawable</A></B>(osg::Drawable* drawable, osg::Matrix* matrix)
<DD><I>Add a drawable to current render graph</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.66">addDrawableAndDepth</A></B>(osg::Drawable* drawable, osg::Matrix* matrix, const float depth)
<DD><I>Add a drawable and depth to current render graph</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.67">addLight</A></B>(osg::Light* light, osg::Matrix* matrix)
<DD><I>Add a light to current render graph</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ImpostorSprite* <B><A HREF="#DOC.2.4.68">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>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrix* <B><A HREF="#DOC.2.4.91">createOrReuseMatrix</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="RenderLeaf.html">RenderLeaf</A>* <B><A HREF="#DOC.2.4.94">createOrReuseRenderLeaf</A></B>(osg::Drawable* drawable, osg::Matrix* matrix, float depth=0.0f)
</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="CullViewState.html">CullViewState</A>&gt; &gt; CullViewStateStack CullViewStateStack <B><A HREF="#DOC.2.4.70">_viewStateStack</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt; osg::ref_ptr&lt;osg::Matrix&gt; &gt; MatrixList MatrixList <B><A HREF="#DOC.2.4.89">_reuseMatrixList</A></B>
<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; RenderLeafList RenderLeafList <B><A HREF="#DOC.2.4.92">_reuseRenderLeafList</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.2.4.1"></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.2.4.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~CullVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="reset"></A>
<A NAME="DOC.2.4.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void reset()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.4.4"></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.2.4.5"></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.2.4.6"></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.2.4.7"></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.2.4.8"></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.2.4.9"></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.2.4.10"></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.2.4.11"></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.2.4.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(osg::EarthSky&amp; node)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.4.13"></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="setCamera"></A>
<A NAME="DOC.2.4.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCamera(const osg::Camera&amp; camera)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCamera"></A>
<A NAME="DOC.2.4.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Camera* getCamera() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setEarthSky"></A>
<A NAME="DOC.2.4.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setEarthSky(const osg::EarthSky* earthSky)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEarthSky"></A>
<A NAME="DOC.2.4.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::EarthSky* getEarthSky() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLODBias"></A>
<A NAME="DOC.2.4.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLODBias(const float bias)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLODBias"></A>
<A NAME="DOC.2.4.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getLODBias() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setImpostorsActive"></A>
<A NAME="DOC.2.4.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImpostorsActive(const 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.2.4.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const 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.2.4.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImpostorPixelErrorThreshold(const 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.2.4.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getImpostorPixelErrorThreshold() const </B></TT>
<DD>Get the impostor error threshold
<DL><DT><DD></DL><P>
<A NAME="setDepthSortImpostorSprites"></A>
<A NAME="DOC.2.4.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDepthSortImpostorSprites(const 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.2.4.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const 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.2.4.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setNumberOfFrameToKeepImpostorSprites(const 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.2.4.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const 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="TransparencySortMode"></A>
<A NAME="DOC.2.4.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum TransparencySortMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="LOOK_VECTOR_DISTANCE"></A>
<A NAME="DOC.2.4.28.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LOOK_VECTOR_DISTANCE</B></TT>
<DL><DT><DD></DL><P>
<A NAME="OBJECT_EYE_POINT_DISTANCE"></A>
<A NAME="DOC.2.4.28.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OBJECT_EYE_POINT_DISTANCE</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setTransparencySortMode"></A>
<A NAME="DOC.2.4.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setTransparencySortMode(<!1><A HREF="CullVisitor.html#DOC.2.4.28">TransparencySortMode</A> tsm)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullingMode"></A>
<A NAME="DOC.2.4.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullingMode(CullViewState::CullingMode mode)</B></TT>
<DD>Sets the current CullingMode
<DL><DT><DD></DL><P>
<A NAME="getCullingMode"></A>
<A NAME="DOC.2.4.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>CullViewState::CullingMode getCullingMode() const </B></TT>
<DD>Returns the current CullingMode
<DL><DT><DD></DL><P>
<A NAME="setViewport"></A>
<A NAME="DOC.2.4.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setViewport(osg::Viewport* viewport)</B></TT>
<DD>Set the viewport.
Used to enable the CullVisitor can make decision
such as based on viewport dimensions.
<DL><DT><DD></DL><P>
<A NAME="getViewport"></A>
<A NAME="DOC.2.4.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Viewport* getViewport() const </B></TT>
<DD>Get the const viewport.
<DL><DT><DD></DL><P>
<A NAME="getViewport"></A>
<A NAME="DOC.2.4.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Viewport* getViewport()</B></TT>
<DD>Get the viewport.
<DL><DT><DD></DL><P>
<A NAME="pushCullViewState"></A>
<A NAME="DOC.2.4.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void pushCullViewState(const osg::Matrix* matrix=NULL)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="popCullViewState"></A>
<A NAME="DOC.2.4.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void popCullViewState()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="pushStateSet"></A>
<A NAME="DOC.2.4.37"></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.2.4.38"></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.2.4.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderGraph(<!1><A HREF="RenderGraph.html">RenderGraph</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraph"></A>
<A NAME="DOC.2.4.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderGraph.html">RenderGraph</A>* getRenderGraph()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderStage"></A>
<A NAME="DOC.2.4.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderStage(<!1><A HREF="RenderStage.html">RenderStage</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStage"></A>
<A NAME="DOC.2.4.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderStage.html">RenderStage</A>* getRenderStage()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCalculatedNearPlane"></A>
<A NAME="DOC.2.4.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getCalculatedNearPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCalculatedFarPlane"></A>
<A NAME="DOC.2.4.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const float getCalculatedFarPlane() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setDetailedCulling"></A>
<A NAME="DOC.2.4.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDetailedCulling(bool detailed)</B></TT>
<DD>sets the flag for detailed culling
<DL><DT><DD></DL><P>
<A NAME="getDetailedCulling"></A>
<A NAME="DOC.2.4.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getDetailedCulling() const </B></TT>
<DD>gets the status of detailed culling
<DL><DT><DD></DL><P>
<A NAME="calcClippingDirections"></A>
<A NAME="DOC.2.4.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void calcClippingDirections() const </B></TT>
<DD>calculates unit directions of vectors that are intersections of cameras' clipping planes
<DL><DT><DD></DL><P>
<A NAME="CullVisitor"></A>
<A NAME="DOC.2.4.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CullVisitor(const <!1><A HREF="CullVisitor.html#DOC.2.4.48">CullVisitor</A>&amp;)</B></TT>
<DD>prevent unwanted copy construction
<DL><DT><DD></DL><P>
<A NAME="operator = "></A>
<A NAME="DOC.2.4.49"></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="getCurrentMatrix"></A>
<A NAME="DOC.2.4.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrix* getCurrentMatrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getInverseCurrentMatrix"></A>
<A NAME="DOC.2.4.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrix* getInverseCurrentMatrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getEyeLocal"></A>
<A NAME="DOC.2.4.52"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3&amp; getEyeLocal() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCenterLocal"></A>
<A NAME="DOC.2.4.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3&amp; getCenterLocal() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLookVectorLocal"></A>
<A NAME="DOC.2.4.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::Vec3&amp; getLookVectorLocal() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isCulled"></A>
<A NAME="DOC.2.4.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isCulled(const osg::BoundingSphere&amp; sp, CullViewState::CullingMode&amp; mode) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isCulled"></A>
<A NAME="DOC.2.4.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isCulled(const osg::BoundingBox&amp; bb, const CullViewState::CullingMode mode) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="updateCalculatedNearFar"></A>
<A NAME="DOC.2.4.57"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void updateCalculatedNearFar(const osg::BoundingBox&amp; bb)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="updateCalculatedNearFar"></A>
<A NAME="DOC.2.4.58"></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="updateCalculatedNearFar"></A>
<A NAME="DOC.2.4.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void updateCalculatedNearFar(osg::Drawable* pDrawable)</B></TT>
<DD>updates near and far clipping values for case of detailed culling
<DL><DT><DD></DL><P>
<A NAME="calculateZNear"></A>
<A NAME="DOC.2.4.60"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>double calculateZNear(const osg::Vec3&amp; position, const osg::Vec3&amp; eye, const osg::Vec3&amp; look)</B></TT>
<DD>calculates near for "global" vertex in scene
<DL><DT><DD></DL><P>
<A NAME="_LeftUp"></A>
<A NAME="DOC.2.4.61"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable osg::Vec3 _LeftUp</B></TT>
<DD>unit vector of direction along intersection of cameras left and top clipping planes in "global" coordinates
<DL><DT><DD></DL><P>
<A NAME="_RightUp"></A>
<A NAME="DOC.2.4.62"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable osg::Vec3 _RightUp</B></TT>
<DD>unit vector of direction along intersection of cameras right and top clipping planes in "global" coordinates
<DL><DT><DD></DL><P>
<A NAME="_LeftDown"></A>
<A NAME="DOC.2.4.63"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable osg::Vec3 _LeftDown</B></TT>
<DD>unit vector of direction along intersection of cameras left and down clipping planes in "global" coordinates
<DL><DT><DD></DL><P>
<A NAME="_RightDown"></A>
<A NAME="DOC.2.4.64"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable osg::Vec3 _RightDown</B></TT>
<DD>unit vector of direction along intersection of cameras right and down clipping planes in "global" coordinates
<DL><DT><DD></DL><P>
<A NAME="addDrawable"></A>
<A NAME="DOC.2.4.65"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addDrawable(osg::Drawable* drawable, osg::Matrix* matrix)</B></TT>
<DD>Add a drawable to current render graph
<DL><DT><DD></DL><P>
<A NAME="addDrawableAndDepth"></A>
<A NAME="DOC.2.4.66"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addDrawableAndDepth(osg::Drawable* drawable, osg::Matrix* matrix, const float depth)</B></TT>
<DD>Add a drawable and depth to current render graph
<DL><DT><DD></DL><P>
<A NAME="addLight"></A>
<A NAME="DOC.2.4.67"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void addLight(osg::Light* light, osg::Matrix* matrix)</B></TT>
<DD>Add a light to current render graph
<DL><DT><DD></DL><P>
<A NAME="createImpostorSprite"></A>
<A NAME="DOC.2.4.68"></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="_detailedCulling"></A>
<A NAME="DOC.2.4.69"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _detailedCulling</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_viewStateStack"></A>
<A NAME="DOC.2.4.70"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt; osg::ref_ptr&lt;<!1><A HREF="CullViewState.html">CullViewState</A>&gt; &gt; CullViewStateStack CullViewStateStack _viewStateStack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_tvs"></A>
<A NAME="DOC.2.4.71"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="CullViewState.html">CullViewState</A>&gt; _tvs</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cvs"></A>
<A NAME="DOC.2.4.72"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="CullViewState.html">CullViewState</A>&gt; _cvs</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rootRenderGraph"></A>
<A NAME="DOC.2.4.73"></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.2.4.74"></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.2.4.75"></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.2.4.76"></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="_cullingModeStack"></A>
<A NAME="DOC.2.4.77"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::vector&lt;CullViewState::CullingMode&gt; _cullingModeStack</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_LODBias"></A>
<A NAME="DOC.2.4.78"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _LODBias</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_calculated_znear"></A>
<A NAME="DOC.2.4.79"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _calculated_znear</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_calculated_zfar"></A>
<A NAME="DOC.2.4.80"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _calculated_zfar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_camera"></A>
<A NAME="DOC.2.4.81"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;const osg::Camera&gt; _camera</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_earthSky"></A>
<A NAME="DOC.2.4.82"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;const osg::EarthSky&gt; _earthSky</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_tsm"></A>
<A NAME="DOC.2.4.83"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html#DOC.2.4.28">TransparencySortMode</A> _tsm</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_viewport"></A>
<A NAME="DOC.2.4.84"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Viewport&gt; _viewport</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_impostorActive"></A>
<A NAME="DOC.2.4.85"></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.2.4.86"></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.2.4.87"></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.2.4.88"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _numFramesToKeepImpostorSprites</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_reuseMatrixList"></A>
<A NAME="DOC.2.4.89"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt; osg::ref_ptr&lt;osg::Matrix&gt; &gt; MatrixList MatrixList _reuseMatrixList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentReuseMatrixIndex"></A>
<A NAME="DOC.2.4.90"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _currentReuseMatrixIndex</B></TT>
<DL><DT><DD></DL><P>
<A NAME="createOrReuseMatrix"></A>
<A NAME="DOC.2.4.91"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrix* createOrReuseMatrix()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_reuseRenderLeafList"></A>
<A NAME="DOC.2.4.92"></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 RenderLeafList _reuseRenderLeafList</B></TT>
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<A NAME="_currentReuseRenderLeafIndex"></A>
<A NAME="DOC.2.4.93"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _currentReuseRenderLeafIndex</B></TT>
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<A NAME="createOrReuseRenderLeaf"></A>
<A NAME="DOC.2.4.94"></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::Matrix* matrix, float depth=0.0f)</B></TT>
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<A NAME="_impostorSpriteManager"></A>
<A NAME="DOC.2.4.95"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::ImpostorSpriteManager&gt; _impostorSpriteManager</B></TT>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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