OpenSceneGraph/doc/doc++/osgUtil/SceneView.html
2003-10-02 14:28:30 +00:00

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<TITLE>class OSGUTIL_EXPORT osgUtil::SceneView</TITLE>
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<H2>class OSGUTIL_EXPORT <A HREF="#DOC.DOCU">osgUtil::SceneView</A></H2></H2><BLOCKQUOTE> SceneView is literally a view of a scene, encapsulating the camera (modelview+projection matrices), global state, lights and the scene itself.</BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Referenced,M,CSceneView,MSceneView.html">
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<param name=arrowdir value="down">
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.21.1">SceneView</A></B>(osg::DisplaySettings* ds=NULL)
<DD><I>Construct a default scene view</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.2">setDefaults</A></B>()
<DD><I>Set scene view to use default global state, light, camera and render visitor</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.3">setSceneData</A></B>(osg::Node* node)
<DD><I>Set the data which to view.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node* <B><A HREF="#DOC.2.21.4">getSceneData</A></B>()
<DD><I>Get the scene data which to view.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Node* <B><A HREF="#DOC.2.21.5">getSceneData</A></B>() const
<DD><I>Get the const scene data which to view.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.6">setViewport</A></B>(osg::Viewport* viewport)
<DD><I>Set the viewport of the scene view to use specfied osg::Viewport.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.7">setViewport</A></B>(int x, int y, int width, int height)
<DD><I>Set the viewport of the scene view to specified dimensions.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Viewport* <B><A HREF="#DOC.2.21.8">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.2.21.9">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.2.21.10">getViewport</A></B>(int&amp; x, int&amp; y, int&amp; width, int&amp; height)
<DD><I>Get the viewport of the scene view.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.11">setDisplaySettings</A></B>(osg::DisplaySettings* vs)
<DD><I>Set the DisplaySettings.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::DisplaySettings* <B><A HREF="#DOC.2.21.12">getDisplaySettings</A></B>() const
<DD><I>Get the const DisplaySettings </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::DisplaySettings* <B><A HREF="#DOC.2.21.13">getDisplaySettings</A></B>()
<DD><I>Get the DisplaySettings </I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.14">setBackgroundColor</A></B>(const osg::Vec4&amp; color)
<DD><I>Set the background color used in glClearColor().</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Vec4&amp; <B><A HREF="#DOC.2.21.15">getBackgroundColor</A></B>() const
<DD><I>Get the background color</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.16">setGlobalStateSet</A></B>(osg::StateSet* state)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::StateSet* <B><A HREF="#DOC.2.21.17">getGlobalStateSet</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::StateSet* <B><A HREF="#DOC.2.21.18">getGlobalStateSet</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.19">setLocalStateSet</A></B>(osg::StateSet* state)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::StateSet* <B><A HREF="#DOC.2.21.20">getLocalStateSet</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::StateSet* <B><A HREF="#DOC.2.21.21">getLocalStateSet</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.23">setLightingMode</A></B>(<!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> mode)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> <B><A HREF="#DOC.2.21.24">getLightingMode</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.25">setLight</A></B>(osg::Light* light)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Light* <B><A HREF="#DOC.2.21.26">getLight</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Light* <B><A HREF="#DOC.2.21.27">getLight</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.28">setState</A></B>(osg::State* state)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::State* <B><A HREF="#DOC.2.21.29">getState</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::State* <B><A HREF="#DOC.2.21.30">getState</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.31">setProjectionMatrix</A></B>(const osg::Matrixf&amp; matrix)
<DD><I>Set the projection matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.32">setProjectionMatrix</A></B>(const osg::Matrixd&amp; matrix)
<DD><I>Set the projection matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.33">setProjectionMatrixAsOrtho</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
<DD><I>Set to a orthographic projection.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.34">setProjectionMatrixAsOrtho2D</A></B>(double left, double right, double bottom, double top)
<DD><I>Set to a 2D orthographic projection.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.35">setProjectionMatrixAsFrustum</A></B>(double left, double right, double bottom, double top, double zNear, double zFar)
<DD><I>Set to a perspective projection.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.36">setProjectionMatrixAsPerspective</A></B>(double fovy, double aspectRatio, double zNear, double zFar)
<DD><I>Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Matrixd&amp; <B><A HREF="#DOC.2.21.37">getProjectionMatrix</A></B>()
<DD><I>Get the projection matrix</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Matrixd&amp; <B><A HREF="#DOC.2.21.38">getProjectionMatrix</A></B>() const
<DD><I>Get the const projection matrix</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.39">getProjectionMatrixAsOrtho</A></B>(double&amp; left, double&amp; right, double&amp; bottom, double&amp; top, double&amp; zNear, double&amp; zFar)
<DD><I>Get the othorgraphic settings of the orthographic projection matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.40">getProjectionMatrixAsFrustum</A></B>(double&amp; left, double&amp; right, double&amp; bottom, double&amp; top, double&amp; zNear, double&amp; zFar)
<DD><I>Get the frustum setting of a perspective projection matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.41">getProjectionMatrixAsPerspective</A></B>(double&amp; fovy, double&amp; aspectRatio, double&amp; zNear, double&amp; zFar)
<DD><I>Get the frustum setting of a symetric perspective projection matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.42">setViewMatrix</A></B>(const osg::Matrixf&amp; matrix)
<DD><I>Set the view matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.43">setViewMatrix</A></B>(const osg::Matrixd&amp; matrix)
<DD><I>Set the view matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.44">setViewMatrixAsLookAt</A></B>(const osg::Vec3&amp; eye, const osg::Vec3&amp; center, const osg::Vec3&amp; up)
<DD><I>Set to the position and orientation of view matrix, using the same convention as gluLookAt.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Matrixd&amp; <B><A HREF="#DOC.2.21.45">getViewMatrix</A></B>()
<DD><I>Get the view matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Matrixd&amp; <B><A HREF="#DOC.2.21.46">getViewMatrix</A></B>() const
<DD><I>Get the const view matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.47">getViewMatrixAsLookAt</A></B>(osg::Vec3&amp; eye, osg::Vec3&amp; center, osg::Vec3&amp; up, float lookDistance=1.0f)
<DD><I>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.48">setInitVisitor</A></B>(osg::NodeVisitor* av)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::NodeVisitor* <B><A HREF="#DOC.2.21.49">getInitVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::NodeVisitor* <B><A HREF="#DOC.2.21.50">getInitVisitor</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.51">setUpdateVisitor</A></B>(osg::NodeVisitor* av)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::NodeVisitor* <B><A HREF="#DOC.2.21.52">getUpdateVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::NodeVisitor* <B><A HREF="#DOC.2.21.53">getUpdateVisitor</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.54">setCullVisitor</A></B>(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.55">getCullVisitor</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.56">getCullVisitor</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.57">setCullVisitorLeft</A></B>(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.58">getCullVisitorLeft</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.59">getCullVisitorLeft</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.60">setCullVisitorRight</A></B>(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.61">getCullVisitorRight</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* <B><A HREF="#DOC.2.21.62">getCullVisitorRight</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.63">setRenderGraph</A></B>(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.64">getRenderGraph</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.65">getRenderGraph</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.66">setRenderGraphLeft</A></B>(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.67">getRenderGraphLeft</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.68">getRenderGraphLeft</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.69">setRenderGraphRight</A></B>(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.70">getRenderGraphRight</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* <B><A HREF="#DOC.2.21.71">getRenderGraphRight</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.72">setRenderStage</A></B>(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.73">getRenderStage</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.74">getRenderStage</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.75">setRenderStageLeft</A></B>(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.76">getRenderStageLeft</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.77">getRenderStageLeft</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.78">setRenderStageRight</A></B>(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.79">getRenderStageRight</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* <B><A HREF="#DOC.2.21.80">getRenderStageRight</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.81">setCullMask</A></B>(const osg::Node::NodeMask nm)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.82">getCullMask</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.83">setCullMaskLeft</A></B>(const osg::Node::NodeMask nm)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.84">getCullMaskLeft</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.85">setCullMaskRight</A></B>(const osg::Node::NodeMask nm)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.86">getCullMaskRight</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.87">setLODScale</A></B>(float bias)
<DD><I>Set the LOD bias for the CullVisitor to use</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.88">getLODScale</A></B>() const
<DD><I>Get the LOD bias</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.89">setSmallFeatureCullingPixelSize</A></B>(float value)
<DD><I>Set the Small Feature Culling Pixel Size</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.90">getSmallFeatureCullingPixelSize</A></B>() const
<DD><I>Get the Small Feature Culling Pixel Size</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.91">setCullingMode</A></B>(osg::CullStack::CullingMode mode)
<DD><I>Set the culling mode for the CullVisitor to use</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::CullStack::CullingMode <B><A HREF="#DOC.2.21.92">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.2.21.93">setComputeNearFarMode</A></B>(CullVisitor::ComputeNearFarMode cnfm)
<DD><I>Set the ComputeNearFarMode for the CullVisitor to use</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>CullVisitor::ComputeNearFarMode <B><A HREF="#DOC.2.21.94">getComputeNearFarMode</A></B>() const
<DD><I>Get the ComputeNearFarMode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.96">setFusionDistance</A></B>(<!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> mode, float value=1.0f)
<DD><I>Set the FusionDistanceMode and Value.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> <B><A HREF="#DOC.2.21.97">getFusionDistanceMode</A></B>() const
<DD><I>Get the FusionDistanceMode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.98">getFusionDistanceValue</A></B>() const
<DD><I>Get the FusionDistanceValue.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.99">setPrioritizeTextures</A></B>(bool pt)
<DD><I>set whether the draw method should call renderer->prioritizeTexture</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.100">getPrioritizeTextures</A></B>() const
<DD><I>get whether the draw method should call renderer->prioritizeTexture</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.101">projectWindowIntoObject</A></B>(const osg::Vec3&amp; window, osg::Vec3&amp; object) const
<DD><I>Calculate, via glUnProject, the object coordinates of a window point.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.102">projectWindowXYIntoObject</A></B>(int x, int y, osg::Vec3&amp; near_point, osg::Vec3&amp; far_point) const
<DD><I>Calculate, via glUnProject, the object coordinates of a window x,y when projected onto the near and far planes.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.103">projectObjectIntoWindow</A></B>(const osg::Vec3&amp; object, osg::Vec3&amp; window) const
<DD><I>Calculate, via glProject, the object coordinates of a window.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.21.104">setFrameStamp</A></B>(osg::FrameStamp* fs)
<DD><I>Set the frame stamp for the current frame</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const osg::FrameStamp* <B><A HREF="#DOC.2.21.105">getFrameStamp</A></B>() const
<DD><I>Set the frame stamp for the current frame</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.107">setComputeStereoMatricesCallback</A></B>(<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* callback)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* <B><A HREF="#DOC.2.21.108">getComputeStereoMatricesCallback</A></B>(<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* callback)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* <B><A HREF="#DOC.2.21.109">getComputeStereoMatricesCallback</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrixd <B><A HREF="#DOC.2.21.110">computeLeftEyeProjection</A></B>(const osg::Matrixd&amp; projection) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrixd <B><A HREF="#DOC.2.21.111">computeLeftEyeView</A></B>(const osg::Matrixd&amp; view) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrixd <B><A HREF="#DOC.2.21.112">computeRightEyeProjection</A></B>(const osg::Matrixd&amp; projection) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline osg::Matrixd <B><A HREF="#DOC.2.21.113">computeRightEyeView</A></B>(const osg::Matrixd&amp; view) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.21.114">computeLeftEyeProjectionImplementation</A></B>(const osg::Matrixd&amp; projection) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.21.115">computeLeftEyeViewImplementation</A></B>(const osg::Matrixd&amp; view) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.21.116">computeRightEyeProjectionImplementation</A></B>(const osg::Matrixd&amp; projection) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual osg::Matrixd <B><A HREF="#DOC.2.21.117">computeRightEyeViewImplementation</A></B>(const osg::Matrixd&amp; view) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.21.118">init</A></B>()
<DD><I>Do init traversal of attached scene graph using Init NodeVisitor.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.21.119">update</A></B>()
<DD><I>Do app traversal of attached scene graph using App NodeVisitor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.21.120">cull</A></B>()
<DD><I>Do cull traversal of attached scene graph using Cull NodeVisitor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.21.121">draw</A></B>()
<DD><I>Do draw traversal of draw bins generated by cull traversal</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.2.21.22">LightingMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.21.95">FusionDistanceMode</A></B>
<DD><I>FusionDistanceMode is used only when working in stereo</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>struct <B><A HREF="#DOC.2.21.106">ComputeStereoMatricesCallback</A></B>: public osg::Referenced
<DD><I>callback for overidding the default method for compute the offset projection and view matrices</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Node&gt; <B><A HREF="#DOC.2.21.126">_sceneData</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::StateSet&gt; <B><A HREF="#DOC.2.21.127">_globalStateSet</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::StateSet&gt; <B><A HREF="#DOC.2.21.128">_localStateSet</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Light&gt; <B><A HREF="#DOC.2.21.129">_light</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Matrixd <B><A HREF="#DOC.2.21.130">_projectionMatrix</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Matrixd <B><A HREF="#DOC.2.21.131">_viewMatrix</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::DisplaySettings&gt; <B><A HREF="#DOC.2.21.132">_displaySettings</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::State&gt; <B><A HREF="#DOC.2.21.133">_state</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.134">_initCalled</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::NodeVisitor&gt; <B><A HREF="#DOC.2.21.135">_initVisitor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::NodeVisitor&gt; <B><A HREF="#DOC.2.21.136">_updateVisitor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.137">_cullMask</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; <B><A HREF="#DOC.2.21.138">_cullVisitor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; <B><A HREF="#DOC.2.21.139">_rendergraph</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; <B><A HREF="#DOC.2.21.140">_renderStage</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>&gt; <B><A HREF="#DOC.2.21.141">_computeStereoMatricesCallback</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.142">_cullMaskLeft</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; <B><A HREF="#DOC.2.21.143">_cullVisitorLeft</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; <B><A HREF="#DOC.2.21.144">_rendergraphLeft</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; <B><A HREF="#DOC.2.21.145">_renderStageLeft</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Node::NodeMask <B><A HREF="#DOC.2.21.146">_cullMaskRight</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; <B><A HREF="#DOC.2.21.147">_cullVisitorRight</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; <B><A HREF="#DOC.2.21.148">_rendergraphRight</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; <B><A HREF="#DOC.2.21.149">_renderStageRight</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::FrameStamp&gt; <B><A HREF="#DOC.2.21.150">_frameStamp</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::Vec4 <B><A HREF="#DOC.2.21.151">_backgroundColor</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>CullVisitor::ComputeNearFarMode <B><A HREF="#DOC.2.21.152">_computeNearFar</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::CullStack::CullingMode <B><A HREF="#DOC.2.21.153">_cullingMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.154">_LODScale</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.155">_smallFeatureCullingPixelSize</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> <B><A HREF="#DOC.2.21.156">_fusionDistanceMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.21.157">_fusionDistanceValue</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>osg::ref_ptr&lt;osg::Viewport&gt; <B><A HREF="#DOC.2.21.158">_viewport</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> <B><A HREF="#DOC.2.21.159">_lightingMode</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.21.160">_prioritizeTextures</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.21.122">~SceneView</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.21.123">cullStage</A></B>(const osg::Matrixd&amp; projection, const osg::Matrixd&amp; modelview, <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cullVisitor, <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rendergraph, <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* renderStage)
<DD><I>Do cull traversal of attached scene graph using Cull NodeVisitor</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const osg::Matrix <B><A HREF="#DOC.2.21.124">computeMVPW</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.21.125">clearArea</A></B>(int x, int y, int width, int height, const osg::Vec4&amp; color)
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>
SceneView is literally a view of a scene, encapsulating the
camera (modelview+projection matrices), global state, lights and the scene itself. Provides
methods for setting up the view and rendering it.</BLOCKQUOTE>
<DL>
<A NAME="SceneView"></A>
<A NAME="DOC.2.21.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SceneView(osg::DisplaySettings* ds=NULL)</B></TT>
<DD>Construct a default scene view
<DL><DT><DD></DL><P>
<A NAME="setDefaults"></A>
<A NAME="DOC.2.21.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setDefaults()</B></TT>
<DD>Set scene view to use default global state, light, camera
and render visitor
<DL><DT><DD></DL><P>
<A NAME="setSceneData"></A>
<A NAME="DOC.2.21.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSceneData(osg::Node* node)</B></TT>
<DD>Set the data which to view. The data will typically be
an osg::Scene but can be any osg::Node type.
<DL><DT><DD></DL><P>
<A NAME="getSceneData"></A>
<A NAME="DOC.2.21.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node* getSceneData()</B></TT>
<DD>Get the scene data which to view. The data will typically be
an osg::Scene but can be any osg::Node type.
<DL><DT><DD></DL><P>
<A NAME="getSceneData"></A>
<A NAME="DOC.2.21.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Node* getSceneData() const </B></TT>
<DD>Get the const scene data which to view. The data will typically be
an osg::Scene but can be any osg::Node type.
<DL><DT><DD></DL><P>
<A NAME="setViewport"></A>
<A NAME="DOC.2.21.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setViewport(osg::Viewport* viewport)</B></TT>
<DD>Set the viewport of the scene view to use specfied osg::Viewport.
<DL><DT><DD></DL><P>
<A NAME="setViewport"></A>
<A NAME="DOC.2.21.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setViewport(int x, int y, int width, int height)</B></TT>
<DD>Set the viewport of the scene view to specified dimensions.
<DL><DT><DD></DL><P>
<A NAME="getViewport"></A>
<A NAME="DOC.2.21.8"></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.2.21.9"></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="getViewport"></A>
<A NAME="DOC.2.21.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getViewport(int&amp; x, int&amp; y, int&amp; width, int&amp; height)</B></TT>
<DD>Get the viewport of the scene view.
<DL><DT><DD></DL><P>
<A NAME="setDisplaySettings"></A>
<A NAME="DOC.2.21.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDisplaySettings(osg::DisplaySettings* vs)</B></TT>
<DD>Set the DisplaySettings.
<DL><DT><DD></DL><P>
<A NAME="getDisplaySettings"></A>
<A NAME="DOC.2.21.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::DisplaySettings* getDisplaySettings() const </B></TT>
<DD>Get the const DisplaySettings
<DL><DT><DD></DL><P>
<A NAME="getDisplaySettings"></A>
<A NAME="DOC.2.21.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::DisplaySettings* getDisplaySettings()</B></TT>
<DD>Get the DisplaySettings
<DL><DT><DD></DL><P>
<A NAME="setBackgroundColor"></A>
<A NAME="DOC.2.21.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setBackgroundColor(const osg::Vec4&amp; color)</B></TT>
<DD>Set the background color used in glClearColor().
Defaults to an off blue color.
<DL><DT><DD></DL><P>
<A NAME="getBackgroundColor"></A>
<A NAME="DOC.2.21.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Vec4&amp; getBackgroundColor() const </B></TT>
<DD>Get the background color
<DL><DT><DD></DL><P>
<A NAME="setGlobalStateSet"></A>
<A NAME="DOC.2.21.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setGlobalStateSet(osg::StateSet* state)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getGlobalStateSet"></A>
<A NAME="DOC.2.21.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::StateSet* getGlobalStateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getGlobalStateSet"></A>
<A NAME="DOC.2.21.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::StateSet* getGlobalStateSet() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLocalStateSet"></A>
<A NAME="DOC.2.21.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLocalStateSet(osg::StateSet* state)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLocalStateSet"></A>
<A NAME="DOC.2.21.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::StateSet* getLocalStateSet()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLocalStateSet"></A>
<A NAME="DOC.2.21.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::StateSet* getLocalStateSet() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="LightingMode"></A>
<A NAME="DOC.2.21.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum LightingMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="HEADLIGHT"></A>
<A NAME="DOC.2.21.22.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> HEADLIGHT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="SKY_LIGHT"></A>
<A NAME="DOC.2.21.22.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> SKY_LIGHT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NO_SCENEVIEW_LIGHT"></A>
<A NAME="DOC.2.21.22.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NO_SCENEVIEW_LIGHT</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setLightingMode"></A>
<A NAME="DOC.2.21.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLightingMode(<!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> mode)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLightingMode"></A>
<A NAME="DOC.2.21.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> getLightingMode() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLight"></A>
<A NAME="DOC.2.21.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLight(osg::Light* light)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLight"></A>
<A NAME="DOC.2.21.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Light* getLight()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getLight"></A>
<A NAME="DOC.2.21.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Light* getLight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setState"></A>
<A NAME="DOC.2.21.28"></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.2.21.29"></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.2.21.30"></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="setProjectionMatrix"></A>
<A NAME="DOC.2.21.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setProjectionMatrix(const osg::Matrixf&amp; matrix)</B></TT>
<DD>Set the projection matrix. Can be thought of as setting the lens of a camera.
<DL><DT><DD></DL><P>
<A NAME="setProjectionMatrix"></A>
<A NAME="DOC.2.21.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setProjectionMatrix(const osg::Matrixd&amp; matrix)</B></TT>
<DD>Set the projection matrix. Can be thought of as setting the lens of a camera.
<DL><DT><DD></DL><P>
<A NAME="setProjectionMatrixAsOrtho"></A>
<A NAME="DOC.2.21.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
<DD>Set to a orthographic projection. See OpenGL glOrtho for documentation further details.
<DL><DT><DD></DL><P>
<A NAME="setProjectionMatrixAsOrtho2D"></A>
<A NAME="DOC.2.21.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setProjectionMatrixAsOrtho2D(double left, double right, double bottom, double top)</B></TT>
<DD>Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.
<DL><DT><DD></DL><P>
<A NAME="setProjectionMatrixAsFrustum"></A>
<A NAME="DOC.2.21.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setProjectionMatrixAsFrustum(double left, double right, double bottom, double top, double zNear, double zFar)</B></TT>
<DD>Set to a perspective projection. See OpenGL glFrustum documentation for further details.
<DL><DT><DD></DL><P>
<A NAME="setProjectionMatrixAsPerspective"></A>
<A NAME="DOC.2.21.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setProjectionMatrixAsPerspective(double fovy, double aspectRatio, double zNear, double zFar)</B></TT>
<DD>Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
Aspect ratio is defined as width/height.
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrix"></A>
<A NAME="DOC.2.21.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Matrixd&amp; getProjectionMatrix()</B></TT>
<DD>Get the projection matrix
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrix"></A>
<A NAME="DOC.2.21.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Matrixd&amp; getProjectionMatrix() const </B></TT>
<DD>Get the const projection matrix
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrixAsOrtho"></A>
<A NAME="DOC.2.21.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getProjectionMatrixAsOrtho(double&amp; left, double&amp; right, double&amp; bottom, double&amp; top, double&amp; zNear, double&amp; zFar)</B></TT>
<DD>Get the othorgraphic settings of the orthographic projection matrix.
Returns false if matrix is not an orthographic matrix, where parameter values are undefined.
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrixAsFrustum"></A>
<A NAME="DOC.2.21.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getProjectionMatrixAsFrustum(double&amp; left, double&amp; right, double&amp; bottom, double&amp; top, double&amp; zNear, double&amp; zFar)</B></TT>
<DD>Get the frustum setting of a perspective projection matrix.
Returns false if matrix is not a perspective matrix, where parameter values are undefined.
<DL><DT><DD></DL><P>
<A NAME="getProjectionMatrixAsPerspective"></A>
<A NAME="DOC.2.21.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getProjectionMatrixAsPerspective(double&amp; fovy, double&amp; aspectRatio, double&amp; zNear, double&amp; zFar)</B></TT>
<DD>Get the frustum setting of a symetric perspective projection matrix.
Returns false if matrix is not a perspective matrix, where parameter values are undefined.
Note, if matrix is not a symetric perspective matrix then the shear will be lost.
Asymetric metrices occur when stereo, power walls, caves and reality center display are used.
In these configuration one should use the AsFrustum method instead.
<DL><DT><DD></DL><P>
<A NAME="setViewMatrix"></A>
<A NAME="DOC.2.21.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setViewMatrix(const osg::Matrixf&amp; matrix)</B></TT>
<DD>Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates.
<DL><DT><DD></DL><P>
<A NAME="setViewMatrix"></A>
<A NAME="DOC.2.21.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setViewMatrix(const osg::Matrixd&amp; matrix)</B></TT>
<DD>Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates.
<DL><DT><DD></DL><P>
<A NAME="setViewMatrixAsLookAt"></A>
<A NAME="DOC.2.21.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setViewMatrixAsLookAt(const osg::Vec3&amp; eye, const osg::Vec3&amp; center, const osg::Vec3&amp; up)</B></TT>
<DD>Set to the position and orientation of view matrix, using the same convention as gluLookAt.
<DL><DT><DD></DL><P>
<A NAME="getViewMatrix"></A>
<A NAME="DOC.2.21.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Matrixd&amp; getViewMatrix()</B></TT>
<DD>Get the view matrix.
<DL><DT><DD></DL><P>
<A NAME="getViewMatrix"></A>
<A NAME="DOC.2.21.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Matrixd&amp; getViewMatrix() const </B></TT>
<DD>Get the const view matrix.
<DL><DT><DD></DL><P>
<A NAME="getViewMatrixAsLookAt"></A>
<A NAME="DOC.2.21.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void getViewMatrixAsLookAt(osg::Vec3&amp; eye, osg::Vec3&amp; center, osg::Vec3&amp; up, float lookDistance=1.0f)</B></TT>
<DD>Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
<DL><DT><DD></DL><P>
<A NAME="setInitVisitor"></A>
<A NAME="DOC.2.21.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setInitVisitor(osg::NodeVisitor* av)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getInitVisitor"></A>
<A NAME="DOC.2.21.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::NodeVisitor* getInitVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getInitVisitor"></A>
<A NAME="DOC.2.21.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::NodeVisitor* getInitVisitor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setUpdateVisitor"></A>
<A NAME="DOC.2.21.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setUpdateVisitor(osg::NodeVisitor* av)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUpdateVisitor"></A>
<A NAME="DOC.2.21.52"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::NodeVisitor* getUpdateVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getUpdateVisitor"></A>
<A NAME="DOC.2.21.53"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::NodeVisitor* getUpdateVisitor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullVisitor"></A>
<A NAME="DOC.2.21.54"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullVisitor(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitor"></A>
<A NAME="DOC.2.21.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitor()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitor"></A>
<A NAME="DOC.2.21.56"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitor() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullVisitorLeft"></A>
<A NAME="DOC.2.21.57"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullVisitorLeft(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitorLeft"></A>
<A NAME="DOC.2.21.58"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitorLeft()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitorLeft"></A>
<A NAME="DOC.2.21.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitorLeft() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullVisitorRight"></A>
<A NAME="DOC.2.21.60"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullVisitorRight(<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cv)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitorRight"></A>
<A NAME="DOC.2.21.61"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitorRight()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullVisitorRight"></A>
<A NAME="DOC.2.21.62"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* getCullVisitorRight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderGraph"></A>
<A NAME="DOC.2.21.63"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderGraph(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraph"></A>
<A NAME="DOC.2.21.64"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraph()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraph"></A>
<A NAME="DOC.2.21.65"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraph() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderGraphLeft"></A>
<A NAME="DOC.2.21.66"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderGraphLeft(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraphLeft"></A>
<A NAME="DOC.2.21.67"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraphLeft()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraphLeft"></A>
<A NAME="DOC.2.21.68"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraphLeft() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderGraphRight"></A>
<A NAME="DOC.2.21.69"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderGraphRight(<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rg)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraphRight"></A>
<A NAME="DOC.2.21.70"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraphRight()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderGraphRight"></A>
<A NAME="DOC.2.21.71"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* getRenderGraphRight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderStage"></A>
<A NAME="DOC.2.21.72"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderStage(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStage"></A>
<A NAME="DOC.2.21.73"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStage()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStage"></A>
<A NAME="DOC.2.21.74"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStage() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderStageLeft"></A>
<A NAME="DOC.2.21.75"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderStageLeft(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStageLeft"></A>
<A NAME="DOC.2.21.76"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStageLeft()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStageLeft"></A>
<A NAME="DOC.2.21.77"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStageLeft() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setRenderStageRight"></A>
<A NAME="DOC.2.21.78"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setRenderStageRight(<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* rs)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStageRight"></A>
<A NAME="DOC.2.21.79"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStageRight()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getRenderStageRight"></A>
<A NAME="DOC.2.21.80"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* getRenderStageRight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullMask"></A>
<A NAME="DOC.2.21.81"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullMask(const osg::Node::NodeMask nm)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullMask"></A>
<A NAME="DOC.2.21.82"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask getCullMask() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullMaskLeft"></A>
<A NAME="DOC.2.21.83"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullMaskLeft(const osg::Node::NodeMask nm)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullMaskLeft"></A>
<A NAME="DOC.2.21.84"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask getCullMaskLeft() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setCullMaskRight"></A>
<A NAME="DOC.2.21.85"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullMaskRight(const osg::Node::NodeMask nm)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getCullMaskRight"></A>
<A NAME="DOC.2.21.86"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask getCullMaskRight() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setLODScale"></A>
<A NAME="DOC.2.21.87"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setLODScale(float bias)</B></TT>
<DD>Set the LOD bias for the CullVisitor to use
<DL><DT><DD></DL><P>
<A NAME="getLODScale"></A>
<A NAME="DOC.2.21.88"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getLODScale() const </B></TT>
<DD>Get the LOD bias
<DL><DT><DD></DL><P>
<A NAME="setSmallFeatureCullingPixelSize"></A>
<A NAME="DOC.2.21.89"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setSmallFeatureCullingPixelSize(float value)</B></TT>
<DD>Set the Small Feature Culling Pixel Size
<DL><DT><DD></DL><P>
<A NAME="getSmallFeatureCullingPixelSize"></A>
<A NAME="DOC.2.21.90"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getSmallFeatureCullingPixelSize() const </B></TT>
<DD>Get the Small Feature Culling Pixel Size
<DL><DT><DD></DL><P>
<A NAME="setCullingMode"></A>
<A NAME="DOC.2.21.91"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setCullingMode(osg::CullStack::CullingMode mode)</B></TT>
<DD>Set the culling mode for the CullVisitor to use
<DL><DT><DD></DL><P>
<A NAME="getCullingMode"></A>
<A NAME="DOC.2.21.92"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::CullStack::CullingMode getCullingMode() const </B></TT>
<DD>Returns the current CullingMode
<DL><DT><DD></DL><P>
<A NAME="setComputeNearFarMode"></A>
<A NAME="DOC.2.21.93"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeNearFarMode(CullVisitor::ComputeNearFarMode cnfm)</B></TT>
<DD>Set the ComputeNearFarMode for the CullVisitor to use
<DL><DT><DD></DL><P>
<A NAME="getComputeNearFarMode"></A>
<A NAME="DOC.2.21.94"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>CullVisitor::ComputeNearFarMode getComputeNearFarMode() const </B></TT>
<DD>Get the ComputeNearFarMode
<DL><DT><DD></DL><P>
<A NAME="FusionDistanceMode"></A>
<A NAME="DOC.2.21.95"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FusionDistanceMode</B></TT>
<DD>FusionDistanceMode is used only when working in stereo
<DL><DT><DD></DL><P><DL>
<A NAME="USE_FUSION_DISTANCE_VALUE"></A>
<A NAME="DOC.2.21.95.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_FUSION_DISTANCE_VALUE</B></TT>
<DD>Use fusion distance from the value set on the SceneView
<DL><DT><DD></DL><P>
<A NAME="PROPORTIONAL_TO_SCREEN_DISTANCE"></A>
<A NAME="DOC.2.21.95.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> PROPORTIONAL_TO_SCREEN_DISTANCE</B></TT>
<DD>Compute the fusion distance by multiplying the screen distance by the fusion distance value
<DL><DT><DD></DL><P></DL>
<A NAME="setFusionDistance"></A>
<A NAME="DOC.2.21.96"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFusionDistance(<!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> mode, float value=1.0f)</B></TT>
<DD>Set the FusionDistanceMode and Value. Note, is used only when working in stereo.
<DL><DT><DD></DL><P>
<A NAME="getFusionDistanceMode"></A>
<A NAME="DOC.2.21.97"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> getFusionDistanceMode() const </B></TT>
<DD>Get the FusionDistanceMode
<DL><DT><DD></DL><P>
<A NAME="getFusionDistanceValue"></A>
<A NAME="DOC.2.21.98"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getFusionDistanceValue() const </B></TT>
<DD>Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.
<DL><DT><DD></DL><P>
<A NAME="setPrioritizeTextures"></A>
<A NAME="DOC.2.21.99"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setPrioritizeTextures(bool pt)</B></TT>
<DD>set whether the draw method should call renderer->prioritizeTexture
<DL><DT><DD></DL><P>
<A NAME="getPrioritizeTextures"></A>
<A NAME="DOC.2.21.100"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool getPrioritizeTextures() const </B></TT>
<DD>get whether the draw method should call renderer->prioritizeTexture
<DL><DT><DD></DL><P>
<A NAME="projectWindowIntoObject"></A>
<A NAME="DOC.2.21.101"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectWindowIntoObject(const osg::Vec3&amp; window, osg::Vec3&amp; object) const </B></TT>
<DD>Calculate, via glUnProject, the object coordinates of a window point.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="projectWindowXYIntoObject"></A>
<A NAME="DOC.2.21.102"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectWindowXYIntoObject(int x, int y, osg::Vec3&amp; near_point, osg::Vec3&amp; far_point) const </B></TT>
<DD>Calculate, via glUnProject, the object coordinates of a window x,y
when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="projectObjectIntoWindow"></A>
<A NAME="DOC.2.21.103"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool projectObjectIntoWindow(const osg::Vec3&amp; object, osg::Vec3&amp; window) const </B></TT>
<DD>Calculate, via glProject, the object coordinates of a window.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window,
whereas as window API's normally have the top left as the origin,
so you may need to pass in (mouseX,window_height-mouseY,...).
Returns true on successful projection.
<DL><DT><DD></DL><P>
<A NAME="setFrameStamp"></A>
<A NAME="DOC.2.21.104"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrameStamp(osg::FrameStamp* fs)</B></TT>
<DD>Set the frame stamp for the current frame
<DL><DT><DD></DL><P>
<A NAME="getFrameStamp"></A>
<A NAME="DOC.2.21.105"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const osg::FrameStamp* getFrameStamp() const </B></TT>
<DD>Set the frame stamp for the current frame
<DL><DT><DD></DL><P>
<A NAME="ComputeStereoMatricesCallback"></A>
<A NAME="DOC.2.21.106"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>struct ComputeStereoMatricesCallback: public osg::Referenced</B></TT>
<DD>callback for overidding the default method for compute the offset projection and view matrices
<DL><DT><DD></DL><P><DL>
<A NAME="computeLeftEyeProjection"></A>
<A NAME="DOC.2.21.106.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeLeftEyeProjection(const osg::Matrixd&amp; projection) const = 0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeLeftEyeView"></A>
<A NAME="DOC.2.21.106.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeLeftEyeView(const osg::Matrixd&amp; view) const = 0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeProjection"></A>
<A NAME="DOC.2.21.106.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeRightEyeProjection(const osg::Matrixd&amp; projection) const = 0</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeView"></A>
<A NAME="DOC.2.21.106.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeRightEyeView(const osg::Matrixd&amp; view) const = 0</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setComputeStereoMatricesCallback"></A>
<A NAME="DOC.2.21.107"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeStereoMatricesCallback(<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* callback)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getComputeStereoMatricesCallback"></A>
<A NAME="DOC.2.21.108"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* getComputeStereoMatricesCallback(<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* callback)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getComputeStereoMatricesCallback"></A>
<A NAME="DOC.2.21.109"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>* getComputeStereoMatricesCallback() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeLeftEyeProjection"></A>
<A NAME="DOC.2.21.110"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrixd computeLeftEyeProjection(const osg::Matrixd&amp; projection) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeLeftEyeView"></A>
<A NAME="DOC.2.21.111"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrixd computeLeftEyeView(const osg::Matrixd&amp; view) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeProjection"></A>
<A NAME="DOC.2.21.112"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrixd computeRightEyeProjection(const osg::Matrixd&amp; projection) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeView"></A>
<A NAME="DOC.2.21.113"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline osg::Matrixd computeRightEyeView(const osg::Matrixd&amp; view) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeLeftEyeProjectionImplementation"></A>
<A NAME="DOC.2.21.114"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeLeftEyeProjectionImplementation(const osg::Matrixd&amp; projection) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeLeftEyeViewImplementation"></A>
<A NAME="DOC.2.21.115"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeLeftEyeViewImplementation(const osg::Matrixd&amp; view) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeProjectionImplementation"></A>
<A NAME="DOC.2.21.116"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeRightEyeProjectionImplementation(const osg::Matrixd&amp; projection) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeRightEyeViewImplementation"></A>
<A NAME="DOC.2.21.117"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual osg::Matrixd computeRightEyeViewImplementation(const osg::Matrixd&amp; view) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.21.118"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void init()</B></TT>
<DD>Do init traversal of attached scene graph using Init NodeVisitor.
The init traversal is called once for each SceneView, and should
be used to compile display list, texture objects intialize data
not otherwise intializaed during scene graph loading. Note, is
called automatically by update&cull if it hasn't already been called
elsewhere. Also init() should only ever be called within a valid
graphics context.
<DL><DT><DD></DL><P>
<A NAME="update"></A>
<A NAME="DOC.2.21.119"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void update()</B></TT>
<DD>Do app traversal of attached scene graph using App NodeVisitor
<DL><DT><DD></DL><P>
<A NAME="cull"></A>
<A NAME="DOC.2.21.120"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void cull()</B></TT>
<DD>Do cull traversal of attached scene graph using Cull NodeVisitor
<DL><DT><DD></DL><P>
<A NAME="draw"></A>
<A NAME="DOC.2.21.121"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void draw()</B></TT>
<DD>Do draw traversal of draw bins generated by cull traversal
<DL><DT><DD></DL><P>
<A NAME="~SceneView"></A>
<A NAME="DOC.2.21.122"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~SceneView()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="cullStage"></A>
<A NAME="DOC.2.21.123"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void cullStage(const osg::Matrixd&amp; projection, const osg::Matrixd&amp; modelview, <!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>* cullVisitor, <!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>* rendergraph, <!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>* renderStage)</B></TT>
<DD>Do cull traversal of attached scene graph using Cull NodeVisitor
<DL><DT><DD></DL><P>
<A NAME="computeMVPW"></A>
<A NAME="DOC.2.21.124"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const osg::Matrix computeMVPW() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="clearArea"></A>
<A NAME="DOC.2.21.125"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void clearArea(int x, int y, int width, int height, const osg::Vec4&amp; color)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_sceneData"></A>
<A NAME="DOC.2.21.126"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Node&gt; _sceneData</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_globalStateSet"></A>
<A NAME="DOC.2.21.127"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::StateSet&gt; _globalStateSet</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_localStateSet"></A>
<A NAME="DOC.2.21.128"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::StateSet&gt; _localStateSet</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_light"></A>
<A NAME="DOC.2.21.129"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::Light&gt; _light</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_projectionMatrix"></A>
<A NAME="DOC.2.21.130"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Matrixd _projectionMatrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_viewMatrix"></A>
<A NAME="DOC.2.21.131"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Matrixd _viewMatrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_displaySettings"></A>
<A NAME="DOC.2.21.132"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::DisplaySettings&gt; _displaySettings</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_state"></A>
<A NAME="DOC.2.21.133"></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="_initCalled"></A>
<A NAME="DOC.2.21.134"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _initCalled</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_initVisitor"></A>
<A NAME="DOC.2.21.135"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::NodeVisitor&gt; _initVisitor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_updateVisitor"></A>
<A NAME="DOC.2.21.136"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::NodeVisitor&gt; _updateVisitor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullMask"></A>
<A NAME="DOC.2.21.137"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask _cullMask</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullVisitor"></A>
<A NAME="DOC.2.21.138"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; _cullVisitor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rendergraph"></A>
<A NAME="DOC.2.21.139"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; _rendergraph</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderStage"></A>
<A NAME="DOC.2.21.140"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; _renderStage</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_computeStereoMatricesCallback"></A>
<A NAME="DOC.2.21.141"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="SceneView.html#DOC.2.21.106">ComputeStereoMatricesCallback</A>&gt; _computeStereoMatricesCallback</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullMaskLeft"></A>
<A NAME="DOC.2.21.142"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask _cullMaskLeft</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullVisitorLeft"></A>
<A NAME="DOC.2.21.143"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; _cullVisitorLeft</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rendergraphLeft"></A>
<A NAME="DOC.2.21.144"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; _rendergraphLeft</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderStageLeft"></A>
<A NAME="DOC.2.21.145"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; _renderStageLeft</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullMaskRight"></A>
<A NAME="DOC.2.21.146"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Node::NodeMask _cullMaskRight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullVisitorRight"></A>
<A NAME="DOC.2.21.147"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="CullVisitor.html">osgUtil::CullVisitor</A>&gt; _cullVisitorRight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_rendergraphRight"></A>
<A NAME="DOC.2.21.148"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderGraph.html">osgUtil::RenderGraph</A>&gt; _rendergraphRight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_renderStageRight"></A>
<A NAME="DOC.2.21.149"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;<!1><A HREF="RenderStage.html">osgUtil::RenderStage</A>&gt; _renderStageRight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_frameStamp"></A>
<A NAME="DOC.2.21.150"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::ref_ptr&lt;osg::FrameStamp&gt; _frameStamp</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_backgroundColor"></A>
<A NAME="DOC.2.21.151"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::Vec4 _backgroundColor</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_computeNearFar"></A>
<A NAME="DOC.2.21.152"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>CullVisitor::ComputeNearFarMode _computeNearFar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_cullingMode"></A>
<A NAME="DOC.2.21.153"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>osg::CullStack::CullingMode _cullingMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_LODScale"></A>
<A NAME="DOC.2.21.154"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _LODScale</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_smallFeatureCullingPixelSize"></A>
<A NAME="DOC.2.21.155"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _smallFeatureCullingPixelSize</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_fusionDistanceMode"></A>
<A NAME="DOC.2.21.156"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.21.95">FusionDistanceMode</A> _fusionDistanceMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_fusionDistanceValue"></A>
<A NAME="DOC.2.21.157"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _fusionDistanceValue</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_viewport"></A>
<A NAME="DOC.2.21.158"></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="_lightingMode"></A>
<A NAME="DOC.2.21.159"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="SceneView.html#DOC.2.21.22">LightingMode</A> _lightingMode</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_prioritizeTextures"></A>
<A NAME="DOC.2.21.160"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _prioritizeTextures</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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