.TH "SoRenderManager" 3 "Tue Dec 26 2023 17:59:22" "Version 4.0.2" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoRenderManager \- The \fBSoRenderManager\fP class is used for controlling the rendering of a scene graph\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .SS "Classes" .in +1c .ti -1c .RI "class \fBSuperimposition\fP" .br .in -1c .SS "Public Types" .in +1c .ti -1c .RI "enum \fBRenderMode\fP { \fBAS_IS\fP, \fBWIREFRAME\fP, \fBPOINTS\fP, \fBWIREFRAME_OVERLAY\fP, \fBHIDDEN_LINE\fP, \fBBOUNDING_BOX\fP }" .br .ti -1c .RI "enum \fBStereoMode\fP { \fBMONO\fP, \fBANAGLYPH\fP, \fBSEPARATE_OUTPUT\fP, \fBQUAD_BUFFER\fP = SEPARATE_OUTPUT, \fBINTERLEAVED_ROWS\fP, \fBINTERLEAVED_COLUMNS\fP }" .br .ti -1c .RI "enum \fBBufferType\fP { \fBBUFFER_SINGLE\fP, \fBBUFFER_DOUBLE\fP }" .br .ti -1c .RI "enum \fBAutoClippingStrategy\fP { \fBNO_AUTO_CLIPPING\fP, \fBFIXED_NEAR_PLANE\fP, \fBVARIABLE_NEAR_PLANE\fP }" .br .in -1c .SS "Public Member Functions" .in +1c .ti -1c .RI "\fBSoRenderManager\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvirtual\fP \fB~SoRenderManager\fP ()" .br .ti -1c .RI "\fBvirtual\fP \fBvoid\fP \fBrender\fP (\fBconst\fP SbBool \fBclearwindow\fP=TRUE, \fBconst\fP SbBool \fBclearzbuffer\fP=TRUE)" .br .ti -1c .RI "\fBvirtual\fP \fBvoid\fP \fBrender\fP (\fBSoGLRenderAction\fP *action, \fBconst\fP SbBool \fBinitmatrices\fP=TRUE, \fBconst\fP SbBool \fBclearwindow\fP=TRUE, \fBconst\fP SbBool \fBclearzbuffer\fP=TRUE)" .br .ti -1c .RI "\fBSuperimposition\fP * \fBaddSuperimposition\fP (\fBSoNode\fP *scene, uint32_t flags=Superimposition::AUTOREDRAW|Superimposition::ZBUFFERON|Superimposition::CLEARZBUFFER)" .br .ti -1c .RI "\fBvoid\fP \fBremoveSuperimposition\fP (\fBSuperimposition\fP *s)" .br .ti -1c .RI "\fBvirtual\fP \fBvoid\fP \fBsetSceneGraph\fP (\fBSoNode\fP *\fBconst\fP \fBsceneroot\fP)" .br .ti -1c .RI "\fBvirtual\fP \fBSoNode\fP * \fBgetSceneGraph\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetCamera\fP (\fBSoCamera\fP *camera)" .br .ti -1c .RI "\fBSoCamera\fP * \fBgetCamera\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetAutoClipping\fP (\fBAutoClippingStrategy\fP \fBautoclipping\fP)" .br .ti -1c .RI "\fBAutoClippingStrategy\fP \fBgetAutoClipping\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetNearPlaneValue\fP (float value)" .br .ti -1c .RI "float \fBgetNearPlaneValue\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetTexturesEnabled\fP (\fBconst\fP SbBool \fBonoff\fP)" .br .ti -1c .RI "SbBool \fBisTexturesEnabled\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetDoubleBuffer\fP (\fBconst\fP SbBool enable)" .br .ti -1c .RI "SbBool \fBisDoubleBuffer\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetRenderMode\fP (\fBconst\fP \fBRenderMode\fP mode)" .br .ti -1c .RI "\fBRenderMode\fP \fBgetRenderMode\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetStereoMode\fP (\fBconst\fP \fBStereoMode\fP mode)" .br .ti -1c .RI "\fBStereoMode\fP \fBgetStereoMode\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetStereoOffset\fP (\fBconst\fP float offset)" .br .ti -1c .RI "float \fBgetStereoOffset\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetRenderCallback\fP (SoRenderManagerRenderCB *f, \fBvoid\fP *\fBconst\fP \fBuserData\fP=\fBNULL\fP)" .br .ti -1c .RI "SbBool \fBisAutoRedraw\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetRedrawPriority\fP (\fBconst\fP uint32_t priority)" .br .ti -1c .RI "uint32_t \fBgetRedrawPriority\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBscheduleRedraw\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvoid\fP \fBsetWindowSize\fP (\fBconst\fP \fBSbVec2s\fP &\fBnewsize\fP)" .br .ti -1c .RI "\fBconst\fP \fBSbVec2s\fP & \fBgetWindowSize\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetSize\fP (\fBconst\fP \fBSbVec2s\fP &\fBnewsize\fP)" .br .ti -1c .RI "\fBconst\fP \fBSbVec2s\fP & \fBgetSize\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetOrigin\fP (\fBconst\fP \fBSbVec2s\fP &\fBnewOrigin\fP)" .br .ti -1c .RI "\fBconst\fP \fBSbVec2s\fP & \fBgetOrigin\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetViewportRegion\fP (\fBconst\fP \fBSbViewportRegion\fP &\fBnewRegion\fP)" .br .ti -1c .RI "\fBconst\fP \fBSbViewportRegion\fP & \fBgetViewportRegion\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetBackgroundColor\fP (\fBconst\fP \fBSbColor4f\fP &color)" .br .ti -1c .RI "\fBconst\fP \fBSbColor4f\fP & \fBgetBackgroundColor\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetOverlayColor\fP (\fBconst\fP \fBSbColor4f\fP &color)" .br .ti -1c .RI "\fBSbColor4f\fP \fBgetOverlayColor\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetBackgroundIndex\fP (\fBconst\fP int index)" .br .ti -1c .RI "int \fBgetBackgroundIndex\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetRGBMode\fP (\fBconst\fP SbBool \fBonOrOff\fP)" .br .ti -1c .RI "SbBool \fBisRGBMode\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvirtual\fP \fBvoid\fP \fBactivate\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvirtual\fP \fBvoid\fP \fBdeactivate\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvoid\fP \fBsetAntialiasing\fP (\fBconst\fP SbBool smoothing, \fBconst\fP int \fBnumPasses\fP)" .br .ti -1c .RI "\fBvoid\fP \fBgetAntialiasing\fP (SbBool &smoothing, int &\fBnumPasses\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetGLRenderAction\fP (\fBSoGLRenderAction\fP *\fBconst\fP action)" .br .ti -1c .RI "\fBSoGLRenderAction\fP * \fBgetGLRenderAction\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBsetAudioRenderAction\fP (\fBSoAudioRenderAction\fP *\fBconst\fP action)" .br .ti -1c .RI "\fBSoAudioRenderAction\fP * \fBgetAudioRenderAction\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBaddPreRenderCallback\fP (SoRenderManagerRenderCB *cb, \fBvoid\fP *data)" .br .ti -1c .RI "\fBvoid\fP \fBremovePreRenderCallback\fP (SoRenderManagerRenderCB *cb, \fBvoid\fP *data)" .br .ti -1c .RI "\fBvoid\fP \fBaddPostRenderCallback\fP (SoRenderManagerRenderCB *cb, \fBvoid\fP *data)" .br .ti -1c .RI "\fBvoid\fP \fBremovePostRenderCallback\fP (SoRenderManagerRenderCB *cb, \fBvoid\fP *data)" .br .ti -1c .RI "\fBvoid\fP \fBreinitialize\fP (\fBvoid\fP)" .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "\fBstatic\fP \fBvoid\fP \fBenableRealTimeUpdate\fP (\fBconst\fP SbBool \fBflag\fP)" .br .ti -1c .RI "\fBstatic\fP SbBool \fBisRealTimeUpdateEnabled\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBstatic\fP uint32_t \fBgetDefaultRedrawPriority\fP (\fBvoid\fP)" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "int \fBisActive\fP (\fBvoid\fP) \fBconst\fP" .br .ti -1c .RI "\fBvoid\fP \fBredraw\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvoid\fP \fBrenderScene\fP (\fBSoGLRenderAction\fP *action, \fBSoNode\fP *scene, uint32_t \fBclearmask\fP)" .br .ti -1c .RI "\fBvoid\fP \fBactuallyRender\fP (\fBSoGLRenderAction\fP *action, \fBconst\fP SbBool \fBinitmatrices\fP=TRUE, \fBconst\fP SbBool \fBclearwindow\fP=TRUE, \fBconst\fP SbBool \fBclearzbuffer\fP=TRUE)" .br .ti -1c .RI "\fBvoid\fP \fBrenderSingle\fP (\fBSoGLRenderAction\fP *action, SbBool \fBinitmatrices\fP, SbBool \fBclearwindow\fP, SbBool \fBclearzbuffer\fP)" .br .RI "Render once in correct draw style\&. " .ti -1c .RI "\fBvoid\fP \fBrenderStereo\fP (\fBSoGLRenderAction\fP *action, SbBool \fBinitmatrices\fP, SbBool \fBclearwindow\fP, SbBool \fBclearzbuffer\fP)" .br .RI "Render scene according to current stereo mode\&. " .ti -1c .RI "\fBvoid\fP \fBinitStencilBufferForInterleavedStereo\fP (\fBvoid\fP)" .br .ti -1c .RI "\fBvoid\fP \fBclearBuffers\fP (SbBool color, SbBool depth)" .br .in -1c .SH "Detailed Description" .PP The \fBSoRenderManager\fP class is used for controlling the rendering of a scene graph\&. You can use this class to configure things like clipping planes, rendering mode, stereo rendering and the background color\&. In earlier versions of Coin/Inventor, this was set up in the GUI toolkits, making it quite hard to make a new Coin viewer for another GUI toolkit\&. With this new class all that is needed is to create one \fBSoRenderManager\fP instance per viewer/view\&. .PP This class does not handle events for the scene graph/viewer\&. To do that you can use the \fBSoEventManager\fP class\&. .PP \fBSince\fP .RS 4 Coin \fB3\&.0\fP .RE .PP .SH "Member Enumeration Documentation" .PP .SS "\fBenum\fP \fBSoRenderManager::RenderMode\fP" Sets how rendering of primitives is done\&. .PP \fBEnumerator\fP .in +1c .TP \fB\fIAS_IS \fP\fP Render primitives as they are described in the scene graph\&. .TP \fB\fIWIREFRAME \fP\fP Render polygons as wireframe .TP \fB\fIPOINTS \fP\fP Render only the vertices of the polygons and lines\&. .TP \fB\fIWIREFRAME_OVERLAY \fP\fP Render a wireframe overlay in addition to the AS_IS mode .TP \fB\fIHIDDEN_LINE \fP\fP As WIREFRAME, but culls lines which would otherwise not be shown due to geometric culling\&. .TP \fB\fIBOUNDING_BOX \fP\fP Only show the bounding box of each object\&. .SS "\fBenum\fP \fBSoRenderManager::StereoMode\fP" Manages how to render stereoscopic images\&. .PP \fBEnumerator\fP .in +1c .TP \fB\fIMONO \fP\fP No stereoscopic rendering .TP \fB\fIANAGLYPH \fP\fP Anaglyph rendering is used to provide a stereoscopic 3D effect, when viewed with 3D glasses\&. The image is made up of two color layers which are superimposed on each other, and appears as 3 dimensional when viewed through corresponding colored filters (glasses) .TP \fB\fISEPARATE_OUTPUT \fP\fP Send output to separate buffers\&. .TP \fB\fIQUAD_BUFFER \fP\fP Same as SEPARATE_OUTPUT, SEPARATE_OUTPUT is more commonly known as QUAD_BUFFER, when also using double buffering\&. .TP \fB\fIINTERLEAVED_ROWS \fP\fP Render every second row as left and right image\&. If rendered with a polarized projector, polarized filters can be used to give a 3D effect\&. .TP \fB\fIINTERLEAVED_COLUMNS \fP\fP Render every second column as left and right image\&. If rendered with a polarized projector, polarized filters can be used to give a 3D effect\&. .SS "\fBenum\fP \fBSoRenderManager::BufferType\fP" Buffering strategy .PP \fBEnumerator\fP .in +1c .TP \fB\fIBUFFER_SINGLE \fP\fP Output to one buffer .TP \fB\fIBUFFER_DOUBLE \fP\fP Alternate between output buffers .SS "\fBenum\fP \fBSoRenderManager::AutoClippingStrategy\fP" Strategy for adjusting camera near/far clipping plane .PP \fBEnumerator\fP .in +1c .TP \fB\fINO_AUTO_CLIPPING \fP\fP Turn off automatic clipping\&. The user needs to set the correct values in the camera\&. .TP \fB\fIFIXED_NEAR_PLANE \fP\fP Keep near plane at a fixed distance from the camera\&. The far plane is always set at the end of the bounding box\&. .TP \fB\fIVARIABLE_NEAR_PLANE \fP\fP Variable adjustment of the near plane relative to the camera\&. .SH "Constructor & Destructor Documentation" .PP .SS "SoRenderManager::SoRenderManager (\fBvoid\fP)" Constructor\&. .SS "SoRenderManager::~SoRenderManager ()\fC [virtual]\fP" Destructor\&. .SH "Member Function Documentation" .PP .SS "\fBvoid\fP SoRenderManager::render (\fBconst\fP SbBool clearwindow = \fCTRUE\fP, \fBconst\fP SbBool clearzbuffer = \fCTRUE\fP)\fC [virtual]\fP" Render the scene graph\&. .PP All SbBool arguments should normally be \fCTRUE\fP, but they can be set to \fCFALSE\fP to optimize for special cases (e\&.g\&. when doing wireframe rendering one doesn't need a depth buffer)\&. .PP \fBParameters\fP .RS 4 \fIclearwindow\fP If set to \fCTRUE\fP, clear the rendering buffer before drawing\&. .br \fIclearzbuffer\fP If set to \fCTRUE\fP, clear the depth buffer values before rendering\&. .RE .PP .SS "\fBvoid\fP SoRenderManager::render (\fBSoGLRenderAction\fP * action, \fBconst\fP SbBool initmatrices = \fCTRUE\fP, \fBconst\fP SbBool clearwindow = \fCTRUE\fP, \fBconst\fP SbBool clearzbuffer = \fCTRUE\fP)\fC [virtual]\fP" Render the scene graph\&. .PP All SbBool arguments should normally be \fCTRUE\fP, but they can be set to \fCFALSE\fP to optimize for special cases (e\&.g\&. when doing wireframe rendering one doesn't need a depth buffer)\&. .PP \fBParameters\fP .RS 4 \fIclearwindow\fP If set to \fCTRUE\fP, clear the rendering buffer before drawing\&. .br \fIclearzbuffer\fP If set to \fCTRUE\fP, clear the depth buffer values before rendering\&. .br \fIinitmatrices\fP If set to \fCTRUE\fP, the projection and modelview matrices are reset to identity\&. .br \fIaction\fP Renders with a user supplied action\&. .RE .PP .SS "\fBSoRenderManager::Superimposition\fP * SoRenderManager::addSuperimposition (\fBSoNode\fP * scene, uint32_t flags = \fCSuperimposition::AUTOREDRAW | Superimposition::ZBUFFERON | Superimposition::CLEARZBUFFER\fP)" Add a superimposition for this scene graph\&. A superimposition can either be a scene rendered in the background, or a scene rendered in the front of the actual scene graph\&. .PP This is useful, for instance, if you want to add a gradient or an image in the background, and for having some HUD info in the foreground\&. .PP Please note that if you use superimpositions, multipass antialiasing have to be handled in the render manager, and not in \fBSoGLRenderAction\fP, so the pass update features in \fBSoGLRenderAction\fP will be disabled\&. .PP \fBSee also\fP .RS 4 \fBSoGLRenderAction::setNumPasses()\fP .PP \fBSoGLRenderAction::setPassUpdate()\fP .PP \fBSoGLRenderAction::setPassCallback()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::removeSuperimposition (\fBSuperimposition\fP * s)" Removes a superimposition\&. .PP \fBSee also\fP .RS 4 \fBaddSuperimposition()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setSceneGraph (\fBSoNode\fP *\fBconst\fP sceneroot)\fC [virtual]\fP" Set the node which is top of the scene graph we're managing\&. The \fIsceneroot\fP node reference count will be increased by 1, and any previously set scene graph top node will have its reference count decreased by 1\&. .PP \fBSee also\fP .RS 4 \fBgetSceneGraph()\fP .RE .PP .SS "\fBSoNode\fP * SoRenderManager::getSceneGraph (\fBvoid\fP) const\fC [virtual]\fP" Returns the pointer to root of scene graph\&. .SS "\fBvoid\fP SoRenderManager::setCamera (\fBSoCamera\fP * camera)" Sets the camera to be used\&. .SS "\fBSoCamera\fP * SoRenderManager::getCamera (\fBvoid\fP) const" Returns the current camera\&. .SS "\fBvoid\fP SoRenderManager::setAutoClipping (\fBAutoClippingStrategy\fP autoclipping)" Sets strategy for adjusting camera clipping plane .PP \fBSee also\fP .RS 4 \fBSoRenderManager::AutoClippingStrategy\fP .RE .PP .SS "\fBSoRenderManager::AutoClippingStrategy\fP SoRenderManager::getAutoClipping (\fBvoid\fP) const" This method returns the current auto clipping strategy\&. .PP \fBSee also\fP .RS 4 \fBsetAutoClipping\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setNearPlaneValue (float value)" When the \fBSoRenderManager::FIXED_NEAR_PLANE\fP auto clipping strategy is used, you set the value of the near plane distance with this method\&. .PP \fBSee also\fP .RS 4 \fBsetAutoClipping\fP, \fBgetNearPlaneValue\fP, \fBSoRenderManager::AutoClippingStrategy\fP .RE .PP .SS "float SoRenderManager::getNearPlaneValue (\fBvoid\fP) const" This method returns the near plane distance value that will be used when the \fBSoRenderManager::FIXED_NEAR_PLANE\fP auto clipping strategy is used\&. .PP Default value is \fB0\&.6\fP\&. .PP \fBSee also\fP .RS 4 \fBsetAutoClipping\fP, \fBsetNearPlaneValue\fP, \fBSoRenderManager::AutoClippingStrategy\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setTexturesEnabled (\fBconst\fP SbBool onoff)" Enable/disable textures when rendering\&. Defaults to TRUE\&. .PP \fBSee also\fP .RS 4 \fBisTexturesEnabled\fP .RE .PP .SS "SbBool SoRenderManager::isTexturesEnabled (\fBvoid\fP) const" Returns whether textures are enabled or not\&. .PP \fBSee also\fP .RS 4 \fBsetTexturesEnabled\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setDoubleBuffer (\fBconst\fP SbBool enable)" Tell the scene manager that double buffering is used .SS "SbBool SoRenderManager::isDoubleBuffer (\fBvoid\fP) const" returns if the scene manager is double buffered .SS "\fBvoid\fP SoRenderManager::setRenderMode (\fBconst\fP \fBRenderMode\fP mode)" Sets the render mode\&. .SS "\fBSoRenderManager::RenderMode\fP SoRenderManager::getRenderMode (\fBvoid\fP) const" Returns the current render mode\&. .SS "\fBvoid\fP SoRenderManager::setStereoMode (\fBconst\fP \fBStereoMode\fP mode)" Sets the stereo mode\&. .SS "\fBSoRenderManager::StereoMode\fP SoRenderManager::getStereoMode (\fBvoid\fP) const" Returns the current stereo mode\&. .SS "\fBvoid\fP SoRenderManager::setStereoOffset (\fBconst\fP float offset)" Sets the stereo offset used when doing stereo rendering\&. .SS "float SoRenderManager::getStereoOffset (\fBvoid\fP) const" Returns the current stereo offset\&. .SS "\fBvoid\fP SoRenderManager::setRenderCallback (SoRenderManagerRenderCB * f, \fBvoid\fP *\fBconst\fP userdata = \fC\fBNULL\fP\fP)" Set the callback function \fIf\fP to invoke when rendering the scene\&. \fIuserdata\fP will be passed as the first argument of the function\&. .SS "SbBool SoRenderManager::isAutoRedraw (\fBvoid\fP) const" Returns \fCTRUE\fP if the \fBSoRenderManager\fP automatically redraws the scene upon detecting changes in the scene graph\&. .PP The automatic redraw is turned on and off by setting either a valid callback function with \fBsetRenderCallback()\fP, or by passing \fCNULL\fP\&. .SS "\fBvoid\fP SoRenderManager::setRedrawPriority (\fBconst\fP uint32_t priority)" Set up the redraw \fIpriority\fP for the \fBSoOneShotSensor\fP used to trigger redraws\&. By setting this lower than for your own sensors, you can make sure some code is always run before redraw happens\&. .PP \fBSee also\fP .RS 4 \fBSoDelayQueueSensor\fP .RE .PP .SS "uint32_t SoRenderManager::getRedrawPriority (\fBvoid\fP) const" Returns value of priority on the redraw sensor\&. .SS "\fBvoid\fP SoRenderManager::scheduleRedraw (\fBvoid\fP)" Redraw at first opportunity as system becomes idle\&. .PP Multiple calls to this method before an actual redraw have taken place will only result in a single redraw of the scene\&. .SS "\fBvoid\fP SoRenderManager::setWindowSize (\fBconst\fP \fBSbVec2s\fP & newsize)" Update window size of our \fBSoGLRenderAction\fP's viewport settings\&. .PP Note that this will \fIonly\fP change the information about window dimensions, the actual viewport size and origin (i\&.e\&. the rectangle which redraws are confined to) will stay the same\&. .PP \fBSee also\fP .RS 4 \fBsetViewportRegion()\fP .RE .PP .SS "\fBconst\fP \fBSbVec2s\fP & SoRenderManager::getWindowSize (\fBvoid\fP) const" Returns the current render action window size\&. .PP \fBSee also\fP .RS 4 \fBsetWindowSize()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setSize (\fBconst\fP \fBSbVec2s\fP & newsize)" Set size of rendering area for the viewport within the current window\&. .SS "\fBconst\fP \fBSbVec2s\fP & SoRenderManager::getSize (\fBvoid\fP) const" Returns size of render area\&. .SS "\fBvoid\fP SoRenderManager::setOrigin (\fBconst\fP \fBSbVec2s\fP & newOrigin)" Set \fIonly\fP the origin of the viewport region within the rendering window\&. .PP \fBSee also\fP .RS 4 \fBsetViewportRegion()\fP, \fBsetWindowSize()\fP .RE .PP .SS "\fBconst\fP \fBSbVec2s\fP & SoRenderManager::getOrigin (\fBvoid\fP) const" Returns origin of rendering area viewport\&. .PP \fBSee also\fP .RS 4 \fBsetOrigin()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setViewportRegion (\fBconst\fP \fBSbViewportRegion\fP & newregion)" Update our \fBSoGLRenderAction\fP's viewport settings\&. .PP This will change \fIboth\fP the information about window dimensions and the actual viewport size and origin\&. .PP \fBSee also\fP .RS 4 \fBsetWindowSize()\fP .RE .PP .SS "\fBconst\fP \fBSbViewportRegion\fP & SoRenderManager::getViewportRegion (\fBvoid\fP) const" Returns current viewport region used by the render action and the event handling\&. .PP \fBSee also\fP .RS 4 \fBsetViewportRegion()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setBackgroundColor (\fBconst\fP \fBSbColor4f\fP & color)" Sets color of rendering canvas\&. .SS "\fBconst\fP \fBSbColor4f\fP & SoRenderManager::getBackgroundColor (\fBvoid\fP) const" Returns color used for clearing the rendering area before rendering the scene\&. .SS "\fBvoid\fP SoRenderManager::setOverlayColor (\fBconst\fP \fBSbColor4f\fP & color)" Sets color of overlay\&. .SS "\fBSbColor4f\fP SoRenderManager::getOverlayColor (\fBvoid\fP) const" Returns color used rendering overlay\&. .SS "\fBvoid\fP SoRenderManager::setBackgroundIndex (\fBconst\fP int index)" Set index of background color in the color lookup table if rendering in color index mode\&. .PP Note: color index mode is not supported yet in Coin\&. .SS "int SoRenderManager::getBackgroundIndex (\fBvoid\fP) const" Returns index of color map for background filling\&. .PP \fBSee also\fP .RS 4 \fBsetBackgroundIndex()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setRGBMode (\fBconst\fP SbBool yes)" Turn RGB true color mode on or off\&. If you turn true color mode off, color index mode will be used instead\&. .SS "SbBool SoRenderManager::isRGBMode (\fBvoid\fP) const" Returns the 'truecolor or colorindex' mode flag\&. .SS "\fBvoid\fP SoRenderManager::activate (\fBvoid\fP)\fC [virtual]\fP" Activate rendering and event handling\&. Default is \fCoff\fP\&. .SS "\fBvoid\fP SoRenderManager::deactivate (\fBvoid\fP)\fC [virtual]\fP" Deactivate rendering and event handling\&. .SS "\fBvoid\fP SoRenderManager::setAntialiasing (\fBconst\fP SbBool smoothing, \fBconst\fP int numpasses)" Turn antialiased rendering on or off\&. .PP See documentation for \fBSoGLRenderAction::setSmoothing()\fP and \fBSoGLRenderAction::setNumPasses()\fP\&. .SS "\fBvoid\fP SoRenderManager::getAntialiasing (SbBool & smoothing, int & numpasses) const" Returns rendering pass information\&. .PP \fBSee also\fP .RS 4 \fBsetAntialiasing()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::setGLRenderAction (\fBSoGLRenderAction\fP *\fBconst\fP action)" Set the \fIaction\fP to use for rendering\&. Overrides the default action made in the constructor\&. .SS "\fBSoGLRenderAction\fP * SoRenderManager::getGLRenderAction (\fBvoid\fP) const" Returns pointer to render action\&. .SS "\fBvoid\fP SoRenderManager::setAudioRenderAction (\fBSoAudioRenderAction\fP *\fBconst\fP action)" Set the \fIaction\fP to use for rendering audio\&. Overrides the default action made in the constructor\&. .SS "\fBSoAudioRenderAction\fP * SoRenderManager::getAudioRenderAction (\fBvoid\fP) const" Returns pointer to audio render action\&. .SS "\fBvoid\fP SoRenderManager::enableRealTimeUpdate (\fBconst\fP SbBool flag)\fC [static]\fP" Set whether or not for \fBSoRenderManager\fP instances to 'touch' the global \fCrealTime\fP field after a redraw\&. If this is not done, redrawing when animating the scene will only happen as fast as the \fCrealTime\fP interval goes (which defaults to 12 times a second)\&. .PP \fBSee also\fP .RS 4 \fBSoDB::setRealTimeInterval()\fP .RE .PP .SS "SbBool SoRenderManager::isRealTimeUpdateEnabled (\fBvoid\fP)\fC [static]\fP" Returns whether or not we automatically notify everything connected to the \fCrealTime\fP field after a redraw\&. .SS "uint32_t SoRenderManager::getDefaultRedrawPriority (\fBvoid\fP)\fC [static]\fP" Returns the default priority of the redraw sensor\&. .PP \fBSee also\fP .RS 4 \fBSoDelayQueueSensor\fP, \fBsetRedrawPriority()\fP .RE .PP .SS "\fBvoid\fP SoRenderManager::addPreRenderCallback (SoRenderManagerRenderCB * cb, \fBvoid\fP * data)" Adds a function to be called before rendering starts .PP \fBParameters\fP .RS 4 \fIcb\fP function to be called .br \fIdata\fP User specified data to supply to callback function .RE .PP .SS "\fBvoid\fP SoRenderManager::removePreRenderCallback (SoRenderManagerRenderCB * cb, \fBvoid\fP * data)" Removes a pre render callback\&. .PP \fBPrecondition\fP .RS 4 The tuple (cb, data) must exactly match an earlier call to \fBSoRenderManager::addPreRenderCallback\fP .RE .PP \fBParameters\fP .RS 4 \fIcb\fP function to be called .br \fIdata\fP User specified data to supply to callback function .RE .PP .SS "\fBvoid\fP SoRenderManager::addPostRenderCallback (SoRenderManagerRenderCB * cb, \fBvoid\fP * data)" Adds a function to be called after rendering is complete .PP \fBParameters\fP .RS 4 \fIcb\fP function to be called .br \fIdata\fP User specified data to supply to callback function .RE .PP .SS "\fBvoid\fP SoRenderManager::removePostRenderCallback (SoRenderManagerRenderCB * cb, \fBvoid\fP * data)" Removes a post render callback\&. .PP \fBPrecondition\fP .RS 4 The tuple (cb, data) must exactly match an earlier call to \fBSoRenderManager::addPostRenderCallback\fP .RE .PP \fBParameters\fP .RS 4 \fIcb\fP function to be called .br \fIdata\fP User specified data to supply to callback function .RE .PP .SS "\fBvoid\fP SoRenderManager::reinitialize (\fBvoid\fP)" Reinitialize after parameters affecting the OpenGL context have changed\&. .SS "int SoRenderManager::isActive (\fBvoid\fP) const\fC [protected]\fP" Returns the \fIactive\fP flag\&. .SS "\fBvoid\fP SoRenderManager::redraw (\fBvoid\fP)\fC [protected]\fP" Do an immediate redraw by calling the redraw callback function\&. .SS "\fBvoid\fP SoRenderManager::renderScene (\fBSoGLRenderAction\fP * action, \fBSoNode\fP * scene, uint32_t clearmask)\fC [protected]\fP" Renders a scene and applies clear state as given by this renderManager .PP \fBParameters\fP .RS 4 \fIaction\fP Action to apply .br \fIscene\fP Scene to render .br \fIclearmask\fP mask to pass to glClear .RE .PP .SS "\fBvoid\fP SoRenderManager::actuallyRender (\fBSoGLRenderAction\fP * action, \fBconst\fP SbBool initmatrices = \fCTRUE\fP, \fBconst\fP SbBool clearwindow = \fCTRUE\fP, \fBconst\fP SbBool clearzbuffer = \fCTRUE\fP)\fC [protected]\fP" Convenience function for \fBSoRenderManager::renderScene\fP .PP \fBParameters\fP .RS 4 \fIaction\fP Renders with a user supplied action\&. .br \fIinitmatrices\fP If set to \fCTRUE\fP, the projection and modelview matrices are reset to identity\&. .br \fIclearwindow\fP If set to \fCTRUE\fP, clear the rendering buffer before drawing\&. .br \fIclearzbuffer\fP If set to \fCTRUE\fP, clear the depth buffer values before rendering\&. .RE .PP .SS "\fBvoid\fP SoRenderManager::renderSingle (\fBSoGLRenderAction\fP * action, SbBool initmatrices, SbBool clearwindow, SbBool clearzbuffer)\fC [protected]\fP" .PP Render once in correct draw style\&. Convenience function for \fBSoRenderManager::renderScene\fP .PP \fBParameters\fP .RS 4 \fIaction\fP Renders with a user supplied action\&. .br \fIinitmatrices\fP If set to \fCTRUE\fP, the projection and modelview matrices are reset to identity\&. .br \fIclearwindow\fP If set to \fCTRUE\fP, clear the rendering buffer before drawing\&. .br \fIclearzbuffer\fP If set to \fCTRUE\fP, clear the depth buffer values before rendering\&. .RE .PP .SS "\fBvoid\fP SoRenderManager::renderStereo (\fBSoGLRenderAction\fP * action, SbBool initmatrices, SbBool clearwindow, SbBool clearzbuffer)\fC [protected]\fP" .PP Render scene according to current stereo mode\&. Convenience function for \fBSoRenderManager::renderScene\fP .PP \fBParameters\fP .RS 4 \fIaction\fP Renders with a user supplied action\&. .br \fIinitmatrices\fP If set to \fCTRUE\fP, the projection and modelview matrices are reset to identity\&. .br \fIclearwindow\fP If set to \fCTRUE\fP, clear the rendering buffer before drawing\&. .br \fIclearzbuffer\fP If set to \fCTRUE\fP, clear the depth buffer values before rendering\&. .RE .PP .SS "\fBvoid\fP SoRenderManager::initStencilBufferForInterleavedStereo (\fBvoid\fP)\fC [protected]\fP" Initializes stencil buffers for interleaved stereo .SS "\fBvoid\fP SoRenderManager::clearBuffers (SbBool color, SbBool depth)\fC [protected]\fP" Clears buffers with the background color set correctly .PP \fBParameters\fP .RS 4 \fIcolor\fP Set to \fCTRUE\fP if color buffer should be cleared .br \fIdepth\fP Set to \fCTRUE\fP if depth buffer should be cleared .RE .PP .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.