class TEvePointSetProjectedGL: public TPointSet3DGL

 TEvePointSetProjectedGL

 GL-renderer for TEvePointSetProjected class.

 A hack around a bug in fglrx that makes rendering of projected pointsets
 terribly slow with display-lists on when rendering as crosses.

Function Members (Methods)

public:
TEvePointSetProjectedGL()
virtual~TEvePointSetProjectedGL()
voidTGLLogicalShape::AddRef(TGLPhysicalShape* phys) const
const TGLBoundingBox&TGLLogicalShape::BoundingBox() const
static TClass*Class()
voidTGLLogicalShape::DestroyPhysicals()
virtual voidTPointSet3DGL::DirectDraw(TGLRnrCtx& rnrCtx) const
virtual voidTGLLogicalShape::DLCacheClear()
virtual voidTGLLogicalShape::DLCacheDrop()
virtual voidTGLLogicalShape::DLCachePurge()
virtual Int_tTGLLogicalShape::DLCacheSize() const
virtual UInt_tTGLLogicalShape::DLOffset(Short_t) const
virtual voidTPointSet3DGL::Draw(TGLRnrCtx& rnrCtx) const
TObject*TGLLogicalShape::GetExternal() const
const TGLPhysicalShape*TGLLogicalShape::GetFirstPhysical() const
static TClass*TGLObject::GetGLRenderer(TClass* isa)
TGLScene*TGLLogicalShape::GetScene() const
TObject*TGLLogicalShape::ID() const
virtual Bool_tTPointSet3DGL::IgnoreSizeForOfInterest() const
voidTGLLogicalShape::InvokeContextMenu(TContextMenu& menu, UInt_t x, UInt_t y) const
virtual TClass*IsA() const
virtual Bool_tTGLObject::KeepDuringSmartRefresh() const
virtual voidTPointSet3DGL::ProcessSelection(TGLRnrCtx& rnrCtx, TGLSelectRecord& rec)
virtual Short_tTGLLogicalShape::QuantizeShapeLOD(Short_t shapeLOD, Short_t combiLOD) const
UInt_tTGLLogicalShape::Ref() const
virtual voidTPointSet3DGL::SetBBox()
Bool_tTGLLogicalShape::SetDLCache(Bool_t cached)
virtual Bool_tTPointSet3DGL::SetModel(TObject* obj, Option_t* opt = 0)
virtual Bool_tTPointSet3DGL::ShouldDLCache(const TGLRnrCtx& rnrCtx) const
virtual voidShowMembers(TMemberInspector& insp, char* parent)
virtual voidStreamer(TBuffer& b)
voidStreamerNVirtual(TBuffer& b)
voidTGLLogicalShape::StrongRef(Bool_t strong) const
voidTGLLogicalShape::SubRef(TGLPhysicalShape* phys) const
virtual TGLLogicalShape::ELODAxesTGLLogicalShape::SupportedLODAxes() const
virtual Bool_tTPointSet3DGL::SupportsSecondarySelect() const
UInt_tTGLLogicalShape::UnrefFirstPhysical()
virtual voidTGLObject::UpdateBoundingBox()
voidTGLLogicalShape::UpdateBoundingBoxesOfPhysicals()
protected:
voidTGLObject::SetAxisAlignedBBox(const Float_t* p)
voidTGLObject::SetAxisAlignedBBox(Float_t xmin, Float_t xmax, Float_t ymin, Float_t ymax, Float_t zmin, Float_t zmax)
Bool_tTGLObject::SetModelCheckClass(TObject* obj, TClass* cls)
private:
TEvePointSetProjectedGL(const TEvePointSetProjectedGL&)
TEvePointSetProjectedGL&operator=(const TEvePointSetProjectedGL&)

Data Members

public:
enum TGLLogicalShape::ELODAxes { kLODAxesNone
kLODAxesX
kLODAxesY
kLODAxesZ
kLODAxesAll
};
protected:
TGLBoundingBoxTGLLogicalShape::fBoundingBox! Shape's bounding box.
UInt_tTGLLogicalShape::fDLBase! display-list id base
Bool_tTGLLogicalShape::fDLCache! use display list caching
UShort_tTGLLogicalShape::fDLValid! display-list validity bit-field
TObject*TGLLogicalShape::fExternalObj! Also plays the role of ID.
TGLPhysicalShape*TGLLogicalShape::fFirstPhysical! first replica
Bool_tTGLLogicalShape::fOwnExtObj! External object is a fake
UInt_tTGLLogicalShape::fRef! physical instance ref counting
Bool_tTGLLogicalShape::fRefStrong! Strong ref (delete on 0 ref); not in scene
TGLScene*TGLLogicalShape::fScene! scene where object is stored (can be zero!)

Class Charts

Inheritance Inherited Members Includes Libraries
Class Charts

Function documentation

TEvePointSetProjectedGL(const TEvePointSetProjectedGL& )
 Contructor.
~TEvePointSetProjectedGL()
{}
TEvePointSetProjectedGL(const TEvePointSetProjectedGL& )
TEvePointSetProjectedGL& operator=(const TEvePointSetProjectedGL& )

Last update: root/eve:$Id: TEvePointSetProjectedGL.h 21054 2007-11-26 18:00:41Z matevz $
Copyright (C) 1995-2007, Rene Brun and Fons Rademakers. *

This page has been automatically generated. If you have any comments or suggestions about the page layout send a mail to ROOT support, or contact the developers with any questions or problems regarding ROOT.