// @(#)root/gl:$Name: $:$Id: TGLClip.cxx
// Author: Richard Maunder 16/09/2005
/*************************************************************************
* Copyright (C) 1995-2005, Rene Brun and Fons Rademakers. *
* All rights reserved. *
* *
* For the licensing terms see $ROOTSYS/LICENSE. *
* For the list of contributors see $ROOTSYS/README/CREDITS. *
*************************************************************************/
#include "TGLClip.h"
#include "TGLIncludes.h"
ClassImp(TGLClip)
//______________________________________________________________________________
TGLClip::TGLClip() : fMode(kInside)
{
}
//______________________________________________________________________________
TGLClip::~TGLClip()
{
}
ClassImp(TGLClipPlane)
//______________________________________________________________________________
TGLClipPlane::TGLClipPlane(const TGLPlane & plane) : fPlane(plane)
{
}
//______________________________________________________________________________
TGLClipPlane::~TGLClipPlane()
{
}
//______________________________________________________________________________
void TGLClipPlane::Set(const TGLPlane & plane)
{
fPlane = plane;
}
//______________________________________________________________________________
void TGLClipPlane::Draw(UInt_t /*LOD*/) const
{
// Not drawn at present
}
//______________________________________________________________________________
void TGLClipPlane::PlaneSet(TGLPlaneSet_t & set) const
{
set.push_back(fPlane);
}
ClassImp(TGLClipShape)
float TGLClipShape::fgColor[4] = { 0.0, 0.5, 0.5, 0.3 };
//______________________________________________________________________________
TGLClipShape::TGLClipShape(const TGLLogicalShape & logicalShape, const TGLMatrix & transform) :
TGLPhysicalShape(0, logicalShape, transform, kTRUE, fgColor)
{
logicalShape.StrongRef(kTRUE);
}
//______________________________________________________________________________
TGLClipShape::~TGLClipShape()
{
}
//______________________________________________________________________________
void TGLClipShape::Draw(UInt_t LOD) const
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TGLPhysicalShape::Draw(LOD);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
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