OpenGL renderer class for TEveDigitSet.
void | DrawFrameIfNeeded(TGLRnrCtx& rnrCtx) const |
void | TGLLogicalShape::PurgeDLRange(UInt_t base, Int_t size) const |
void | TGLObject::SetAxisAlignedBBox(const Float_t* p) |
void | TGLObject::SetAxisAlignedBBox(Float_t xmin, Float_t xmax, Float_t ymin, Float_t ymax, Float_t zmin, Float_t zmax) |
Bool_t | TGLObject::SetModelCheckClass(TObject* obj, TClass* cls) |
Bool_t | SetupColor(const TEveDigitSet::DigitBase_t& q) const |
TEveDigitSetGL& | operator=(const TEveDigitSetGL&) |
TEveDigitSetGL(const TEveDigitSetGL&) |
static TGLLogicalShape::ELODAxes | TGLLogicalShape::kLODAxesAll | |
static TGLLogicalShape::ELODAxes | TGLLogicalShape::kLODAxesNone | |
static TGLLogicalShape::ELODAxes | TGLLogicalShape::kLODAxesX | |
static TGLLogicalShape::ELODAxes | TGLLogicalShape::kLODAxesY | |
static TGLLogicalShape::ELODAxes | TGLLogicalShape::kLODAxesZ |
TGLBoundingBox | TGLLogicalShape::fBoundingBox | ! Shape's bounding box. |
UInt_t | TGLLogicalShape::fDLBase | ! display-list id base |
Bool_t | TGLLogicalShape::fDLCache | ! use display list caching |
Int_t | TGLLogicalShape::fDLSize | ! display-list size for different LODs |
UShort_t | TGLLogicalShape::fDLValid | ! display-list validity bit-field |
TObject* | TGLLogicalShape::fExternalObj | ! Also plays the role of ID. |
TGLPhysicalShape* | TGLLogicalShape::fFirstPhysical | ! first replica |
set<Int_t>* | fHighlightSet | |
Bool_t | TGLObject::fMultiColor | Are multiple colors used for object rendering. |
Bool_t | TGLLogicalShape::fOwnExtObj | ! External object is a fake |
UInt_t | TGLLogicalShape::fRef | ! physical instance ref counting |
Bool_t | TGLLogicalShape::fRefStrong | ! Strong ref (delete on 0 ref); not in scene |
TGLScene* | TGLLogicalShape::fScene | ! scene where object is stored (can be zero!) |
static Bool_t | TGLLogicalShape::fgIgnoreSizeForCameraInterest |
Set color for rendering of the specified digit.
Make a decision if the frame should be drawn. This depends on the render state (selection / highligt) and on values of members fSelectViaFrame and fHighlightFrame.
Draw the quad-set in highlight mode. Incoming lvl is ignored -- physical shape always calls it with -1.
{ return ((TEveDigitSet*)fExternalObj)->GetAlwaysSecSelect(); }