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NAME

       SoSceneTexture2 -

       The SoSceneTexture2 class is used to create a 2D texture from a Coin
       scene graph.

       Lets the rendering of a scene graph be specified as a texture image to
       be used in another scene graph. Set up the scene graph used for a
       texture in the SoSceneTexture2::scene field.

SYNOPSIS

       #include <Inventor/nodes/SoSceneTexture2.h>

       Inherits SoNode.

   Public Types
       enum Model { MODULATE =  SoTextureImageElement::MODULATE, DECAL =
           SoTextureImageElement::DECAL, BLEND =
           SoTextureImageElement::BLEND, REPLACE =
           SoTextureImageElement::REPLACE }
       enum Wrap { REPEAT =  SoTextureImageElement::REPEAT, CLAMP =
           SoTextureImageElement::CLAMP, CLAMP_TO_BORDER =
           SoTextureImageElement::CLAMP_TO_BORDER }
       enum TransparencyFunction { NONE, ALPHA_BLEND, ALPHA_TEST }
       enum Type { DEPTH, RGBA8, RGBA32F, RGB32F, RGBA16F, RGB16F, R3_G3_B2,
           RGB, RGB4, RGB5, RGB8, RGB10, RGB12, RGB16, RGBA, RGBA2, RGBA4,
           RGB5_A1, RGB10_A2, RGBA12, RGBA16 }

   Public Member Functions
       virtual void notify (SoNotList *list)
       virtual void write (SoWriteAction *action)
       virtual void doAction (SoAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void rayPick (SoRayPickAction *action)

   Static Public Member Functions
       static void initClass (void)

   Public Attributes
       SoSFEnum wrapS
       SoSFEnum wrapT
       SoSFEnum model
       SoSFColor blendColor
       SoSFVec4f backgroundColor
       SoSFVec2s size
       SoSFNode scene
       SoSFNode sceneTransparencyType
       SoSFEnum transparencyFunction
       SoSFEnum type

Detailed Description

       The SoSceneTexture2 class is used to create a 2D texture from a Coin
       scene graph.

       Lets the rendering of a scene graph be specified as a texture image to
       be used in another scene graph. Set up the scene graph used for a
       texture in the SoSceneTexture2::scene field.

       This node behaves exactly like SoTexture2 when it comes mapping the
       actual texture onto subsequent geometry. Please read the SoTexture2
       documentation for more information about how textures are mapped onto
       shapes.

       A notable feature of this node is that it will use offscreen pbuffers
       for hardware accelerated rendering, if they are available from the
       OpenGL driver. WGL, GLX and AGL, for OpenGL drivers on Microsoft
       Windows, X11 and Mac OS X, respectively, all support the OpenGL
       Architecture Review Board (ARB) pbuffer extension in later incarnations
       from most OpenGL vendors.

       Note also that the offscreen pbuffer will be used directly on the card
       as a texture, with no costly round trip back and forth from CPU memory,
       if the OpenGL driver supports the recent ARB_render_texture extension.

       An important limitation is that textures should have dimensions that
       are equal to a whole power-of-two, see documentation for
       SoSceneTexture::size.

       FILE FORMAT/DEFAULTS:

           SceneTexture2 {
               size 256 256
               scene NULL
               sceneTransparencyType NULL
               type RGBA_UNSIGNED_BYTE
               backgroundColor 0 0 0 0
               transparencyFunction NONE
               wrapS REPEAT
               wrapT REPEAT
               model MODULATE
               blendColor 0 0 0
           }

       Since:
           Coin 2.2

Member Enumeration Documentation

   enum SoSceneTexture2::Model Texture mapping model, for deciding how tomergethe texturemap with the object it is mapped onto.
       Enumerator:

       MODULATE
              Texture color is multiplied by the polygon color. The result
              will be Phong shaded (if light model is PHONG).

       DECAL  Texture image overwrites polygon shading. Textured pixels will
              not be Phong shaded. Has undefined behaviour for grayscale and
              grayscale-alpha textures.

       BLEND  This model is normally used with monochrome textures (i.e.
              textures with one or two components). The first component, the
              intensity, is then used to blend between the shaded color of the
              polygon and the SoSceneTexture2::blendColor.

       REPLACE
              Texture image overwrites polygon shading. Textured pixels will
              not be Phong shaded. Supports grayscale and grayscale alpha
              textures. This feature requires OpenGL 1.1. MODULATE will be
              used if OpenGL version < 1.1 is detected.

   enum SoSceneTexture2::Wrap Enumeration of wrapping strategies which can be
       used when the texturemap doesnt cover the full extent of the geometry.
       Enumerator:

       REPEAT Repeat texture when coordinate is not between 0 and 1.

       CLAMP  Clamp coordinate between 0 and 1.

   enum SoSceneTexture2::TransparencyFunction For deciding how the textures
       alpha channel is handled. Its not possible to automatically detect
       this, since the texture is stored only on the graphics cards memory,
       and itd be too slow to fetch the image to test the alpha channel like
       Coin does for regular textures.
       Enumerator:

       NONE   The alpha channel is ignored.

       ALPHA_BLEND
              Alpha blending is used.

       ALPHA_TEST
              An alpha test function is used.

   enum SoSceneTexture2::Type
       Enumerator:

       DEPTH  Specifies a depth buffer texture.

       RGBA8  Specifies an RGBA texture with 8 bits per component.

Member Function Documentation

   void SoSceneTexture2::initClass (void) [static] Sets up initialization for
       data common to all instances of this class, like submitting necessary
       information to the Coin type system.
       Reimplemented from SoNode.

   void SoSceneTexture2::notify (SoNotList * l) [virtual] Notifies all
       auditors for this instance when changes are made.
       Reimplemented from SoNode.

   void SoSceneTexture2::write (SoWriteAction * action) [virtual] Action
       method for SoWriteAction.
       Writes out a node object, and any connected nodes, engines etc, if
       necessary.

       Reimplemented from SoNode.

   void SoSceneTexture2::doAction (SoAction * action) [virtual] This function
       performs the typical operation of a node for any action.
       Reimplemented from SoNode.

   void SoSceneTexture2::GLRender (SoGLRenderAction * action) [virtual] Action
       method for the SoGLRenderAction.
       This is called during rendering traversals. Nodes influencing the
       rendering state in any way or who wants to throw geometry primitives at
       OpenGL overrides this method.

       Reimplemented from SoNode.

   void SoSceneTexture2::callback (SoCallbackAction * action) [virtual] Action
       method for SoCallbackAction.
       Simply updates the state according to how the node behaves for the
       render action, so the application programmer can use the
       SoCallbackAction for extracting information about the scene graph.

       Reimplemented from SoNode.

   void SoSceneTexture2::rayPick (SoRayPickAction * action) [virtual] Action
       method for SoRayPickAction.
       Checks the ray specification of the action and tests for intersection
       with the data of the node.

       Nodes influencing relevant state variables for how picking is done also
       overrides this method.

       Reimplemented from SoNode.

Member Data Documentation

   SoSFEnum SoSceneTexture2::wrapS Wrapping strategy for the S coordinate when
       the texturemap is narrower than the object to map onto.
       Default value is SoSceneTexture2::REPEAT.

   SoSFEnum SoSceneTexture2::wrapT Wrapping strategy for the T coordinate when
       the texturemap is shorter than the object to map onto.
       Default value is SoSceneTexture2::REPEAT.

   SoSFEnum SoSceneTexture2::model Texturemapping model for how the texturemap
       ismergedwith the polygon primitives it is applied to. Default value
       is SoSceneTexture2::MODULATE.
   SoSFColor SoSceneTexture2::blendColor Blend color. Used when
       SoSceneTexture2::model is SoSceneTexture2::BLEND.
       Default color value is [0, 0, 0], black, which means no contribution to
       the blending is made.

   SoSFVec4f SoSceneTexture2::backgroundColor The color the color buffer is
       cleared to before rendering the scene. Default value is (0.0f, 0.0f,
       0.0f, 0.0f).
   SoSFVec2s SoSceneTexture2::size The size of the texture.
       This node currently only supports power of two textures. If the size is
       not a power of two, the value will be rounded upwards to the next power
       of two.

   SoSFNode SoSceneTexture2::scene The scene graph that is rendered into the
       texture.
   SoSFNode SoSceneTexture2::sceneTransparencyType Used for overriding the
       transparency type for the sub scene graph. Should contain an instance
       of the SoTransparecyType node, or NULL to inherit the transparency type
       from the current viewer.
       Please note that if you want to render the texture using frame buffer
       objects, you need to use of of the NONE, SCREEN_DOOR, ADD or BLEND
       transparency types.

   SoSFEnum SoSceneTexture2::transparencyFunction The transparency function
       used. Default value is NONE.
   SoSFNode SoSceneTexture2::type The type of texture to generate.
       RGBA_UNSIGNED_BYTE for normal texture, DEPTH for a depth buffer
       texture, RGBA_FLOAT for a floating point RGBA texture. texture. Default
       is RGBA_UNSIGNED_BYTE.

Author

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