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.
#include <Inventor/nodes/SoSceneTexture2.h>
Inherits SoNode.
enum Model { MODULATE = SoMultiTextureImageElement::MODULATE, DECAL = SoMultiTextureImageElement::DECAL, BLEND = SoMultiTextureImageElement::BLEND, REPLACE = SoMultiTextureImageElement::REPLACE }
enum Wrap { REPEAT = SoMultiTextureImageElement::REPEAT, CLAMP = SoMultiTextureImageElement::CLAMP, CLAMP_TO_BORDER = SoMultiTextureImageElement::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 }
virtual SoType getTypeId (void) const
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. 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 SoType getClassTypeId (void)
static void initClass (void)
SoSFEnum wrapS
SoSFEnum wrapT
SoSFEnum model
SoSFColor blendColor
SoSFVec4f backgroundColor
SoSFVec2s size
SoSFNode scene
SoSFNode sceneTransparencyType
SoSFEnum transparencyFunction
SoSFEnum type
virtual const SoFieldData * getFieldData (void) const
static const SoFieldData ** getFieldDataPtr (void)
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
Texture mapping model, for deciding how to 'merge' the 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.
Enumeration of wrapping strategies which can be used when the texturemap doesn't 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.
For deciding how the texture's alpha channel is handled. It's not possible to automatically detect this, since the texture is stored only on the graphics card's memory, and it'd 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.
Enumerator
DEPTH
Specifies a depth buffer texture.
RGBA8
Specifies an RGBA texture with 8 bits per component.
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example:
void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } }
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.
Implements SoBase.
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.
Reimplemented from SoFieldContainer.
Notifies all auditors for this instance when changes are made.
Reimplemented from SoNode.
Action method for SoWriteAction.
Writes out a node object, and any connected nodes, engines etc, if necessary.
Reimplemented from SoNode.
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
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.
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.
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.
Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto.
Default value is SoSceneTexture2::REPEAT.
Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto.
Default value is SoSceneTexture2::REPEAT.
Texturemapping model for how the texturemap is 'merged' with the polygon primitives it is applied to. Default value is SoSceneTexture2::MODULATE.
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.
The color the color buffer is cleared to before rendering the scene. Default value is (0.0f, 0.0f, 0.0f, 0.0f).
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.
The scene graph that is rendered into the texture.
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.
The transparency function used. Default value is NONE.
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.
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