The sovertexattributebinding class is a node for setting up how vertex attributes are mapped to shapes.
#include <Inventor/nodes/SoVertexAttributeBinding.h>
Inherits SoNode.
enum Binding { OVERALL = SoVertexAttributeBindingElement::OVERALL, PER_VERTEX = SoVertexAttributeBindingElement::PER_VERTEX, PER_VERTEX_INDEXED = SoVertexAttributeBindingElement::PER_VERTEX_INDEXED, DEFAULT = PER_VERTEX_INDEXED }
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. SoVertexAttributeBinding (void)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void pick (SoPickAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
static SoType getClassTypeId (void)
static void initClass (void)
SoSFEnum value
virtual const SoFieldData * getFieldData (void) const
virtual ~SoVertexAttributeBinding ()
static const SoFieldData ** getFieldDataPtr (void)
The SoVertexAttributeBinding class is a node for setting up how vertex attributes are mapped to shapes.
See also:
SoVertexAttribute
The material binding specified in nodes of this type decides how the vertex attribute values of SoVertexAttribute nodes are mapped on the builtin geometry shape nodes.
Here is a simple usage example:
#Inventor V2.1 ascii ShaderProgram { shaderObject [ VertexShader { sourceProgram "vertex.glsl" } ] } Coordinate3 { point [ 0 0 0, 1 0 0, 1 1 0 ] } VertexAttributeBinding { value OVERALL } VertexAttribute { typeName "SoMFVec3f" name "color" values [ 1.0 0.0 0.0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, -1 ] }
The vertex shader (vertex.glsl):
attribute vec3 color; void main(void) { gl_Position = ftransform(); fragcolor = color; }
With SoVertexAttributeBinding::value set to PER_VERTEX_INDEXED above, the attribute indices will be taken from the SoIndexedFaceSet::coordIndex field when rendering.
If SoVertexAttributeBinding::value is set to PER_VERTEX, attributes will be fetched in a monotonically increasing manner from the SoVertexAttribute::value field, starting at index 0.
If SoVertexAttributeBinding::value is set to OVERALL, the first attribute value from SoVertexAttribute::value will be sent to OpenGL before rendering.
FILE FORMAT/DEFAULTS:
VertexAttributeBinding { value PER_VERTEX_INDEXED }
See also:
SoVertexAttribute Be aware that this class is an extension for Coin, and it is not available in the original SGI Open Inventor v2.1 API.
Since:
Coin 3.0
Enumeration of available types of material binding.
Enumerator
OVERALL
Apply the same material to the complete shape.
PER_VERTEX
Get a new material from the pool of material values for each polygon, line or point vertex of the shape.
Attributes are fetched from index 0 and onwards, incrementing the index into the attribute pool by 1 for each new vertex of the shape node.
PER_VERTEX_INDEXED
Get a new attribute from the pool of attribute values for each polygon, line or point vertex of the shape.
Attributes are fetched by the index value settings of the shape.
Constructor.
Destructor.
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.
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 SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
Action method for the SoGetPrimitiveCountAction.
Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action.
Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables.
Reimplemented from SoNode.
The attribute binding to use for subsequent shape nodes in the scene graph. The default binding is SoVertexAttributeBinding::PER_VERTEX_INDEXED
Generated automatically by Doxygen for Coin from the source code.