SYNOPSIS

#include <SoDepthBuffer.h>

Inherits SoNode.

Public Types

enum DepthWriteFunction { NEVER = SoDepthBufferElement::NEVER, ALWAYS = SoDepthBufferElement::ALWAYS, LESS = SoDepthBufferElement::LESS, LEQUAL = SoDepthBufferElement::LEQUAL, EQUAL = SoDepthBufferElement::EQUAL, GEQUAL = SoDepthBufferElement::GEQUAL, GREATER = SoDepthBufferElement::GREATER, NOTEQUAL = SoDepthBufferElement::NOTEQUAL }

Public Member Functions

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. SoDepthBuffer (void)

virtual void GLRender (SoGLRenderAction *action)

Static Public Member Functions

static SoType getClassTypeId (void)

static void initClass (void)

Public Attributes

SoSFBool test

SoSFBool write

SoSFEnum function

SoSFVec2f range

Protected Member Functions

virtual const SoFieldData * getFieldData (void) const

virtual ~SoDepthBuffer ()

Static Protected Member Functions

static const SoFieldData ** getFieldDataPtr (void)

Additional Inherited Members

Detailed Description

The SoDepthBuffer class is a node used to control the GL depth buffer.

With this node you can control properties related to the OpenGL depth buffer in a variety of ways.

  • you can enable and disable depth buffer testing during rendering,

  • you can enable and disable writing to the depth buffer during rendering,

  • you can set the function used for the depth buffer testing, and

  • you can set the value range used in the depth buffer.

The value range setting is useful if you need to segment the 3D world into different segments with different depth buffer resolutions to get a more optimal depth buffer resolution distribution than what a single, uniform depth buffer value range can give you.

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

Member Enumeration Documentation

enum \fBSoDepthBuffer::DepthWriteFunction\fP

Enumeration for the various depth functions.

Enumerator

NEVER

Never passes.

ALWAYS

Always passes.

LESS

Passes if the incoming depth value is less than the stored depth value.

LEQUAL

Passes if the incoming depth value is less than or equal to the stored depth value.

EQUAL

Passes if the incoming depth value is equal to the stored depth value.

GEQUAL

Passes if the incoming depth value is greater than or equal to the stored depth value.

GREATER

Passes if the incoming depth value is greater than the stored depth value.

NOTEQUAL

Passes if the incoming depth value is not equal to the stored depth value.

Constructor & Destructor Documentation

SoDepthBuffer::SoDepthBuffer (void)

Constructor.

SoDepthBuffer::~SoDepthBuffer ()\fC [protected]\fP, \fC [virtual]\fP

Destructor.

Member Function Documentation

\fBSoType\fP SoDepthBuffer::getTypeId (void) const\fC [virtual]\fP

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.

const \fBSoFieldData\fP * SoDepthBuffer::getFieldData (void) const\fC [protected]\fP, \fC [virtual]\fP

Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.

Reimplemented from SoFieldContainer.

void SoDepthBuffer::GLRender (\fBSoGLRenderAction\fP *action)\fC [virtual]\fP

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.

Member Data Documentation

\fBSoSFBool\fP SoDepthBuffer::test

Enable depth buffer testing. Defaults to TRUE.

\fBSoSFBool\fP SoDepthBuffer::write

Enable depth buffer writing. Defaults to TRUE.

\fBSoSFEnum\fP SoDepthBuffer::function

Which depth function to use. Defaults to LESS.

\fBSoSFVec2f\fP SoDepthBuffer::range

The value range for the depth buffer data. Defaults to [0.0-1.0]. The range will be clamped to [0.0-1.0].

Author

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