Encapsulates OpenGL drawing primitives, geometry and optional binding of normal, color and texture coordinates.
Encapsulates OpenGL drawing primitives, geometry and optional binding of normal, color and texture coordinates. Used for representing the visible objects in the scene. State attributes for a GeoSet are maintained in GeoState which the GeoSet maintains a referenced counted pointer to. Both GeoSet's and GeoState's can be shared for optimal memory usage and graphics performance.
POINTS
LINES
LINE_STRIP
FLAT_LINE_STRIP
IA_V2F
IA_V3F
IA_C4UB_V2F
IA_C4UB_V3F
IA_C3F_V3F
IA_N3F_V3F
IA_C4F_N3F_V3F
static GeoSet* instance()
virtual Object* clone() const
virtual bool isSameKindAs(Object* obj)
virtual const char* className() const
void setNumPrims( int n )
int getNumPrims( void )
void setPrimType( PrimitiveType type )
PrimitiveType getPrimType( void )
void setPrimLengths( int *lens )
int* getPrimLengths( void )
void computeNumVerts()
int getNumCoords()
Vec3* getCoords()
int getNumIndices()
ushort* getCIndex()
void setCoords( Vec3 *cp )
void setCoords( Vec3 *cp, ushort *ci )
int getNumNormals()
Vec3* getNormals()
int getNumNIndices()
ushort* getNIndex()
void setNormals( Vec3 *np )
void setNormals( Vec3 *np, ushort *ni )
void setNormalBinding( BindingType binding )
BindingType getNormalBinding()
int getNumColors()
Vec4* getColors()
int getNumCIndices()
ushort* getColIndex()
void setColors( Vec4 *lp )
void setColors( Vec4 *lp, ushort *li )
void setColorBinding( BindingType binding )
BindingType getColorBinding()
int getNumTCoords()
Vec2* getTCoords()
int getNumTIndices()
ushort* getTIndex()
void setTextureCoords( Vec2 *tc )
void setTextureCoords( Vec2 *tc, ushort *ti )
void setTextureBinding( BindingType binding )
BindingType getTextureBinding()
void setInterleavedArray( InterleaveArrayType format, float *ia )
void setInterleavedArray( InterleaveArrayType format, float *ia, ushort *iai )
void setGeoState(GeoState *state)
GeoState* getGeoState() const
void setUseDisplayList(bool flag)
bool getUseDisplayList()
void dirtyDisplayList()
virtual const BoundingBox& getBound()
void draw( void )
virtual void drawImmediateMode()
void compile( void )
bool check()
GeoSet(const GeoSet&)
GeoSet& operator = (const GeoSet&)
virtual ~GeoSet()
bool matchBindingTypeStr(const char* str, BindingType& mode)
const char* getBindingTypeStr(BindingType mode)
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