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NAME

       SoLight -

       The SoLight class is the base class for light emitting nodes.

       This node type is abstract and does not in itself provide any light
       sources to the scene, you need to use one of its subclasses.

SYNOPSIS

       #include <Inventor/nodes/SoLight.h>

       Inherits SoNode.

       Inherited by SoDirectionalLight, SoPointLight, and SoSpotLight.

   Public Member Functions
       virtual void callback (SoCallbackAction *action)

   Static Public Member Functions
       static void initClass (void)

   Public Attributes
       SoSFBool on
       SoSFFloat intensity
       SoSFColor color

   Protected Member Functions
       SoLight (void)
       virtual ~SoLight ()

Detailed Description

       The SoLight class is the base class for light emitting nodes.

       This node type is abstract and does not in itself provide any light
       sources to the scene, you need to use one of its subclasses.

       There are a few important things to know about light sources in Coin.
       First of all, the more light sources you have in your scene, the slower
       the rendering will be. The impact on rendering speed is highly
       dependent on the graphics hardware and/or rendering subsystem software
       implementation (i.e. how optimized an OpenGL you or your users are
       running), but it could be severe.

       Another issue which is important to know is that OpenGL rendering
       engines usually have a fixed maximum number of available light sources
       which can be present in the state at the same time. If you reach the
       maximum number, further light sources will simply be ignored. The
       maximum number of light sources for OpenGL rendering can be found by
       using:

             #include <Inventor/elements/SoGLLightIdElement.h>
       #include <Inventor/nodes/SoSubNodeP.h>
             // ...[snip]...
             int nrlights = SoGLLightIdElement::getMaxGLSources();

       If you are clever with how you use light sources, you can get away with
       using a lot more lights in a scene graph than the max available from
       the rendering system. This is because light sources are stacked on the
       traversal state, just like other appearance data. So if you put light
       sources under SoSeparator nodes, they will be popped off and
       ’forgotten’ for the remaining geometry of the scene graph after the
       subgraph below an SoSeparator has been traversed.

Constructor & Destructor Documentation

   SoLight::SoLight (void) [protected] Constructor.
   SoLight::~SoLight () [protected, virtual] Destructor.

Member Function Documentation

   void SoLight::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.

       Reimplemented in SoShadowSpotLight, SoDirectionalLightManip,
       SoPointLightManip, SoSpotLightManip, SoDirectionalLight, SoPointLight,
       and SoSpotLight.

   void SoLight::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.

       Reimplemented in SoDirectionalLightManip, SoPointLightManip, and
       SoSpotLightManip.

Member Data Documentation

   SoSFBool SoLight::on Whether light source should be on or off. The on-flag
       defaults to TRUE.
   SoSFFloat SoLight::intensity Intensity of light source. This decides how
       much the light source should affect the colors etc of the scene
       geometry. Valid range is 0.0 (none) to 1.0 (maximum). Default value is
       1.0.
   SoSFColor SoLight::color Color of light source. Default is an all-white
       light source.

Author

       Generated automatically by Doxygen for Coin from the source code.