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
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