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NAME

       SoPolygonOffset -

       The SoPolygonOffset class is a node type for ’layering’ rendering
       primitives.

       A common problem with realtime 3D rendering systems is that rendered
       primitives which are at approximately the same depth with regard to the
       camera viewpoint will appear to flicker. I.e.: from one angle one
       primitive will appear to be closer, while at another angle, another
       primitive will appear closer. When this happens, the rendered graphics
       at that part of the scene will of course look a lot less visually
       pleasing.

SYNOPSIS

       #include <Inventor/nodes/SoPolygonOffset.h>

       Inherits SoNode.

   Public Types
       enum Style { FILLED =  SoPolygonOffsetElement::FILLED, LINES =
           SoPolygonOffsetElement::LINES, POINTS =
           SoPolygonOffsetElement::POINTS }

   Public Member Functions
       SoPolygonOffset (void)
       virtual void doAction (SoAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void GLRender (SoGLRenderAction *action)

   Static Public Member Functions
       static void initClass (void)

   Public Attributes
       SoSFFloat factor
       SoSFFloat units
       SoSFBitMask styles
       SoSFBool on

   Protected Member Functions
       virtual ~SoPolygonOffset ()

Detailed Description

       The SoPolygonOffset class is a node type for ’layering’ rendering
       primitives.

       A common problem with realtime 3D rendering systems is that rendered
       primitives which are at approximately the same depth with regard to the
       camera viewpoint will appear to flicker. I.e.: from one angle one
       primitive will appear to be closer, while at another angle, another
       primitive will appear closer. When this happens, the rendered graphics
       at that part of the scene will of course look a lot less visually
       pleasing.

       One common situation where this problem often occurs is when you
       attempt to put a wireframe grid as an outline on top of filled
       polygons.

       The cause of the problem described above is that the Z-buffer of any
       render system has a limited resolution, often at 16, 24 or 32 bits.
       Because of this, primitives which are close will sometimes get the same
       depth value in the Z-buffer, even though they are not actually at the
       same depth-coordinate.

       To rectify the flickering problem, this node can be inserted in the
       scene graph at the proper place(s) to explicitly define how polygons,
       lines and/or points should be offset with regard to other primitives.

       As for the details of how the SoPolygonOffset::factor and
       SoPolygonOffset::units should be set, we quote the OpenGL
       documentation:

             The value of the offset is

                 factor * DZ + r * units

             where DZ is a measurement of the change in depth relative to the
             screen area of the polygon, and r is the smallest value that is
             guaranteed to produce a resolvable offset for a given
             implementation. The offset is added before the depth test is
             performed and before the value is written into the depth buffer.

         .fi

       One word of notice with regard to the above quote from the OpenGL documentation: it doesn’t really make sense to set ’factor’ and ’units’ to values with different signs, i.e. ’factor’ to a negative value and ’units’ to a positive value, or vice versa.

       The pixels would then be ’pushed back’ in z-order by one part of the equation, but at the same time be ’pushed forward’ by the other part of the equation. This would most likely give very inconsistent results, but which may at first look ok.

       We mention this potential for making a mistake, as it seems to be a quite common error.

       Below is a simple, correct usage example:

         #Inventor V2.1 ascii

         Separator {
            Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }

            Separator {
               BaseColor { rgb 1 1 0 }
               # needs to draw polygons-as-line, and not "real" lines -- see
               # documentation below on why this is so:
               DrawStyle { style LINES }
               # draw two triangles, to get a line crossing the face of the
               # polygon:
               IndexedFaceSet { coordIndex [ 0, 1, 2, -1, 0, 2, 3 -1 ] }
            }

            PolygonOffset {
               styles FILLED
               factor 1.0
               units 1.0
            }

            BaseColor { rgb 0 0.5 0 }
            FaceSet { numVertices [ 4 ] }
         }
         .fi

       Without the polygonoffset node in the above example, the lines may look irregularly stippled with some graphics card drivers, as parts of it will show through the faceset, others not. This happen on seemingly random parts, as the z-buffer floating point calculations will be fickle with regard to whether or not the polygon or the line will be closer to the camera.

       See the API documentation of the SoPolygonOffset::styles field below for a discussion of one important limitation of OpenGL’s Z-buffer offset mechanism: it only works with polygons or polygons rendered in line or point mode, using the SoDrawStyle::style field.

       FILE FORMAT/DEFAULTS:

           PolygonOffset {
               factor 1
               units 1
               styles FILLED
               on TRUE
           }

       Since:
           TGS Inventor 2.5

           Coin 1.0

Member Enumeration Documentation

   enum SoPolygonOffset::Style Enumeration of the rendering primitives which
       can be influenced by an SoPolygonOffset node.

Constructor & Destructor Documentation

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

Member Function Documentation

   void SoPolygonOffset::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.

   void SoPolygonOffset::doAction (SoAction * action) [virtual] This function
       performs the typical operation of a node for any action.
       Reimplemented from SoNode.

   void SoPolygonOffset::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.

   void SoPolygonOffset::GLRender (SoGLRenderAction * action) [virtual] 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

   SoSFFloat SoPolygonOffset::factor Offset multiplication factor. Scales the
       variable depth in the z-buffer of the rendered primitives.
       See SoPolygonOffset’s main class documentation above for detailed
       information on how the factor value is used.

       Default value is 1.0.

   SoSFFloat SoPolygonOffset::units Offset translation multiplication factor.
       Will be multiplied with the value which represents the smallest
       discrete step that can be distinguished with the underlying Z-buffer
       resolution.
       See SoPolygonOffset’s main class documentation above for detailed
       information on how the units value is used.

       Note that positive values will push geometry ’away’ into the Z-buffer,
       while negative values will ’move’ geometry closer.

       Default value is 1.0.

   SoSFBitMask SoPolygonOffset::styles The rendering primitive type to be
       influenced by this node. This is a bitmask variable, so you can select
       several primitive types (out of filled polygons, lines and points) be
       influenced by the offset at the same time.
       There is one very important OpenGL limitation to know about in this
       regard: Z-buffer offsetting can only be done for either polygons, or
       for polygons rendered as lines or as points.

       So attempts at using this node to offset e.g. SoLineSet /
       SoIndexedLineSet or SoPointSet primitives will not work.

       See the comments in the scene graph below for a detailed example on
       what SoPolygonOffset can and can not do:

         #Inventor V2.1 ascii

         Separator {
            # render polygon:

            Coordinate3 { point [ -1.1 -1.1 0, 1.1 -1.1 0, 1.1 1.1 0, -1.1 1.1 0 ] }
            BaseColor { rgb 0 0.5 0 }
            FaceSet { numVertices [ 4 ] }

            # offset polygon-as-lines to be in front of above polygon:

            PolygonOffset {
               styles LINES
               factor -2.0
               units 1.0
            }

            # render lines:

            Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }
            BaseColor { rgb 1 1 0 }

            Switch {
               # change this to ’0’ to see how glPolygonOffset() does *not* work
               # with ’true’ lines
               whichChild 1

               DEF child0 Group {
                  # can *not* be offset
                  IndexedLineSet { coordIndex [ 0, 1, 2, 3, 0, 2, -1, 1, 3 -1 ]
                  }
               }

               DEF child1 Group {
                  # will be offset
                  DrawStyle { style LINES }
                  FaceSet { numVertices [ 4 ] }
               }
            }
         }

       Field default value is SoPolygonOffset::FILLED.

   SoSFBool SoPolygonOffset::on Whether the offset is on or off. Default is
       for SoPolygonOffset::on to be TRUE.

Author

       Generated automatically by Doxygen for Coin from the source code.