NAME
SoSceneTexture2 -
The SoSceneTexture2 class is used to create a 2D texture from a Coin
scene graph.
Lets the rendering of a scene graph be specified as a texture image to
be used in another scene graph. Set up the scene graph used for a
texture in the SoSceneTexture2::scene field.
SYNOPSIS
#include <Inventor/nodes/SoSceneTexture2.h>
Inherits SoNode.
Public Types
enum Model { MODULATE = SoTextureImageElement::MODULATE, DECAL =
SoTextureImageElement::DECAL, BLEND =
SoTextureImageElement::BLEND, REPLACE =
SoTextureImageElement::REPLACE }
enum Wrap { REPEAT = SoTextureImageElement::REPEAT, CLAMP =
SoTextureImageElement::CLAMP, CLAMP_TO_BORDER =
SoTextureImageElement::CLAMP_TO_BORDER }
enum TransparencyFunction { NONE, ALPHA_BLEND, ALPHA_TEST }
enum Type { DEPTH, RGBA8, RGBA32F, RGB32F, RGBA16F, RGB16F, R3_G3_B2,
RGB, RGB4, RGB5, RGB8, RGB10, RGB12, RGB16, RGBA, RGBA2, RGBA4,
RGB5_A1, RGB10_A2, RGBA12, RGBA16 }
Public Member Functions
virtual void notify (SoNotList *list)
virtual void write (SoWriteAction *action)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void rayPick (SoRayPickAction *action)
Static Public Member Functions
static void initClass (void)
Public Attributes
SoSFEnum wrapS
SoSFEnum wrapT
SoSFEnum model
SoSFColor blendColor
SoSFVec4f backgroundColor
SoSFVec2s size
SoSFNode scene
SoSFNode sceneTransparencyType
SoSFEnum transparencyFunction
SoSFEnum type
Detailed Description
The SoSceneTexture2 class is used to create a 2D texture from a Coin
scene graph.
Lets the rendering of a scene graph be specified as a texture image to
be used in another scene graph. Set up the scene graph used for a
texture in the SoSceneTexture2::scene field.
This node behaves exactly like SoTexture2 when it comes mapping the
actual texture onto subsequent geometry. Please read the SoTexture2
documentation for more information about how textures are mapped onto
shapes.
A notable feature of this node is that it will use offscreen pbuffers
for hardware accelerated rendering, if they are available from the
OpenGL driver. WGL, GLX and AGL, for OpenGL drivers on Microsoft
Windows, X11 and Mac OS X, respectively, all support the OpenGL
Architecture Review Board (ARB) pbuffer extension in later incarnations
from most OpenGL vendors.
Note also that the offscreen pbuffer will be used directly on the card
as a texture, with no costly round trip back and forth from CPU memory,
if the OpenGL driver supports the recent ARB_render_texture extension.
An important limitation is that textures should have dimensions that
are equal to a whole power-of-two, see documentation for
SoSceneTexture::size.
FILE FORMAT/DEFAULTS:
SceneTexture2 {
size 256 256
scene NULL
sceneTransparencyType NULL
type RGBA_UNSIGNED_BYTE
backgroundColor 0 0 0 0
transparencyFunction NONE
wrapS REPEAT
wrapT REPEAT
model MODULATE
blendColor 0 0 0
}
Since:
Coin 2.2
Member Enumeration Documentation
enum SoSceneTexture2::Model Texture mapping model, for deciding how to
’merge’ the texturemap with the object it is mapped onto.
Enumerator:
MODULATE
Texture color is multiplied by the polygon color. The result
will be Phong shaded (if light model is PHONG).
DECAL Texture image overwrites polygon shading. Textured pixels will
not be Phong shaded. Has undefined behaviour for grayscale and
grayscale-alpha textures.
BLEND This model is normally used with monochrome textures (i.e.
textures with one or two components). The first component, the
intensity, is then used to blend between the shaded color of the
polygon and the SoSceneTexture2::blendColor.
REPLACE
Texture image overwrites polygon shading. Textured pixels will
not be Phong shaded. Supports grayscale and grayscale alpha
textures. This feature requires OpenGL 1.1. MODULATE will be
used if OpenGL version < 1.1 is detected.
enum SoSceneTexture2::Wrap Enumeration of wrapping strategies which can be
used when the texturemap doesn’t cover the full extent of the geometry.
Enumerator:
REPEAT Repeat texture when coordinate is not between 0 and 1.
CLAMP Clamp coordinate between 0 and 1.
enum SoSceneTexture2::TransparencyFunction For deciding how the texture’s
alpha channel is handled. It’s not possible to automatically detect
this, since the texture is stored only on the graphics card’s memory,
and it’d be too slow to fetch the image to test the alpha channel like
Coin does for regular textures.
Enumerator:
NONE The alpha channel is ignored.
ALPHA_BLEND
Alpha blending is used.
ALPHA_TEST
An alpha test function is used.
enum SoSceneTexture2::Type
Enumerator:
DEPTH Specifies a depth buffer texture.
RGBA8 Specifies an RGBA texture with 8 bits per component.
Member Function Documentation
void SoSceneTexture2::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 SoSceneTexture2::notify (SoNotList * l) [virtual] Notifies all
auditors for this instance when changes are made.
Reimplemented from SoNode.
void SoSceneTexture2::write (SoWriteAction * action) [virtual] Action
method for SoWriteAction.
Writes out a node object, and any connected nodes, engines etc, if
necessary.
Reimplemented from SoNode.
void SoSceneTexture2::doAction (SoAction * action) [virtual] This function
performs the typical operation of a node for any action.
Reimplemented from SoNode.
void SoSceneTexture2::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.
void SoSceneTexture2::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 SoSceneTexture2::rayPick (SoRayPickAction * action) [virtual] Action
method for SoRayPickAction.
Checks the ray specification of the action and tests for intersection
with the data of the node.
Nodes influencing relevant state variables for how picking is done also
overrides this method.
Reimplemented from SoNode.
Member Data Documentation
SoSFEnum SoSceneTexture2::wrapS Wrapping strategy for the S coordinate when
the texturemap is narrower than the object to map onto.
Default value is SoSceneTexture2::REPEAT.
SoSFEnum SoSceneTexture2::wrapT Wrapping strategy for the T coordinate when
the texturemap is shorter than the object to map onto.
Default value is SoSceneTexture2::REPEAT.
SoSFEnum SoSceneTexture2::model Texturemapping model for how the texturemap
is ’merged’ with the polygon primitives it is applied to. Default value
is SoSceneTexture2::MODULATE.
SoSFColor SoSceneTexture2::blendColor Blend color. Used when
SoSceneTexture2::model is SoSceneTexture2::BLEND.
Default color value is [0, 0, 0], black, which means no contribution to
the blending is made.
SoSFVec4f SoSceneTexture2::backgroundColor The color the color buffer is
cleared to before rendering the scene. Default value is (0.0f, 0.0f,
0.0f, 0.0f).
SoSFVec2s SoSceneTexture2::size The size of the texture.
This node currently only supports power of two textures. If the size is
not a power of two, the value will be rounded upwards to the next power
of two.
SoSFNode SoSceneTexture2::scene The scene graph that is rendered into the
texture.
SoSFNode SoSceneTexture2::sceneTransparencyType Used for overriding the
transparency type for the sub scene graph. Should contain an instance
of the SoTransparecyType node, or NULL to inherit the transparency type
from the current viewer.
Please note that if you want to render the texture using frame buffer
objects, you need to use of of the NONE, SCREEN_DOOR, ADD or BLEND
transparency types.
SoSFEnum SoSceneTexture2::transparencyFunction The transparency function
used. Default value is NONE.
SoSFNode SoSceneTexture2::type The type of texture to generate.
RGBA_UNSIGNED_BYTE for normal texture, DEPTH for a depth buffer
texture, RGBA_FLOAT for a floating point RGBA texture. texture. Default
is RGBA_UNSIGNED_BYTE.
Author
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