VISH  0.2
Public Types | Public Member Functions | Public Attributes
Wizt::WebGLRenderContext Class Reference

Context for rendering into a WebGL stream. More...

#include </home/werner/origo/vish/ocean/Argyroneta/WebGL/WebGLRenderContext.hpp>

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Detailed Description

Context for rendering into a WebGL stream.

Functionality is limited to WebGL (OpenGL ES): http://www.khronos.org/opengles/documentation/opengles1_0/html/ http://www.nihilogic.dk/labs/webgl_cheat_sheet/WebGL_Cheat_Sheet.pdf


Member Function Documentation

MemCore::RefPtr< RenderBasin::VertexAttribute > Wizt::WebGLRenderContext::createVertexAttribute ( const MemCore::RefPtr< MemCore::ChunkBase > &  VertexData,
const std::string name 
) [virtual]
Parameters:
nameA name to be associated with this buffer
            RenderBasin&myContext;
            Anemone RenderAnemone;
                    RenderAnemone.insert( Context.createVertexAttribute( Data , "myVariable" ) );

Implements Wizt::RenderBasin.

MemCore::RefPtr< RenderBasin::Painter > Wizt::WebGLRenderContext::drawPrimitives ( Primitive  ,
size_t  howmany = 0 
) [virtual]

Return a painter object suitable for insertion to an Anemone.

It is supposed to draw all stored Tentacles once called through Anemone::wave().

        Anemone RenderAnemone;
        RenderBasin&MyRenderContext;

        RenderAnemone.insert( MyRenderContext.drawPrimitives(RenderBasin::POINTS) );

                RenderAnemone.wave();
Parameters:
howmanyThe number of elements that will be shown. If none specified here, then all that have been loaded into the Anemone .

Implements Wizt::RenderBasin.

MemCore::RefPtr< RenderBasin::RenderFlag > Wizt::WebGLRenderContext::Enable ( const char *  what,
bool  Yes = true 
) [virtual]

Enable some rendering flag Give some OpenGL flag as string, for instance:

                Enable("GL_LIGHTING");

instead of

                glEnable(GL_LIGHTING);

Note that inclusion of OpenGL headers is not required to call this function.

Implements Wizt::RenderBasin.

int Wizt::WebGLRenderContext::render ( const ObjectSelection RenderObjects,
double &  RenderTime,
int  MinLevel = RENDER_FIRST,
int  MaxLevel = RENDER_LAST 
) [virtual]

Implementation of object layer traversal, setting OpenGL matrizes for each RenderCategory.

Called by VSceneLayers::render(), which is called by virtual Viewer::render().

Implements Wizt::VRenderContext.


The documentation for this class was generated from the following files: