#include <FaceAttribute.h>
Inheritance diagram for nvsg::FaceAttribute:
Public Methods | |
virtual NVSG_API const FaceAttribute * | clone (void) const |
Get a clone of this render mode. More... | |
virtual NVSG_API bool | isDataShared (void) const |
Determine whether the data of this object is shared. More... | |
virtual NVSG_API DataID | getDataID (void) const |
Get the DataID of the data of this object. More... | |
NVSG_API const nvmath::Vec3f & | getAmbientColor (void) const |
Get the ambient color. More... | |
NVSG_API float | getPolygonOffsetFactor (void) const |
Get the polygon offset scale factor. More... | |
NVSG_API float | getPolygonOffsetUnits (void) const |
Get the polygon offset units. More... | |
NVSG_API bool | isBackFaceCulling (void) const |
Get the back face culling state. More... | |
NVSG_API bool | isPolygonOffset (void) const |
Get the polygon offset state. More... | |
NVSG_API bool | isTwoSidedLighting (void) const |
Get the two sided lighting state. More... | |
NVSG_API void | setAmbientColor (const nvmath::Vec3f &color) |
Set the ambient color. More... | |
NVSG_API void | setBackFaceCulling (bool onOff) |
Set the back face culling state. More... | |
NVSG_API void | setPolygonOffset (bool onOff) |
Set the polygon offset state. More... | |
NVSG_API void | setPolygonOffset (float factor, float units) |
Set the polygon offset scale factor and units. More... | |
NVSG_API void | setTwoSidedLighting (bool onOff) |
Set the two sided lighting state. More... | |
Static Public Methods | |
NVSG_API const FaceAttribute * | create (void) |
Create a FaceAttribute. More... | |
NVSG_API const FaceAttribute * | createFromBase (const StateAttribute &rhs) |
Create a FaceAttribute by copying from a StateAttribute. More... | |
Protected Methods | |
NVSG_API | FaceAttribute () |
Default constructor. More... | |
NVSG_API | FaceAttribute (const StateAttribute &rhs) |
Partial Constructor. More... | |
NVSG_API | FaceAttribute (const FaceAttribute &rhs) |
Copy Constructor. More... | |
virtual NVSG_API | ~FaceAttribute (void) |
Protected destructor to prevent explicit creation on stack. More... |
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Default constructor.
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Partial Constructor.
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Copy Constructor.
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Protected destructor to prevent explicit creation on stack.
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Create a FaceAttribute.
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Create a FaceAttribute by copying from a StateAttribute.
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Get a clone of this render mode.
Implements nvsg::StateAttribute. |
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Determine whether the data of this object is shared.
Reimplemented from nvsg::StateAttribute. |
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Get the DataID of the data of this object.
Reimplemented from nvsg::StateAttribute. |
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Get the ambient color. This is the constant light for the following geometries. It lights all object vertices the same because it is not dependent on any other lighting factors such as vertex normals, light direction, light position, range, or attenuation. The default is (0.2,0.2,0.2).
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Get the polygon offset scale factor. The PolygonOffsetFactor is a scale factor that is used to create a variable depth offset for each polygon. The default is 0.0.
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Get the polygon offset units. The PolygonOffsetUnits specifies a value that is multiplied by an implementation-specific value to create a constant depth offset. The default is 0.0.
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Get the back face culling state. The back face culling state specifies how back-facing facets are handled. If it is disabled, back-facing facets are drawn regulary. Otherwise, back-facing facets are not drawn. Lines and points are not affected by this state. The default is true.
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Get the polygon offset state. The polygon offset state specifies how polygon offsets are handled. If it is disabled, no polygon offsets are used. Otherwise, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The offset is added before the depth test is performed and before the value is written into the depth buffer. The default is false.
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Get the two sided lighting state. The two sided lighting state specifies whether one or two-sided lighting calculations are performed for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If it is disabled, one-sided lighting is specified. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted, and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted, with no change to their normals. The default is false.
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Set the ambient color. This is the constant light for the following geometries. It lights all object vertices the same because it is not dependent on any other lighting factors such as vertex normals, light direction, light position, range, or attenuation. The default is (0.2,0.2,0.2).
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Set the back face culling state. The back face culling state specifies how back-facing facets are handled. If it is disabled, back-facing facets are drawn regulary. Otherwise, back-facing facets are not drawn. Lines and points are not affected by this state. The default is true.
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Set the polygon offset state. The polygon offset state specifies how polygon offsets are handled. If it is disabled, no polygon offsets are used. Otherwise, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The offset is added before the depth test is performed and before the value is written into the depth buffer. The default is false.
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Set the polygon offset scale factor and units. The PolygonOffset factor is a scale factor that is used to create a variable depth offset for each polygon. The default is 0.0. The PolygonOffset units specifies a value that is multiplied by an implementation-specific value to create a constant depth offset. The default is 0.0.
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Set the two sided lighting state. The two sided lighting state specifies whether one or two-sided lighting calculations are performed for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If it is disabled, one-sided lighting is specified. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted, and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted, with no change to their normals. The default is false.
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