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SoComplexity(3IV)() SoComplexity(3IV)()


SoComplexity — shape complexity node


SoBase > SoFieldContainer > SoNode > SoComplexity


#include <Inventor/nodes/SoComplexity.h>

enum Type {

SoComplexity::SCREEN_SPACE Set complexity based on screen size

SoComplexity::OBJECT_SPACE Set complexity independent of screen size

SoComplexity::BOUNDING_BOX Draw all shapes as bounding boxes


Fields from class SoComplexity:

SoSFEnum type

SoSFFloat value

SoSFFloat textureQuality

Methods from class SoComplexity:


static SoType getClassTypeId()

Methods from class SoNode:

void setOverride(SbBool state)

SbBool isOverride() const

SoNode * copy(SbBool copyConnections = FALSE) const

virtual SbBool affectsState() const

static SoNode * getByName(const SbName &name)

static int getByName(const SbName &name, SoNodeList &list)

Methods from class SoFieldContainer:

void setToDefaults()

SbBool hasDefaultValues() const

SbBool fieldsAreEqual(const SoFieldContainer *fc) const

void copyFieldValues(const SoFieldContainer *fc, SbBool copyConnections = FALSE)

SbBool set(const char *fieldDataString)

void get(SbString &fieldDataString)

virtual int getFields(SoFieldList &resultList) const

virtual SoField * getField(const SbName &fieldName) const

SbBool getFieldName(const SoField *field, SbName &fieldName) const

SbBool isNotifyEnabled() const

SbBool enableNotify(SbBool flag)

Methods from class SoBase:

void ref()

void unref() const

void unrefNoDelete() const

void touch()

virtual SoType getTypeId() const

SbBool isOfType(SoType type) const

virtual void setName(const SbName &name)

virtual SbName getName() const


This node sets the current shape complexity value. This is a heuristic value which provides a hint at what geometric complexity to render shape nodes. Values range from 0 to 1, where 0 means minimum complexity and 1 means maximum complexity. Each shape node interprets complexity in its own way.

Shape complexity always affects rendering and primitive generation for the SoCallbackAction. For some shapes, it also affects picking.

There are three ways to interpret shape complexity, depending on the type field. BOUNDING_BOX complexity ignores the value field and renders all shapes as bounding boxes, using the current material, drawing style, etc. The other two types use the value field to determine the tessellation of shapes into polygons. OBJECT_SPACE complexity uses value directly to determine the tessellation. SCREEN_SPACE complexity depends on value and the projected size of the shape on the screen; a value of 0 produces the minimum tessellation for a shape, and a value of 1 produces a tessellation that is fine enough that each edge of a polygon is about 1 or two pixels in length. Since the projected size depends on the camera position, objects may be tessellated differently every frame if the camera is moving; note that this may have adverse effects on render caching in SoSeparator nodes.

The SoComplexity node also sets a hint for the quality of textures applied to shapes, based on the value of the textureQuality field. The texture quality will take effect at the next Texture2 node; Texture2 nodes previously traversed will not be affected.


SoSFEnum type

How shape complexity is interpreted.

SoSFFloat value

Complexity value.

SoSFFloat textureQuality

Hint about texture quality. A value of 0 indicates that the fastest texturing should be used, while a value of 1 indicates that the best quality texturing should be used.



Creates a complexity node with default settings.

static SoType getClassTypeId()

Returns type identifier for this class.


SoGLRenderAction, SoCallbackAction, SoGetBoundingBoxAction, SoRayPickAction

Sets the current complexity in the state.


Complexity {

type OBJECT_SPACE value 0.5 textureQuality 0.5


SoShape, SoShapeHints, SoTexture2