.TH "SoGLMultiTextureImageElement" 3 "Sat Oct 12 2013" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoGLMultiTextureImageElement \- .PP The \fBSoGLMultiTextureImageElement\fP is used to control the current GL texture for texture units\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoMultiTextureImageElement\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual void \fBinit\fP (\fBSoState\fP *state)" .br .RI "\fIFIXME: write doc\&. \fP" .ti -1c .RI "virtual void \fBpush\fP (\fBSoState\fP *state)" .br .ti -1c .RI "virtual void \fBpop\fP (\fBSoState\fP *state, const \fBSoElement\fP *prevTopElement)" .br .in -1c .SS "Static Public Member Functions" .in +1c .ti -1c .RI "static \fBSoType\fP \fBgetClassTypeId\fP (void)" .br .ti -1c .RI "static int \fBgetClassStackIndex\fP (void)" .br .ti -1c .RI "static void * \fBcreateInstance\fP (void)" .br .ti -1c .RI "static void \fBinitClass\fP (void)" .br .ti -1c .RI "static void \fBset\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, const int unit, \fBSoGLImage\fP *image, const Model model, const \fBSbColor\fP &blendColor)" .br .ti -1c .RI "static void \fBrestore\fP (\fBSoState\fP *state, const int unit)" .br .ti -1c .RI "static \fBSoGLImage\fP * \fBget\fP (\fBSoState\fP *state, const int unit, Model &model, \fBSbColor\fP &blendcolor)" .br .ti -1c .RI "static SbBool \fBhasTransparency\fP (\fBSoState\fP *state)" .br .ti -1c .RI "static void \fBset\fP (\fBSoState\fP *const state, \fBSoNode\fP *const node, \fBSoGLImage\fP *image, const Model model, const \fBSbColor\fP &blendColor)" .br .ti -1c .RI "static \fBSoGLImage\fP * \fBget\fP (\fBSoState\fP *state, Model &model, \fBSbColor\fP &blendcolor)" .br .ti -1c .RI "static int32_t \fBgetMaxGLTextureSize\fP (void)" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "virtual \fB~SoGLMultiTextureImageElement\fP ()" .br .ti -1c .RI "virtual SbBool \fBhasTransparency\fP (const int unit=0) const " .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoGLMultiTextureImageElement\fP is used to control the current GL texture for texture units\&. .SH "Constructor & Destructor Documentation" .PP .SS "SoGLMultiTextureImageElement::~SoGLMultiTextureImageElement (void)\fC [protected]\fP, \fC [virtual]\fP" The destructor\&. .SH "Member Function Documentation" .PP .SS "\fBSoType\fP SoGLMultiTextureImageElement::getClassTypeId (void)\fC [static]\fP" This static method returns the class type\&. .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "int SoGLMultiTextureImageElement::getClassStackIndex (void)\fC [static]\fP" This static method returns the state stack index for the class\&. .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "void * SoGLMultiTextureImageElement::createInstance (void)\fC [static]\fP" \fIThis API member is considered internal to the library, as it is not likely to be of interest to the application programmer\&.\fP .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "void SoGLMultiTextureImageElement::initClass (void)\fC [static]\fP" This static method initializes static data in the \fBSoGLMultiTextureImageElement\fP class\&. .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "void SoGLMultiTextureImageElement::push (\fBSoState\fP *state)\fC [virtual]\fP" This method is called every time a new element is required in one of the stacks\&. This happens when a writable element is requested, using \fBSoState::getElement()\fP or indirectly \fBSoElement::getElement()\fP, and the depth of the current element is less than the state depth\&. .PP Override this method if your element needs to copy data from the previous top of stack\&. The \fBpush()\fP method is called on the new element, and the previous element can be found using \fBSoElement::getNextInStack()\fP\&. .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "void SoGLMultiTextureImageElement::pop (\fBSoState\fP *state, const \fBSoElement\fP *prevTopElement)\fC [virtual]\fP" This method is callled when the state is popped, and the depth of the element is bigger than the current state depth\&. \fBpop()\fP is called on the new top of stack, and a pointer to the previous top of stack is passed in \fIprevTopElement\fP\&. .PP Override this method if you need to copy some state information from the previous top of stack\&. .PP Reimplemented from \fBSoElement\fP\&. .SS "void SoGLMultiTextureImageElement::set (\fBSoState\fP *conststate, \fBSoNode\fP *constnode, const intunit, \fBSoGLImage\fP *image, const Modelmodel, const \fBSbColor\fP &blendColor)\fC [static]\fP" Sets the current texture\&. Id \fIdidapply\fP is TRUE, it is assumed that the texture image already is the current GL texture\&. Do not use this feature unless you know what you're doing\&. .SS "SbBool SoGLMultiTextureImageElement::hasTransparency (\fBSoState\fP *state)\fC [static]\fP" Returns TRUE if any of the images have at least one transparent pixel\&. .PP \fBSince:\fP .RS 4 Coin 3\&.1 .RE .PP .SS "SbBool SoGLMultiTextureImageElement::hasTransparency (const intunit = \fC0\fP) const\fC [protected]\fP, \fC [virtual]\fP" Called by \fBcontainsTransparency()\fP\&. Returns \fITRUE\fP if image data has transparency\&. Default method does a very poor job of detecting this, since it returns \fITRUE\fP when the number of components are 2 or .IP "4." 4 Override whenever it is important to know this (SoGLTextureImageElement overrides it to avoid transparency handling where possible)\&. .PP .PP Reimplemented from \fBSoMultiTextureImageElement\fP\&. .SS "int32_t SoGLMultiTextureImageElement::getMaxGLTextureSize (void)\fC [static]\fP" The size returned by this function will just be a very coarse estimate as it only uses the more or less obsoleted technique of calling glGetIntegerv(GL_MAX_TEXTURE_SIZE)\&. .PP For a better estimate, use SoGLTextureImageElement::isTextureSizeLegal()\&. .PP Note that this function needs an OpenGL context to be made current for it to work\&. Without that, you will most likely get a faulty return value or even a crash\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.