.TH "SoGLTextureMatrixElement" 3 "Wed May 23 2012" "Version 3.1.3" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME SoGLTextureMatrixElement \- .PP The \fBSoGLTextureMatrixElement\fP class is used to update the OpenGL texture matrix\&. .PP Since (for some weird reason) most OpenGL implementations have a very small texture matrix stack, and since the matrix stack also is broken on many OpenGL implementations, the texture matrix is always loaded into OpenGL\&. We do not \fBpush()\fP and \fBpop()\fP matrices\&. .SH SYNOPSIS .br .PP .PP \fC#include \fP .PP Inherits \fBSoTextureMatrixElement\fP\&. .SS "Public Member Functions" .in +1c .ti -1c .RI "virtual void \fBinit\fP (\fBSoState\fP *state)" .br .ti -1c .RI "virtual void \fBpop\fP (\fBSoState\fP *state, const \fBSoElement\fP *prevTopElement)" .br .ti -1c .RI "virtual void \fBsetElt\fP (const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "virtual void \fBmakeEltIdentity\fP (void)" .br .ti -1c .RI "virtual void \fBmultElt\fP (const \fBSbMatrix\fP &matrix)" .br .ti -1c .RI "virtual void \fBtranslateEltBy\fP (const \fBSbVec3f\fP &translation)" .br .ti -1c .RI "virtual void \fBrotateEltBy\fP (const \fBSbRotation\fP &translation)" .br .ti -1c .RI "virtual void \fBscaleEltBy\fP (const \fBSbVec3f\fP &scaleFactor)" .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 \fBsetEltIdentity\fP (void)" .br .in -1c .SS "Protected Member Functions" .in +1c .ti -1c .RI "virtual \fB~SoGLTextureMatrixElement\fP ()" .br .in -1c .SS "Additional Inherited Members" .SH "Detailed Description" .PP The \fBSoGLTextureMatrixElement\fP class is used to update the OpenGL texture matrix\&. .PP Since (for some weird reason) most OpenGL implementations have a very small texture matrix stack, and since the matrix stack also is broken on many OpenGL implementations, the texture matrix is always loaded into OpenGL\&. We do not \fBpush()\fP and \fBpop()\fP matrices\&. .SH "Constructor & Destructor Documentation" .PP .SS "SoGLTextureMatrixElement::~SoGLTextureMatrixElement (void)\fC [protected]\fP, \fC [virtual]\fP" The destructor\&. .SH "Member Function Documentation" .PP .SS "\fBSoType\fP SoGLTextureMatrixElement::getClassTypeId (void)\fC [static]\fP" This static method returns the class type\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "int SoGLTextureMatrixElement::getClassStackIndex (void)\fC [static]\fP" This static method returns the state stack index for the class\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void * SoGLTextureMatrixElement::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 \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::initClass (void)\fC [static]\fP" Initialize relevant common data for all instances, like the type system\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::init (\fBSoState\fP *state)\fC [virtual]\fP" This function initializes the element type in the given \fBSoState\fP\&. It is called for the first element of each enabled element type in \fBSoState\fP objects\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::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 SoGLTextureMatrixElement::setElt (const \fBSbMatrix\fP &matrix)\fC [virtual]\fP" virtual method which is called from \fBset()\fP\&. Sets the texture matrix to \fImatrix\fP\&. .PP This method is an extension versus the Open Inventor API\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::makeEltIdentity (void)\fC [virtual]\fP" virtual method which is called from \fBmakeIdentity()\fP\&. Sets element matrix to identity\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::multElt (const \fBSbMatrix\fP &matrix)\fC [virtual]\fP" virtual method which is called from \fBmult()\fP\&. Multiplies \fImatrix\fP into element matrix\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::translateEltBy (const \fBSbVec3f\fP &translation)\fC [virtual]\fP" virtual method which is called from \fBtranslateBy()\fP\&. Appends \fItranslation\fP to the element matrix\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::rotateEltBy (const \fBSbRotation\fP &rotation)\fC [virtual]\fP" virtual method which is called from \fBrotateBy()\fP\&. Appends \fIrotation\fP to the element matrix\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SS "void SoGLTextureMatrixElement::scaleEltBy (const \fBSbVec3f\fP &scaleFactor)\fC [virtual]\fP" virtual method which is called from \fBscaleBy()\fP\&. Append \fIscaleFactor\fP to the element matrix\&. .PP Reimplemented from \fBSoTextureMatrixElement\fP\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.