[529] | 1 | // |
---|
| 2 | // ******************************************************************** |
---|
| 3 | // * License and Disclaimer * |
---|
| 4 | // * * |
---|
| 5 | // * The Geant4 software is copyright of the Copyright Holders of * |
---|
| 6 | // * the Geant4 Collaboration. It is provided under the terms and * |
---|
| 7 | // * conditions of the Geant4 Software License, included in the file * |
---|
| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
---|
| 9 | // * include a list of copyright holders. * |
---|
| 10 | // * * |
---|
| 11 | // * Neither the authors of this software system, nor their employing * |
---|
| 12 | // * institutes,nor the agencies providing financial support for this * |
---|
| 13 | // * work make any representation or warranty, express or implied, * |
---|
| 14 | // * regarding this software system or assume any liability for its * |
---|
| 15 | // * use. Please see the license in the file LICENSE and URL above * |
---|
| 16 | // * for the full disclaimer and the limitation of liability. * |
---|
| 17 | // * * |
---|
| 18 | // * This code implementation is the result of the scientific and * |
---|
| 19 | // * technical work of the GEANT4 collaboration. * |
---|
| 20 | // * By using, copying, modifying or distributing the software (or * |
---|
| 21 | // * any work based on the software) you agree to acknowledge its * |
---|
| 22 | // * use in resulting scientific publications, and indicate your * |
---|
| 23 | // * acceptance of all terms of the Geant4 Software license. * |
---|
| 24 | // ******************************************************************** |
---|
| 25 | // |
---|
| 26 | // |
---|
[593] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.34 2007/04/04 16:50:27 allison Exp $ |
---|
| 28 | // GEANT4 tag $Name: geant4-09-00-ref-01 $ |
---|
[529] | 29 | // |
---|
| 30 | // |
---|
| 31 | // Andrew Walkden 10th February 1997 |
---|
| 32 | // OpenGL stored scene - creates OpenGL display lists. |
---|
| 33 | |
---|
| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
---|
| 35 | |
---|
| 36 | // Included here - problems with HP compiler if not before other includes? |
---|
| 37 | #include "G4NURBS.hh" |
---|
| 38 | |
---|
| 39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
---|
| 40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
---|
| 41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
---|
| 42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
---|
| 43 | |
---|
| 44 | #include "G4OpenGLStoredSceneHandler.hh" |
---|
| 45 | |
---|
| 46 | #include "G4PhysicalVolumeModel.hh" |
---|
| 47 | #include "G4VPhysicalVolume.hh" |
---|
[593] | 48 | #include "G4LogicalVolume.hh" |
---|
[529] | 49 | #include "G4Polyline.hh" |
---|
| 50 | #include "G4Polymarker.hh" |
---|
[593] | 51 | #include "G4Text.hh" |
---|
[529] | 52 | #include "G4Circle.hh" |
---|
| 53 | #include "G4Square.hh" |
---|
[593] | 54 | #include "G4Polyhedron.hh" |
---|
| 55 | #include "G4AttHolder.hh" |
---|
[529] | 56 | |
---|
| 57 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, |
---|
| 58 | const G4String& name): |
---|
| 59 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
---|
| 60 | fMemoryForDisplayLists (true), |
---|
| 61 | fAddPrimitivePreambleNestingDepth (0), |
---|
[593] | 62 | fTopPODL (0), |
---|
| 63 | fProcessing2D (false) |
---|
[529] | 64 | {} |
---|
| 65 | |
---|
| 66 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
---|
| 67 | {} |
---|
| 68 | |
---|
| 69 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
---|
| 70 | { |
---|
| 71 | // Track nesting depth to avoid recursive calls, for example, from a |
---|
| 72 | // G4Polymarker that invokes a G4Circle... |
---|
| 73 | fAddPrimitivePreambleNestingDepth++; |
---|
| 74 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
---|
| 75 | |
---|
[593] | 76 | // Because of our need to control colour of transients (display by |
---|
| 77 | // time fading), display lists may only cover a single primitive. |
---|
| 78 | // So display list setup is here. |
---|
[529] | 79 | |
---|
[593] | 80 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 81 | fPickMap[++fPickName] = 0; |
---|
| 82 | } |
---|
[529] | 83 | |
---|
[593] | 84 | const G4Colour& c = GetColour (visible); |
---|
[529] | 85 | |
---|
[593] | 86 | if (fMemoryForDisplayLists) { |
---|
| 87 | fDisplayListId = glGenLists (1); |
---|
| 88 | if (!fDisplayListId) { // Could pre-allocate? |
---|
| 89 | G4cout << |
---|
| 90 | "********************* WARNING! ********************" |
---|
| 91 | "\nUnable to allocate any more display lists in OpenGL." |
---|
| 92 | "\n Continuing drawing in IMMEDIATE MODE." |
---|
| 93 | "\n***************************************************" |
---|
| 94 | << G4endl; |
---|
| 95 | fMemoryForDisplayLists = false; |
---|
| 96 | } |
---|
| 97 | } |
---|
| 98 | if (fMemoryForDisplayLists) { |
---|
| 99 | if (fReadyForTransients) { |
---|
| 100 | TO to(fDisplayListId, *fpObjectTransformation); |
---|
| 101 | to.fPickName = fPickName; |
---|
| 102 | to.fColour = c; |
---|
| 103 | const G4VisAttributes* pVA = |
---|
| 104 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
---|
| 105 | to.fStartTime = pVA->GetStartTime(); |
---|
| 106 | to.fEndTime = pVA->GetEndTime(); |
---|
| 107 | fTOList.push_back(to); |
---|
| 108 | glDrawBuffer (GL_FRONT); |
---|
| 109 | glPushMatrix(); |
---|
| 110 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
---|
| 111 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
| 112 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 113 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
---|
| 114 | } |
---|
| 115 | else { |
---|
| 116 | PO po(fDisplayListId, *fpObjectTransformation); |
---|
| 117 | po.fPickName = fPickName; |
---|
| 118 | fPOList.push_back(po); |
---|
| 119 | glNewList (fDisplayListId, GL_COMPILE); |
---|
| 120 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 121 | } |
---|
[529] | 122 | } else { |
---|
[593] | 123 | glDrawBuffer (GL_FRONT); |
---|
| 124 | glPushMatrix(); |
---|
| 125 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
---|
| 126 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
[529] | 127 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
---|
| 128 | } |
---|
[593] | 129 | |
---|
| 130 | if (fProcessing2D) { |
---|
| 131 | // Push current 3D world matrices and load identity to define screen |
---|
| 132 | // coordinates... |
---|
| 133 | glMatrixMode (GL_PROJECTION); |
---|
| 134 | glPushMatrix(); |
---|
| 135 | glLoadIdentity(); |
---|
| 136 | glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX); |
---|
| 137 | glMatrixMode (GL_MODELVIEW); |
---|
| 138 | glPushMatrix(); |
---|
| 139 | glLoadIdentity(); |
---|
| 140 | } |
---|
[529] | 141 | } |
---|
| 142 | |
---|
| 143 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
---|
| 144 | { |
---|
[593] | 145 | if (fProcessing2D) { |
---|
| 146 | // Pop current 3D world matrices back again... |
---|
| 147 | glMatrixMode (GL_PROJECTION); |
---|
| 148 | glPopMatrix(); |
---|
| 149 | glMatrixMode (GL_MODELVIEW); |
---|
| 150 | glPopMatrix(); |
---|
| 151 | } |
---|
| 152 | |
---|
| 153 | if (fMemoryForDisplayLists) { |
---|
| 154 | glEndList(); |
---|
| 155 | } |
---|
| 156 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
---|
| 157 | glPopMatrix(); |
---|
| 158 | glFlush (); |
---|
| 159 | glDrawBuffer (GL_BACK); |
---|
| 160 | } |
---|
[529] | 161 | fAddPrimitivePreambleNestingDepth--; |
---|
| 162 | } |
---|
| 163 | |
---|
| 164 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
---|
| 165 | { |
---|
| 166 | AddPrimitivePreamble(polyline); |
---|
| 167 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
---|
| 168 | AddPrimitivePostamble(); |
---|
| 169 | } |
---|
| 170 | |
---|
[593] | 171 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
---|
| 172 | { |
---|
| 173 | AddPrimitivePreamble(polymarker); |
---|
| 174 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
---|
| 175 | AddPrimitivePostamble(); |
---|
| 176 | } |
---|
| 177 | |
---|
| 178 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) |
---|
| 179 | { |
---|
| 180 | // Note: colour is still handled in |
---|
| 181 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still |
---|
| 182 | // gets into the display list |
---|
| 183 | AddPrimitivePreamble(text); |
---|
| 184 | G4OpenGLSceneHandler::AddPrimitive(text); |
---|
| 185 | AddPrimitivePostamble(); |
---|
| 186 | } |
---|
| 187 | |
---|
[529] | 188 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
---|
| 189 | { |
---|
| 190 | AddPrimitivePreamble(circle); |
---|
| 191 | G4OpenGLSceneHandler::AddPrimitive(circle); |
---|
| 192 | AddPrimitivePostamble(); |
---|
| 193 | } |
---|
| 194 | |
---|
| 195 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
---|
| 196 | { |
---|
| 197 | AddPrimitivePreamble(square); |
---|
| 198 | G4OpenGLSceneHandler::AddPrimitive(square); |
---|
| 199 | AddPrimitivePostamble(); |
---|
| 200 | } |
---|
| 201 | |
---|
[593] | 202 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) |
---|
[529] | 203 | { |
---|
[593] | 204 | // Let base class split into primitives. |
---|
| 205 | G4OpenGLSceneHandler::AddPrimitive(scale); |
---|
| 206 | } |
---|
| 207 | |
---|
| 208 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) |
---|
| 209 | { |
---|
| 210 | // Note: colour is still handled in |
---|
| 211 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still |
---|
| 212 | // gets into the display list |
---|
| 213 | AddPrimitivePreamble(polyhedron); |
---|
| 214 | G4OpenGLSceneHandler::AddPrimitive(polyhedron); |
---|
[529] | 215 | AddPrimitivePostamble(); |
---|
| 216 | } |
---|
| 217 | |
---|
[593] | 218 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) |
---|
| 219 | { |
---|
| 220 | // Note: colour is still handled in |
---|
| 221 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still |
---|
| 222 | // gets into the display list |
---|
| 223 | AddPrimitivePreamble(nurbs); |
---|
| 224 | G4OpenGLSceneHandler::AddPrimitive(nurbs); |
---|
| 225 | AddPrimitivePostamble(); |
---|
| 226 | } |
---|
| 227 | |
---|
[529] | 228 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
---|
[593] | 229 | (const G4Transform3D& objectTransformation) |
---|
| 230 | { |
---|
| 231 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); |
---|
[529] | 232 | |
---|
[593] | 233 | // Display list setup moved to AddPrimitivePreamble. See notes there. |
---|
[529] | 234 | } |
---|
| 235 | |
---|
[593] | 236 | void G4OpenGLStoredSceneHandler::EndPrimitives () |
---|
| 237 | { |
---|
| 238 | G4OpenGLSceneHandler::EndPrimitives (); |
---|
[529] | 239 | } |
---|
| 240 | |
---|
| 241 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D() |
---|
| 242 | { |
---|
[593] | 243 | G4OpenGLSceneHandler::BeginPrimitives2D(); |
---|
| 244 | fProcessing2D = true; |
---|
[529] | 245 | } |
---|
| 246 | |
---|
| 247 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
---|
| 248 | { |
---|
[593] | 249 | fProcessing2D = false; |
---|
| 250 | G4OpenGLSceneHandler::EndPrimitives2D (); |
---|
[529] | 251 | } |
---|
| 252 | |
---|
| 253 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
---|
| 254 | G4VSceneHandler::BeginModeling(); |
---|
| 255 | ClearStore(); // ...and all that goes with it. |
---|
| 256 | /* Debug... |
---|
| 257 | fDisplayListId = glGenLists (1); |
---|
| 258 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
---|
| 259 | */ |
---|
| 260 | } |
---|
| 261 | |
---|
| 262 | void G4OpenGLStoredSceneHandler::EndModeling () { |
---|
| 263 | // Make a List which calls the other lists. |
---|
| 264 | fTopPODL = glGenLists (1); |
---|
| 265 | if (!fTopPODL) { |
---|
| 266 | G4cout << |
---|
| 267 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
---|
| 268 | " display List for fTopPODL - try OpenGL Immediated mode." |
---|
| 269 | << G4endl; |
---|
[593] | 270 | } else { |
---|
[529] | 271 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
---|
| 272 | for (size_t i = 0; i < fPOList.size (); i++) { |
---|
| 273 | glPushMatrix(); |
---|
| 274 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
---|
| 275 | glMultMatrixd (oglt.GetGLMatrix ()); |
---|
[593] | 276 | if (fpViewer->GetViewParameters().IsPicking()) |
---|
| 277 | glLoadName(fPOList[i].fPickName); |
---|
[529] | 278 | glCallList (fPOList[i].fDisplayListId); |
---|
| 279 | glPopMatrix(); |
---|
| 280 | } |
---|
| 281 | } |
---|
| 282 | glEndList (); |
---|
| 283 | } |
---|
| 284 | |
---|
| 285 | G4VSceneHandler::EndModeling (); |
---|
| 286 | |
---|
| 287 | /* Debug... |
---|
| 288 | fDisplayListId = glGenLists (1); |
---|
| 289 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
---|
| 290 | */ |
---|
| 291 | } |
---|
| 292 | |
---|
| 293 | void G4OpenGLStoredSceneHandler::ClearStore () { |
---|
| 294 | |
---|
| 295 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
---|
| 296 | |
---|
| 297 | // Delete OpenGL permanent display lists. |
---|
| 298 | for (size_t i = 0; i < fPOList.size (); i++) |
---|
| 299 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
---|
| 300 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
---|
| 301 | fTopPODL = 0; |
---|
| 302 | |
---|
| 303 | // Clear other lists, dictionary, etc. |
---|
| 304 | fPOList.clear (); |
---|
| 305 | fSolidMap.clear (); |
---|
[593] | 306 | ClearAndDestroyAtts(); |
---|
[529] | 307 | |
---|
| 308 | // ...and clear transient store... |
---|
| 309 | for (size_t i = 0; i < fTOList.size (); i++) |
---|
| 310 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
---|
| 311 | fTOList.clear (); |
---|
| 312 | } |
---|
| 313 | |
---|
| 314 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
---|
| 315 | |
---|
| 316 | G4VSceneHandler::ClearTransientStore (); |
---|
| 317 | |
---|
| 318 | // Delete OpenGL transient display lists and Transient Objects themselves. |
---|
| 319 | for (size_t i = 0; i < fTOList.size (); i++) |
---|
| 320 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
---|
| 321 | fTOList.clear (); |
---|
| 322 | |
---|
| 323 | // Make sure screen corresponds to graphical database... |
---|
| 324 | if (fpViewer) { |
---|
| 325 | fpViewer -> SetView (); |
---|
| 326 | fpViewer -> ClearView (); |
---|
| 327 | fpViewer -> DrawView (); |
---|
| 328 | } |
---|
| 329 | } |
---|
| 330 | |
---|
| 331 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
---|
| 332 | { |
---|
| 333 | if (fReadyForTransients) { |
---|
| 334 | // Always draw transient solids, e.g., hits represented as solids. |
---|
| 335 | // (As we have no control over the order of drawing of transient |
---|
| 336 | // objects, we cannot do anything about transparent ones, as |
---|
| 337 | // below, so always draw them.) |
---|
| 338 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 339 | return; |
---|
| 340 | } |
---|
| 341 | |
---|
| 342 | // For non-transient (run-duration) objects, ensure transparent |
---|
| 343 | // objects are drawn last. The problem of |
---|
| 344 | // blending/transparency/alpha is quite a tricky one - see History |
---|
| 345 | // of opengl-V07-01-01/2/3. |
---|
| 346 | // Get vis attributes - pick up defaults if none. |
---|
| 347 | const G4VisAttributes* pVA = |
---|
| 348 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
---|
| 349 | const G4Colour& c = pVA -> GetColour (); |
---|
| 350 | G4double opacity = c.GetAlpha (); |
---|
| 351 | |
---|
| 352 | if (!fSecondPass) { |
---|
| 353 | G4bool transparency_enabled = true; |
---|
| 354 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
---|
| 355 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
---|
| 356 | if (transparency_enabled && opacity < 1.) { |
---|
| 357 | // On first pass, transparent objects are not drawn, but flag is set... |
---|
| 358 | fSecondPassRequested = true; |
---|
| 359 | return; |
---|
| 360 | } |
---|
| 361 | } |
---|
| 362 | |
---|
| 363 | // On second pass, opaque objects are not drwan... |
---|
| 364 | if (fSecondPass && opacity >= 1.) return; |
---|
| 365 | |
---|
| 366 | G4PhysicalVolumeModel* pPVModel = |
---|
| 367 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
---|
| 368 | |
---|
| 369 | if (pPVModel) { |
---|
| 370 | // If part of the geometry hierarchy, i.e., from a |
---|
| 371 | // G4PhysicalVolumeModel, check if a display list already exists for |
---|
| 372 | // this solid, re-use it if possible. We could be smarter, and |
---|
| 373 | // recognise repeated branches of the geometry hierarchy, for |
---|
| 374 | // example. But this algorithm should be secure, I think... |
---|
| 375 | const G4VSolid* pSolid = &solid; |
---|
| 376 | EAxis axis = kRho; |
---|
| 377 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
---|
| 378 | if (pCurrentPV -> IsReplicated ()) { |
---|
| 379 | G4int nReplicas; |
---|
| 380 | G4double width; |
---|
| 381 | G4double offset; |
---|
| 382 | G4bool consuming; |
---|
| 383 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
---|
| 384 | } |
---|
| 385 | // Provided it is not parametrised (because if so, the |
---|
| 386 | // solid's parameters might have been changed)... |
---|
| 387 | if (!(pCurrentPV -> IsParameterised ()) && |
---|
| 388 | // Provided it is not replicated radially (because if so, the |
---|
| 389 | // solid's parameters will have been changed)... |
---|
| 390 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
---|
| 391 | // ...and if the solid has already been rendered... |
---|
| 392 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
---|
| 393 | fDisplayListId = fSolidMap [pSolid]; |
---|
[593] | 394 | PO po(fDisplayListId,*fpObjectTransformation); |
---|
| 395 | if (fpViewer->GetViewParameters().IsPicking()) { |
---|
| 396 | G4AttHolder* holder = new G4AttHolder; |
---|
| 397 | // Load G4Atts from G4VisAttributes, if any... |
---|
| 398 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); |
---|
| 399 | if (va) { |
---|
| 400 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); |
---|
| 401 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); |
---|
| 402 | } |
---|
| 403 | // Load G4Atts from G4PhysicalVolumeModel... |
---|
| 404 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); |
---|
| 405 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); |
---|
| 406 | fPickMap[++fPickName] = holder; |
---|
| 407 | po.fPickName = fPickName; |
---|
| 408 | } |
---|
| 409 | fPOList.push_back(po); |
---|
[529] | 410 | } |
---|
| 411 | else { |
---|
| 412 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 413 | fSolidMap [pSolid] = fDisplayListId; |
---|
| 414 | } |
---|
| 415 | return; |
---|
| 416 | } |
---|
| 417 | |
---|
| 418 | // Otherwise invoke base class method... |
---|
| 419 | G4VSceneHandler::RequestPrimitives (solid); |
---|
| 420 | } |
---|
| 421 | |
---|
| 422 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
---|
| 423 | |
---|
| 424 | #endif |
---|