[529] | 1 | // |
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| 2 | // ******************************************************************** |
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| 3 | // * License and Disclaimer * |
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| 4 | // * * |
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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| 7 | // * conditions of the Geant4 Software License, included in the file * |
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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| 9 | // * include a list of copyright holders. * |
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| 10 | // * * |
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| 11 | // * Neither the authors of this software system, nor their employing * |
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| 12 | // * institutes,nor the agencies providing financial support for this * |
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| 13 | // * work make any representation or warranty, express or implied, * |
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| 14 | // * regarding this software system or assume any liability for its * |
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| 15 | // * use. Please see the license in the file LICENSE and URL above * |
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| 16 | // * for the full disclaimer and the limitation of liability. * |
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| 17 | // * * |
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| 18 | // * This code implementation is the result of the scientific and * |
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| 19 | // * technical work of the GEANT4 collaboration. * |
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| 20 | // * By using, copying, modifying or distributing the software (or * |
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| 21 | // * any work based on the software) you agree to acknowledge its * |
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| 22 | // * use in resulting scientific publications, and indicate your * |
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| 23 | // * acceptance of all terms of the Geant4 Software license. * |
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| 24 | // ******************************************************************** |
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| 25 | // |
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| 26 | // |
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[754] | 27 | // $Id: G4OpenGLStoredSceneHandler.cc,v 1.36 2008/02/18 08:53:49 asaim Exp $ |
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[631] | 28 | // GEANT4 tag $Name: $ |
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[529] | 29 | // |
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| 30 | // |
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| 31 | // Andrew Walkden 10th February 1997 |
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| 32 | // OpenGL stored scene - creates OpenGL display lists. |
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| 33 | |
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| 34 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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| 35 | |
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| 36 | // Included here - problems with HP compiler if not before other includes? |
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| 37 | #include "G4NURBS.hh" |
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| 38 | |
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| 39 | // Here follows a special for Mesa, the OpenGL emulator. Does not affect |
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| 40 | // other OpenGL's, as far as I'm aware. John Allison 18/9/96. |
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| 41 | #define CENTERLINE_CLPP /* CenterLine C++ workaround: */ |
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| 42 | // Also seems to be required for HP's CC and AIX xlC, at least. |
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| 43 | |
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| 44 | #include "G4OpenGLStoredSceneHandler.hh" |
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| 45 | |
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| 46 | #include "G4PhysicalVolumeModel.hh" |
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| 47 | #include "G4VPhysicalVolume.hh" |
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[593] | 48 | #include "G4LogicalVolume.hh" |
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[529] | 49 | #include "G4Polyline.hh" |
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| 50 | #include "G4Polymarker.hh" |
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[593] | 51 | #include "G4Text.hh" |
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[529] | 52 | #include "G4Circle.hh" |
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| 53 | #include "G4Square.hh" |
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[593] | 54 | #include "G4Polyhedron.hh" |
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| 55 | #include "G4AttHolder.hh" |
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[529] | 56 | |
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| 57 | G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& system, |
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| 58 | const G4String& name): |
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| 59 | G4OpenGLSceneHandler (system, fSceneIdCount++, name), |
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| 60 | fMemoryForDisplayLists (true), |
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| 61 | fAddPrimitivePreambleNestingDepth (0), |
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[688] | 62 | fTopPODL (0) |
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[529] | 63 | {} |
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| 64 | |
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| 65 | G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler () |
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| 66 | {} |
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| 67 | |
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| 68 | void G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Visible& visible) |
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| 69 | { |
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| 70 | // Track nesting depth to avoid recursive calls, for example, from a |
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| 71 | // G4Polymarker that invokes a G4Circle... |
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| 72 | fAddPrimitivePreambleNestingDepth++; |
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| 73 | if (fAddPrimitivePreambleNestingDepth > 1) return; |
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| 74 | |
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[593] | 75 | // Because of our need to control colour of transients (display by |
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| 76 | // time fading), display lists may only cover a single primitive. |
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| 77 | // So display list setup is here. |
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[529] | 78 | |
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[593] | 79 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 80 | fPickMap[++fPickName] = 0; |
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| 81 | } |
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[529] | 82 | |
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[593] | 83 | const G4Colour& c = GetColour (visible); |
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[529] | 84 | |
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[593] | 85 | if (fMemoryForDisplayLists) { |
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| 86 | fDisplayListId = glGenLists (1); |
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| 87 | if (!fDisplayListId) { // Could pre-allocate? |
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| 88 | G4cout << |
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| 89 | "********************* WARNING! ********************" |
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| 90 | "\nUnable to allocate any more display lists in OpenGL." |
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| 91 | "\n Continuing drawing in IMMEDIATE MODE." |
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| 92 | "\n***************************************************" |
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| 93 | << G4endl; |
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| 94 | fMemoryForDisplayLists = false; |
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| 95 | } |
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| 96 | } |
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| 97 | if (fMemoryForDisplayLists) { |
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| 98 | if (fReadyForTransients) { |
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| 99 | TO to(fDisplayListId, *fpObjectTransformation); |
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| 100 | to.fPickName = fPickName; |
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| 101 | to.fColour = c; |
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| 102 | const G4VisAttributes* pVA = |
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| 103 | fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes()); |
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| 104 | to.fStartTime = pVA->GetStartTime(); |
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| 105 | to.fEndTime = pVA->GetEndTime(); |
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| 106 | fTOList.push_back(to); |
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| 107 | glDrawBuffer (GL_FRONT); |
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| 108 | glPushMatrix(); |
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| 109 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 110 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 111 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 112 | glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE); |
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| 113 | } |
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| 114 | else { |
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| 115 | PO po(fDisplayListId, *fpObjectTransformation); |
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| 116 | po.fPickName = fPickName; |
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| 117 | fPOList.push_back(po); |
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| 118 | glNewList (fDisplayListId, GL_COMPILE); |
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| 119 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 120 | } |
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[529] | 121 | } else { |
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[593] | 122 | glDrawBuffer (GL_FRONT); |
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| 123 | glPushMatrix(); |
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| 124 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 125 | glMultMatrixd (oglt.GetGLMatrix ()); |
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[529] | 126 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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| 127 | } |
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[593] | 128 | |
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| 129 | if (fProcessing2D) { |
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| 130 | // Push current 3D world matrices and load identity to define screen |
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| 131 | // coordinates... |
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| 132 | glMatrixMode (GL_PROJECTION); |
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| 133 | glPushMatrix(); |
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| 134 | glLoadIdentity(); |
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[754] | 135 | // glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX); |
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| 136 | glOrtho (-1., 1., -1., 1., -1., 1.); |
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[593] | 137 | glMatrixMode (GL_MODELVIEW); |
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| 138 | glPushMatrix(); |
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| 139 | glLoadIdentity(); |
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[688] | 140 | G4OpenGLTransform3D oglt (*fpObjectTransformation); |
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| 141 | glMultMatrixd (oglt.GetGLMatrix ()); |
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| 142 | glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ()); |
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[593] | 143 | } |
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[529] | 144 | } |
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| 145 | |
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| 146 | void G4OpenGLStoredSceneHandler::AddPrimitivePostamble() |
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| 147 | { |
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[593] | 148 | if (fProcessing2D) { |
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| 149 | // Pop current 3D world matrices back again... |
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| 150 | glMatrixMode (GL_PROJECTION); |
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| 151 | glPopMatrix(); |
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| 152 | glMatrixMode (GL_MODELVIEW); |
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| 153 | glPopMatrix(); |
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| 154 | } |
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| 155 | |
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| 156 | if (fMemoryForDisplayLists) { |
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| 157 | glEndList(); |
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| 158 | } |
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| 159 | if (fReadyForTransients || !fMemoryForDisplayLists) { |
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| 160 | glPopMatrix(); |
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| 161 | glFlush (); |
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| 162 | glDrawBuffer (GL_BACK); |
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| 163 | } |
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[529] | 164 | fAddPrimitivePreambleNestingDepth--; |
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| 165 | } |
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| 166 | |
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| 167 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline) |
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| 168 | { |
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| 169 | AddPrimitivePreamble(polyline); |
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| 170 | G4OpenGLSceneHandler::AddPrimitive(polyline); |
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| 171 | AddPrimitivePostamble(); |
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| 172 | } |
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| 173 | |
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[593] | 174 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker) |
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| 175 | { |
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| 176 | AddPrimitivePreamble(polymarker); |
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| 177 | G4OpenGLSceneHandler::AddPrimitive(polymarker); |
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| 178 | AddPrimitivePostamble(); |
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| 179 | } |
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| 180 | |
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| 181 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text) |
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| 182 | { |
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| 183 | // Note: colour is still handled in |
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| 184 | // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still |
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| 185 | // gets into the display list |
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| 186 | AddPrimitivePreamble(text); |
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| 187 | G4OpenGLSceneHandler::AddPrimitive(text); |
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| 188 | AddPrimitivePostamble(); |
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| 189 | } |
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| 190 | |
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[529] | 191 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle) |
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| 192 | { |
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| 193 | AddPrimitivePreamble(circle); |
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| 194 | G4OpenGLSceneHandler::AddPrimitive(circle); |
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| 195 | AddPrimitivePostamble(); |
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| 196 | } |
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| 197 | |
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| 198 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square) |
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| 199 | { |
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| 200 | AddPrimitivePreamble(square); |
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| 201 | G4OpenGLSceneHandler::AddPrimitive(square); |
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| 202 | AddPrimitivePostamble(); |
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| 203 | } |
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| 204 | |
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[593] | 205 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale) |
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[529] | 206 | { |
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[593] | 207 | // Let base class split into primitives. |
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| 208 | G4OpenGLSceneHandler::AddPrimitive(scale); |
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| 209 | } |
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| 210 | |
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| 211 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) |
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| 212 | { |
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| 213 | // Note: colour is still handled in |
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| 214 | // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still |
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| 215 | // gets into the display list |
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| 216 | AddPrimitivePreamble(polyhedron); |
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| 217 | G4OpenGLSceneHandler::AddPrimitive(polyhedron); |
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[529] | 218 | AddPrimitivePostamble(); |
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| 219 | } |
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| 220 | |
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[593] | 221 | void G4OpenGLStoredSceneHandler::AddPrimitive (const G4NURBS& nurbs) |
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| 222 | { |
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| 223 | // Note: colour is still handled in |
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| 224 | // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&), so it still |
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| 225 | // gets into the display list |
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| 226 | AddPrimitivePreamble(nurbs); |
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| 227 | G4OpenGLSceneHandler::AddPrimitive(nurbs); |
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| 228 | AddPrimitivePostamble(); |
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| 229 | } |
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| 230 | |
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[529] | 231 | void G4OpenGLStoredSceneHandler::BeginPrimitives |
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[593] | 232 | (const G4Transform3D& objectTransformation) |
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| 233 | { |
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| 234 | G4OpenGLSceneHandler::BeginPrimitives (objectTransformation); |
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[529] | 235 | |
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[593] | 236 | // Display list setup moved to AddPrimitivePreamble. See notes there. |
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[529] | 237 | } |
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| 238 | |
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[593] | 239 | void G4OpenGLStoredSceneHandler::EndPrimitives () |
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| 240 | { |
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| 241 | G4OpenGLSceneHandler::EndPrimitives (); |
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[529] | 242 | } |
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| 243 | |
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[688] | 244 | void G4OpenGLStoredSceneHandler::BeginPrimitives2D |
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| 245 | (const G4Transform3D& objectTransformation) |
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[529] | 246 | { |
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[688] | 247 | G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation); |
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[529] | 248 | } |
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| 249 | |
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| 250 | void G4OpenGLStoredSceneHandler::EndPrimitives2D () |
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| 251 | { |
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[593] | 252 | G4OpenGLSceneHandler::EndPrimitives2D (); |
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[529] | 253 | } |
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| 254 | |
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| 255 | void G4OpenGLStoredSceneHandler::BeginModeling () { |
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| 256 | G4VSceneHandler::BeginModeling(); |
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| 257 | ClearStore(); // ...and all that goes with it. |
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| 258 | /* Debug... |
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| 259 | fDisplayListId = glGenLists (1); |
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| 260 | G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl; |
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| 261 | */ |
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| 262 | } |
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| 263 | |
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| 264 | void G4OpenGLStoredSceneHandler::EndModeling () { |
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| 265 | // Make a List which calls the other lists. |
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| 266 | fTopPODL = glGenLists (1); |
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| 267 | if (!fTopPODL) { |
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| 268 | G4cout << |
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| 269 | "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate" |
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| 270 | " display List for fTopPODL - try OpenGL Immediated mode." |
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| 271 | << G4endl; |
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[593] | 272 | } else { |
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[529] | 273 | glNewList (fTopPODL, GL_COMPILE_AND_EXECUTE); { |
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| 274 | for (size_t i = 0; i < fPOList.size (); i++) { |
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| 275 | glPushMatrix(); |
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| 276 | G4OpenGLTransform3D oglt (fPOList[i].fTransform); |
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| 277 | glMultMatrixd (oglt.GetGLMatrix ()); |
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[593] | 278 | if (fpViewer->GetViewParameters().IsPicking()) |
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| 279 | glLoadName(fPOList[i].fPickName); |
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[529] | 280 | glCallList (fPOList[i].fDisplayListId); |
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| 281 | glPopMatrix(); |
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| 282 | } |
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| 283 | } |
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| 284 | glEndList (); |
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| 285 | } |
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| 286 | |
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| 287 | G4VSceneHandler::EndModeling (); |
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| 288 | |
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| 289 | /* Debug... |
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| 290 | fDisplayListId = glGenLists (1); |
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| 291 | G4cout << "OGL::fDisplayListId (end): " << fDisplayListId << G4endl; |
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| 292 | */ |
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| 293 | } |
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| 294 | |
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| 295 | void G4OpenGLStoredSceneHandler::ClearStore () { |
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| 296 | |
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| 297 | G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc. |
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| 298 | |
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| 299 | // Delete OpenGL permanent display lists. |
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| 300 | for (size_t i = 0; i < fPOList.size (); i++) |
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| 301 | glDeleteLists (fPOList[i].fDisplayListId, 1); |
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| 302 | if (fTopPODL) glDeleteLists (fTopPODL, 1); |
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| 303 | fTopPODL = 0; |
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| 304 | |
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| 305 | // Clear other lists, dictionary, etc. |
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| 306 | fPOList.clear (); |
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| 307 | fSolidMap.clear (); |
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[593] | 308 | ClearAndDestroyAtts(); |
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[529] | 309 | |
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| 310 | // ...and clear transient store... |
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| 311 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 312 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 313 | fTOList.clear (); |
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| 314 | } |
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| 315 | |
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| 316 | void G4OpenGLStoredSceneHandler::ClearTransientStore () { |
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| 317 | |
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| 318 | G4VSceneHandler::ClearTransientStore (); |
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| 319 | |
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| 320 | // Delete OpenGL transient display lists and Transient Objects themselves. |
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| 321 | for (size_t i = 0; i < fTOList.size (); i++) |
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| 322 | glDeleteLists(fTOList[i].fDisplayListId, 1); |
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| 323 | fTOList.clear (); |
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| 324 | |
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| 325 | // Make sure screen corresponds to graphical database... |
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| 326 | if (fpViewer) { |
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| 327 | fpViewer -> SetView (); |
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| 328 | fpViewer -> ClearView (); |
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| 329 | fpViewer -> DrawView (); |
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| 330 | } |
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| 331 | } |
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| 332 | |
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| 333 | void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) |
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| 334 | { |
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| 335 | if (fReadyForTransients) { |
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| 336 | // Always draw transient solids, e.g., hits represented as solids. |
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| 337 | // (As we have no control over the order of drawing of transient |
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| 338 | // objects, we cannot do anything about transparent ones, as |
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| 339 | // below, so always draw them.) |
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| 340 | G4VSceneHandler::RequestPrimitives (solid); |
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| 341 | return; |
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| 342 | } |
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| 343 | |
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| 344 | // For non-transient (run-duration) objects, ensure transparent |
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| 345 | // objects are drawn last. The problem of |
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| 346 | // blending/transparency/alpha is quite a tricky one - see History |
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| 347 | // of opengl-V07-01-01/2/3. |
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| 348 | // Get vis attributes - pick up defaults if none. |
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| 349 | const G4VisAttributes* pVA = |
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| 350 | fpViewer -> GetApplicableVisAttributes(fpVisAttribs); |
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| 351 | const G4Colour& c = pVA -> GetColour (); |
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| 352 | G4double opacity = c.GetAlpha (); |
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| 353 | |
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| 354 | if (!fSecondPass) { |
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| 355 | G4bool transparency_enabled = true; |
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| 356 | G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer); |
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| 357 | if (pViewer) transparency_enabled = pViewer->transparency_enabled; |
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| 358 | if (transparency_enabled && opacity < 1.) { |
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| 359 | // On first pass, transparent objects are not drawn, but flag is set... |
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| 360 | fSecondPassRequested = true; |
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| 361 | return; |
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| 362 | } |
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| 363 | } |
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| 364 | |
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| 365 | // On second pass, opaque objects are not drwan... |
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| 366 | if (fSecondPass && opacity >= 1.) return; |
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| 367 | |
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| 368 | G4PhysicalVolumeModel* pPVModel = |
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| 369 | dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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| 370 | |
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| 371 | if (pPVModel) { |
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| 372 | // If part of the geometry hierarchy, i.e., from a |
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| 373 | // G4PhysicalVolumeModel, check if a display list already exists for |
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| 374 | // this solid, re-use it if possible. We could be smarter, and |
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| 375 | // recognise repeated branches of the geometry hierarchy, for |
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| 376 | // example. But this algorithm should be secure, I think... |
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| 377 | const G4VSolid* pSolid = &solid; |
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| 378 | EAxis axis = kRho; |
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| 379 | G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV(); |
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| 380 | if (pCurrentPV -> IsReplicated ()) { |
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| 381 | G4int nReplicas; |
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| 382 | G4double width; |
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| 383 | G4double offset; |
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| 384 | G4bool consuming; |
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| 385 | pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming); |
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| 386 | } |
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| 387 | // Provided it is not parametrised (because if so, the |
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| 388 | // solid's parameters might have been changed)... |
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| 389 | if (!(pCurrentPV -> IsParameterised ()) && |
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| 390 | // Provided it is not replicated radially (because if so, the |
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| 391 | // solid's parameters will have been changed)... |
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| 392 | !(pCurrentPV -> IsReplicated () && axis == kRho) && |
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| 393 | // ...and if the solid has already been rendered... |
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| 394 | (fSolidMap.find (pSolid) != fSolidMap.end ())) { |
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| 395 | fDisplayListId = fSolidMap [pSolid]; |
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[593] | 396 | PO po(fDisplayListId,*fpObjectTransformation); |
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| 397 | if (fpViewer->GetViewParameters().IsPicking()) { |
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| 398 | G4AttHolder* holder = new G4AttHolder; |
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| 399 | // Load G4Atts from G4VisAttributes, if any... |
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| 400 | const G4VisAttributes* va = pPVModel->GetCurrentLV()->GetVisAttributes(); |
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| 401 | if (va) { |
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| 402 | const std::map<G4String,G4AttDef>* vaDefs = va->GetAttDefs(); |
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| 403 | if (vaDefs) holder->AddAtts(va->CreateAttValues(), vaDefs); |
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| 404 | } |
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| 405 | // Load G4Atts from G4PhysicalVolumeModel... |
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| 406 | const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs(); |
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| 407 | if (defs) holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs); |
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| 408 | fPickMap[++fPickName] = holder; |
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| 409 | po.fPickName = fPickName; |
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| 410 | } |
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| 411 | fPOList.push_back(po); |
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[529] | 412 | } |
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| 413 | else { |
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| 414 | G4VSceneHandler::RequestPrimitives (solid); |
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| 415 | fSolidMap [pSolid] = fDisplayListId; |
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| 416 | } |
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| 417 | return; |
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| 418 | } |
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| 419 | |
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| 420 | // Otherwise invoke base class method... |
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| 421 | G4VSceneHandler::RequestPrimitives (solid); |
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| 422 | } |
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| 423 | |
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| 424 | G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0; |
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| 425 | |
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| 426 | #endif |
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