- Timestamp:
- Dec 22, 2010, 11:33:38 AM (14 years ago)
- File:
-
- 1 edited
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trunk/source/visualization/OpenGL/include/G4OpenGLStoredSceneHandler.hh
r1343 r1346 25 25 // 26 26 // 27 // $Id: G4OpenGLStoredSceneHandler.hh,v 1.3 0 2010/11/06 12:09:41allison Exp $27 // $Id: G4OpenGLStoredSceneHandler.hh,v 1.32 2010/11/10 17:10:49 allison Exp $ 28 28 // GEANT4 tag $Name: $ 29 29 // … … 83 83 static G4bool fMemoryForDisplayLists; // avoid memory overflow 84 84 static G4int fDisplayListLimit; // avoid memory overflow 85 static G4int fDisplayListBase; // avoid memory overflow86 85 G4int fAddPrimitivePreambleNestingDepth; 87 86 88 87 // PODL = Persistent Object Display List. 89 88 GLint fTopPODL; // List which calls the other PODLs. 89 // PO = Persistent Object, i.e., run-durantion object, e.g., geometry. 90 90 struct PO { 91 91 PO(G4int id, const G4Transform3D& tr = G4Transform3D()); … … 96 96 std::vector<PO> fPOList; 97 97 98 // TO = Trans parent Object.98 // TO = Transient Object, e.g., trajectories. 99 99 struct TO { 100 100 TO(G4int id, const G4Transform3D& tr = G4Transform3D());
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