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H3D API
2.4.1
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The FloatVertexAttribute node defines a set of per-vertex single precision floating point attributes. More...
#include <H3D/FloatVertexAttribute.h>

Public Member Functions | |
| FloatVertexAttribute (Inst< SFNode > _metadata=0, Inst< SFString > _name=0, Inst< MFFloat > _value=0, Inst< SFInt32 > _numComponents=0) | |
| Constructor. | |
| virtual | ~FloatVertexAttribute () |
| Destructor. | |
| virtual void | render (int value_index) |
| Perform the OpenGL commands to set the vertex attribute with the given index. More... | |
| virtual void | renderArray () |
| Perform the OpenGL commands to set the vertex attributes as a an vertex attribute array on the attribute with the currently set attribute index. | |
| virtual void | disableArray () |
| Disable the array state enabled in renderArray(). | |
| virtual void | setAttributeData () |
| Implement the method to specify data and releated information. | |
| virtual void | renderVBO () |
| VBO rendering implementation. | |
| virtual void | disableVBO () |
| VBO disabling implementation. | |
| virtual bool | preRenderCheckFail () |
| Check if this vertex attribute needs to be rendered. | |
Public Member Functions inherited from H3D::X3DVertexAttributeNode | |
| X3DVertexAttributeNode (Inst< SFNode > _metadata=0, Inst< SFString > _name=0, Inst< SFInt32 > _divisor=0) | |
| Constructor. | |
| void | setAttribIndex (int _attrib_index) |
| Set the attribute index this vertex attribute should be rendered as. More... | |
| virtual string | defaultXMLContainerField () |
| Returns the default xml containerField attribute value. More... | |
Public Member Functions inherited from H3D::X3DGeometricPropertyNode | |
| X3DGeometricPropertyNode (Inst< SFNode > _metadata=0) | |
| Constructor. | |
Public Member Functions inherited from H3D::X3DNode | |
| X3DNode (Inst< SFNode > _metadata=0) | |
| Constructor. | |
| X3DMetadataObject * | getMetadataByName (const string &_name) |
| Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More... | |
Public Member Functions inherited from H3D::Node | |
| Node () | |
| Constructor. | |
| virtual Node * | clone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL) |
| Returns a new instance of this node type with the same state as this one. More... | |
| virtual | ~Node () |
| Destructor. | |
| X3DPrototypeInstance * | getProtoInstanceParent () |
| If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More... | |
| void | setProtoInstanceParent (X3DPrototypeInstance *p) |
| Set the X3DPrototypeInstance this node is the the root node if applicaple. | |
| virtual void | render () |
| the render() function is used for the depth-first rendering traversal of the scene-graph. More... | |
| virtual void | traverseSG (TraverseInfo &ti) |
| traverseSG is called once per scenegraph loop on the scene in order to traverse the scenegraph. More... | |
| virtual bool | lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result) |
| Detect intersection between a line segment and the Node. More... | |
| virtual void | closestPoint (const Vec3f &p, NodeIntersectResult &result) |
| Find closest point on Node to p. More... | |
| virtual bool | movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result) |
| Detect collision between a moving sphere and the Node. More... | |
| virtual Field * | getField (const string &_name) const |
| return a pointer to the field specified by name within this instance | |
| int | addDestructCallback (void(*func)(Node *, void *), void *args) |
| Add a callback function to be run on destruction of node. More... | |
| int | removeDestructCallback (void(*func)(Node *, void *), void *args) |
| Add a callback function to be run on destruction of node. More... | |
Public Member Functions inherited from H3D::GLVertexAttributeObject | |
| GLVertexAttributeObject (VERTEXATTRIBUTE::VERTEXATTRIBUTETYPE type) | |
| Constructor. | |
| virtual | ~GLVertexAttributeObject () |
| Destructor. | |
| void | renderVertexBufferObject () |
| Perform the OpenGL commands to render all vertices as a vertex buffer object. | |
| void | disableVertexBufferObject () |
| Disable the vertex buffer object enabled in renderVertexBufferObject(). | |
| virtual void | updateVertexBufferObject () |
| Perform the OpenGL commands to update vertex attribute data/format. | |
Public Attributes | |
| H3DUniquePtr< MFFloat > | value |
| The value field specifies an arbitrary collection of floating point More... | |
| H3DUniquePtr< SFInt32 > | numComponents |
| The numComponents field specifies how many consecutive floating point values should be grouped together per vertex. More... | |
Public Attributes inherited from H3D::X3DVertexAttributeNode | |
| H3DUniquePtr< SFString > | name |
| The name field describes a name that is mapped to the shading language-specific name for describing per-vertex data. More... | |
| H3DUniquePtr< SFInt32 > | divisor |
| If non-zero, for instanced rendering, the divisor specifies the number of instances that will pass between updates of the attribute. More... | |
Public Attributes inherited from H3D::X3DGeometricPropertyNode | |
| H3DUniquePtr< Field > | propertyChanged |
| Field that indicated whether the properties have changed. More... | |
Public Attributes inherited from H3D::X3DNode | |
| H3DUniquePtr< SFNode > | metadata |
| Meta data about the node. More... | |
Public Attributes inherited from H3D::GLVertexAttributeObject | |
| H3DUniquePtr< SFBool > | isDynamic |
| Option to indicate whether this vertex attribute is dynamic or not Access type: inputOutput Default value: false. | |
Static Public Attributes | |
| static H3DNodeDatabase | database |
| The H3DNodeDatabase for this node. | |
Static Public Attributes inherited from H3D::X3DVertexAttributeNode | |
| static H3DNodeDatabase | database |
| The H3DNodeDatabase for this node. | |
Static Public Attributes inherited from H3D::X3DNode | |
| static H3DNodeDatabase | database |
| The H3DNodeDatabase for this node. | |
Protected Attributes | |
| H3DInt32 | current_divisor |
| Temporary storage of the divisor, to allow reset of state. | |
Protected Attributes inherited from H3D::GLVertexAttributeObject | |
| H3DUniquePtr< Field > | vboFieldsUpToDate |
| Internal field used to know if vertex buffer object can be created. More... | |
Additional Inherited Members | |
Public Types inherited from H3D::Node | |
| typedef std::map< Node *, Node * > | DeepCopyMap |
| A map type used during a deep copy clone() to map from original nodes to cloned nodes. | |
Static Public Member Functions inherited from H3D::Node | |
| static unsigned int | nrNodesAlive () |
| Returns the nr of nodes currently alive, i.e. nodes created but not destructed. | |
| static int | nrNodesCreated () |
| Returns the number of nodes created in total since the start of the program. | |
Protected Member Functions inherited from H3D::Node | |
| void | cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap) |
| A helper function for the clone() method. More... | |
Static Protected Member Functions inherited from H3D::Node | |
| static Node * | getClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap) |
| A helper function for nodes that implement clone() More... | |
The FloatVertexAttribute node defines a set of per-vertex single precision floating point attributes.
The numComponents field specifies how many consecutive floating point values should be grouped together per vertex. The length of the value field shall be a multiple of numComponents.
The value field specifies an arbitrary collection of floating point values that will be passed to the shader as per-vertex information.
Examples:
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virtual |
Perform the OpenGL commands to set the vertex attribute with the given index.
value_index is the index of the value in the value field that is to be used.
Reimplemented from H3D::X3DVertexAttributeNode.
References numComponents, and value.
| H3DUniquePtr< SFInt32 > H3D::FloatVertexAttribute::numComponents |
The numComponents field specifies how many consecutive floating point values should be grouped together per vertex.
Access type: inputOutput
Default value: 4
Valid range: [1-4]
Referenced by FloatVertexAttribute(), H3D::IndexedFaceSet::AutoTangent::generateTangentsPerFace(), H3D::IndexedFaceSet::AutoTangent::generateTangentsPerVertex(), render(), renderArray(), and renderVBO().
| H3DUniquePtr< MFFloat > H3D::FloatVertexAttribute::value |
The value field specifies an arbitrary collection of floating point
values that will be passed to the shader as per-vertex information. The length of the value field shall be a multiple of numComponents.
Access type: inputOutput
Referenced by FloatVertexAttribute(), H3D::IndexedFaceSet::AutoTangent::generateTangentsPerFace(), H3D::IndexedFaceSet::AutoTangent::generateTangentsPerVertex(), preRenderCheckFail(), render(), renderArray(), and setAttributeData().