SoSceneTexture2(3)
๐ SoSceneTexture2(3) ๐
okay bestie, buckle up, because this page is from the Library Functions Manual and it's all about SoSceneTexture2 โ she's iconic, she's in the Coin fam, and we're going through her whole vibe, no skips, no shortcuts. ๐
โจ
๐ NAME ๐
SoSceneTexture2 โ the class that literally creates a 2D texture out of a Coin scene graph. it's giving "scene graph in, texture out". ๐ธ
๐ฆ SYNOPSIS ๐ฆ
#include <Inventor/nodes/SoSceneTexture2.h>
she inherits from SoNode โ family tree matters, bestie. ๐ซถ
๐ Public Types ๐
Modelโ the enum, and here's exactly what's in it:
enum Model { MODULATE = SoTextureImageElement::MODULATE, DECAL =
SoTextureImageElement::DECAL, BLEND = SoTextureImageElement::BLEND,
REPLACE = SoTextureImageElement::REPLACE }
Wrapโ the wrap enum, and yes it borrows its values:
enum Wrap { REPEAT = SoTextureImageElement::REPEAT, CLAMP =
SoTextureImageElement::CLAMP, CLAMP_TO_BORDER =
SoTextureImageElement::CLAMP_TO_BORDER }
TransparencyFunctionโ three little options, no baggage:
enum TransparencyFunction { NONE, ALPHA_BLEND, ALPHA_TEST }
Typeโ and it's a long list, so here's every single one, don't scroll past her:
enum Type { DEPTH, RGBA8, RGBA32F, RGB32F, RGBA16F, RGB16F, R3_G3_B2,
RGB, RGB4, RGB5, RGB8, RGB10, RGB12, RGB16, RGBA, RGBA2, RGBA4,
RGB5_A1, RGB10_A2, RGBA12, RGBA16 }
๐ Public Types inherited from SoNode ๐
NodeTypeโ all the values, right here:
enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002,
INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010,
INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080,
COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 =
0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000
}
โจ Public Member Functions โจ
these are hers, her very own methods, periodt:
virtual SoType getTypeId (void) constvirtual void notify (SoNotList *list)virtual void write (SoWriteAction *action)virtual void doAction (SoAction *action)virtual void GLRender (SoGLRenderAction *action)virtual void callback (SoCallbackAction *action)virtual void rayPick (SoRayPickAction *action)void setType (const Type type)void setSceneTransparencyType (SoNode *node)
๐ Public Member Functions inherited from SoNode ๐
she got all of these from her parent, and yes, we're listing every one:
void setOverride (const SbBool state)SbBool isOverride (void) constvoid setNodeType (const NodeType type)NodeType getNodeType (void) constvirtual SoNode * copy (SbBool copyconnections=0) constvirtual SbBool affectsState (void) constvirtual void GLRenderBelowPath (SoGLRenderAction *action)virtual void GLRenderInPath (SoGLRenderAction *action)virtual void GLRenderOffPath (SoGLRenderAction *action)virtual void getBoundingBox (SoGetBoundingBoxAction *action)virtual void getMatrix (SoGetMatrixAction *action)virtual void handleEvent (SoHandleEventAction *action)virtual void pick (SoPickAction *action)virtual void search (SoSearchAction *action)virtual void audioRender (SoAudioRenderAction *action)virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)virtual void grabEventsSetup (void)virtual void grabEventsCleanup (void)virtual void startNotify (void)uint32_t getNodeId (void) constvirtual SoChildList * getChildren (void) constvirtual void writeInstance (SoOutput *out)virtual SoNode * addToCopyDict (void) constvirtual void copyContents (const SoFieldContainer *from, SbBool copyconnections)virtual SoFieldContainer * copyThroughConnection (void) const
๐ง Public Member Functions inherited from SoFieldContainer ๐ง
more inherited goodness, all of it:
void setToDefaults (void)SbBool hasDefaultValues (void) constSbBool fieldsAreEqual (const SoFieldContainer *container) constvoid copyFieldValues (const SoFieldContainer *container, SbBool copyconnections=0)SbBool set (const char *const fielddata)void get (SbString &fielddata)virtual int getFields (SoFieldList &l) constvirtual int getAllFields (SoFieldList &l) constvirtual SoField * getField (const SbName &name) constvirtual SoField * getEventIn (const SbName &name) constvirtual SoField * getEventOut (const SbName &name) constSbBool getFieldName (const SoField *const field, SbName &name) constSbBool enableNotify (const SbBool flag)SbBool isNotifyEnabled (void) constSbBool set (const char *fielddata, SoInput *in)void get (SbString &fielddata, SoOutput *out)virtual SbBool validateNewFieldValue (SoField *field, void *newval)virtual void addWriteReference (SoOutput *out, SbBool isfromfield=0)SbBool getIsBuiltIn (void) constvoid setUserData (void *userdata) constvoid * getUserData (void) const
๐ Public Member Functions inherited from SoBase ๐
the whole base-class starter pack, no crumbs left out:
void ref (void) constvoid unref (void) constvoid unrefNoDelete (void) constint32_t getRefCount (void) constvoid touch (void)SbBool isOfType (SoType type) constvirtual SbName getName (void) constvirtual void setName (const SbName &newname)void addAuditor (void *const auditor, const SoNotRec::Type type)void removeAuditor (void *const auditor, const SoNotRec::Type type)const SoAuditorList & getAuditors (void) constSbBool shouldWrite (void)void assertAlive (void) const
โญ Static Public Member Functions โญ
static SoType getClassTypeId (void)static void initClass (void)
๐ Static Public Member Functions inherited from SoNode ๐
static uint32_t getCompatibilityTypes (const SoType &nodetype)static SoType getClassTypeId (void)static SoNode * getByName (const SbName &name)static int getByName (const SbName &name, SoNodeList &l)static void initClass (void)static void initClasses (void)static uint32_t getNextNodeId (void)static int getActionMethodIndex (const SoType type)static void getBoundingBoxS (SoAction *action, SoNode *node)static void GLRenderS (SoAction *action, SoNode *node)static void callbackS (SoAction *action, SoNode *node)static void getMatrixS (SoAction *action, SoNode *node)static void handleEventS (SoAction *action, SoNode *node)static void pickS (SoAction *action, SoNode *node)static void rayPickS (SoAction *action, SoNode *node)static void searchS (SoAction *action, SoNode *node)static void writeS (SoAction *action, SoNode *node)static void audioRenderS (SoAction *action, SoNode *node)static void getPrimitiveCountS (SoAction *action, SoNode *node)
๐ธ Static Public Member Functions inherited from SoFieldContainer ๐ธ
static void initClass (void)static SoType getClassTypeId (void)static void initCopyDict (void)static void addCopy (const SoFieldContainer *orig, const SoFieldContainer *copy)static SoFieldContainer * checkCopy (const SoFieldContainer *orig)static SoFieldContainer * findCopy (const SoFieldContainer *orig, const SbBool copyconnections)static void copyDone (void)
๐ Static Public Member Functions inherited from SoBase ๐
static void initClass (void)static SoType getClassTypeId (void)static void addName (SoBase *const base, const char *const name)static void removeName (SoBase *const base, const char *const name)static void incrementCurrentWriteCounter (void)static void decrementCurrentWriteCounter (void)static SoBase * getNamedBase (const SbName &name, SoType type)static int getNamedBases (const SbName &name, SoBaseList &baselist, SoType type)static SbBool read (SoInput *in, SoBase *&base, SoType expectedtype)static void setInstancePrefix (const SbString &c)static void setTraceRefs (SbBool trace)static SbBool getTraceRefs (void)static SbBool connectRoute (SoInput *in, const SbName &fromnodename, const SbName &fromfieldname, const SbName &tonodename, const SbName &tofieldname)static SbBool readRoute (SoInput *in)
๐ Public Attributes ๐
these are the fields you actually touch, bestie:
SoSFEnum wrapSSoSFEnum wrapTSoSFEnum modelSoSFColor blendColorSoSFVec4f backgroundColorSoSFVec2s sizeSoSFNode sceneSoSFEnum transparencyFunction
๐ก๏ธ Protected Member Functions ๐ก๏ธ
virtual const SoFieldData * getFieldData (void) const
๐ก๏ธ Protected Member Functions inherited from SoNode ๐ก๏ธ
SoNode (void)virtual ~SoNode ()virtual SbBool readInstance (SoInput *in, unsigned short flags)
๐ก๏ธ Protected Member Functions inherited from SoFieldContainer ๐ก๏ธ
SoFieldContainer (void)~SoFieldContainer ()
๐ก๏ธ Protected Member Functions inherited from SoBase ๐ก๏ธ
SoBase (void)virtual ~SoBase ()virtual void destroy (void)SbBool hasMultipleWriteRefs (void) constSbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine) constvoid writeFooter (SoOutput *out) constvirtual const char * getFileFormatName (void) const
๐ Static Protected Member Functions ๐
static const SoFieldData ** getFieldDataPtr (void)
๐ Static Protected Member Functions inherited from SoNode ๐
static const SoFieldData ** getFieldDataPtr (void)static void setNextActionMethodIndex (int index)static int getNextActionMethodIndex (void)static void incNextActionMethodIndex (void)static void setCompatibilityTypes (const SoType &nodetype, const uint32_t bitmask)
๐ Static Protected Member Functions inherited from SoBase ๐
static uint32_t getCurrentWriteCounter (void)static void staticDataLock (void)static void staticDataUnlock (void)
๐ซถ Additional Inherited Members ๐ซถ
๐ซถ Protected Types inherited from SoBase ๐ซถ
enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }
๐ซถ Protected Attributes inherited from SoNode ๐ซถ
uint32_t uniqueId
๐ซถ Protected Attributes inherited from SoFieldContainer ๐ซถ
SbBool isBuiltIn
๐ซถ Static Protected Attributes inherited from SoNode ๐ซถ
static uint32_t nextUniqueId = 0static int nextActionMethodIndex = 0
๐ Detailed Description ๐
so like, the whole point: SoSceneTexture2 creates a 2D texture straight from a Coin scene graph. that's the assignment and she ate. ๐ฅ
she lets the rendering of one scene graph be specified as a texture image, and that image gets used inside another scene graph. you set up the scene graph you want turned into a texture in the SoSceneTexture2::scene field. yes, that exact field. ๐
when it comes to actually mapping that texture onto the geometry that follows, this node behaves exactly like SoTexture2. so if you wanna know how textures get mapped onto shapes, go read the SoTexture2 docs, bestie โ she covers that part. ๐
now here's a notable feature: this node will use offscreen pbuffers for hardware accelerated rendering, if the OpenGL driver has them available. WGL, GLX and AGL โ for OpenGL drivers on Microsoft Windows, X11 and Mac OS X respectively โ all support the OpenGL Architecture Review Board (ARB) pbuffer extension in later incarnations from most OpenGL vendors. that's a lot of acronyms but she said what she said. ๐
also note: that offscreen pbuffer gets used directly on the card as a texture, with no costly round trip back and forth from CPU memory, if the OpenGL driver supports the recent ARB_render_texture extension. no cap, that's the good stuff. โจ
โ ๏ธ important limitation alert: textures should have dimensions that are equal to a whole power-of-two. see the documentation for SoSceneTexture::size for the tea. don't skip this one, fr fr. ๐ญ
๐ FILE FORMAT/DEFAULTS ๐
SceneTexture2 {
size 256 256
scene NULL
backgroundColor 0 0 0 0
transparencyFunction NONE
wrapS REPEAT
wrapT REPEAT
model MODULATE
blendColor 0 0 0
}
โณ Since โณ
Coin 2.2 โ she's been serving since Coin 2.2, an absolute OG. ๐
and that's only the first half, keep scrolling bestie, there's more coming your way ๐๐
โจ Member Enumeration Documentation โจ
Okay bestie, these are the enums that live inside SoSceneTexture2. They control the whole texture-mapping vibe. ๐
enum SoSceneTexture2::Model
This is the texture mapping model, and it decides how the texturemap gets "merged" with the object it's mapped onto. It's giving major "what's the relationship?" energy. ๐
Enumerator:
MODULATEโ Texture color is multiplied by the polygon color. The result will be Phong shaded (if light model isPHONG). โจDECALโ Texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Has undefined behaviour for grayscale and grayscale-alpha textures. ๐BLENDโ This model is normally used with monochrome textures (i.e. textures with one or two components). The first component, the intensity, is then used to blend between the shaded color of the polygon and theSoSceneTexture2::blendColor. ๐จREPLACEโ Texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Supports grayscale and grayscale alpha textures. This feature requires OpenGL 1.1.MODULATEwill be used if OpenGL version < 1.1 is detected. ๐
enum SoSceneTexture2::Wrap
Enumeration of wrapping strategies which can be used when the texturemap doesn't cover the full extent of the geometry. Basically: what happens when the texture runs out? ๐ฆ
Enumerator:
REPEATโ Repeat texture when coordinate is not between 0 and 1. ๐CLAMPโ Clamp coordinate between 0 and 1. ๐
enum SoSceneTexture2::TransparencyFunction
For deciding how the texture's alpha channel is handled. It's not possible to automatically detect this, since the texture is stored only on the graphics card's memory, and it'd be too slow to fetch the image to test the alpha channel like Coin does for regular textures. So yeah, you gotta tell it. ๐ญ
Enumerator:
NONEโ The alpha channel is ignored. ๐ALPHA_BLENDโ Alpha blending is used. ๐ALPHA_TESTโ An alpha test function is used. ๐งช
๐ฅ Member Function Documentation ๐ฅ
These are the methods. Let's get into it.
SoType SoSceneTexture2::getTypeId (void ) const [virtual]
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and "downward" casting. It's the "who dis?" of the Coin type system. ๐
Usage example:
void foo(SoNode * node)
{
if (node->getTypeId() == SoFile::getClassTypeId()) {
SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type
}
else if (node->getTypeId().isOfType(SoGroup::getClassTypeId())) {
SoGroup * group = (SoGroup *)node; // safe downward cast, knows the type
}
}
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on. ๐
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups. ๐ซถ
Implements SoBase.
const SoFieldData * SoSceneTexture2::getFieldData (void ) const [protected], [virtual]
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL. ๐พ
Reimplemented from SoFieldContainer.
void SoSceneTexture2::notify (SoNotList * l) [virtual]
Notifies all auditors for this instance when changes are made. It's the group chat notification for your scene graph. ๐
Reimplemented from SoNode.
References SoNotList::getLastField(), model, SoNode::notify(), scene, size, transparencyFunction, wrapS, and wrapT.
void SoSceneTexture2::write (SoWriteAction * action) [virtual]
Action method for SoWriteAction. Writes out a node object, and any connected nodes, engines etc, if necessary. โ๏ธ
Reimplemented from SoNode.
References SoNode::write().
void SoSceneTexture2::doAction (SoAction * action) [virtual]
This function performs the typical operation of a node for any action. It's the main character doing main character things. ๐
Reimplemented from SoNode.
References SoAction::getState(), SoNode::isOverride(), model, size, and wrapT.
Referenced by callback(), and rayPick().
void SoSceneTexture2::GLRender (SoGLRenderAction * action) [virtual]
Action method for the SoGLRenderAction. This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method. ๐ฎ
Reimplemented from SoNode.
References blendColor, SoAction::getState(), SoState::isCacheOpen(), SoNode::isOverride(), model, SoDebugError::postWarning(), scene, and SoNode::SoNode().
void SoSceneTexture2::callback (SoCallbackAction * action) [virtual]
Action method for SoCallbackAction. Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph. ๐
Reimplemented from SoNode.
References doAction().
void SoSceneTexture2::rayPick (SoRayPickAction * action) [virtual]
Action method for SoRayPickAction. Checks the ray specification of the action and tests for intersection with the data of the node. It's giving "did you click on me?" energy. ๐ฏ
Nodes influencing relevant state variables for how picking is done also overrides this method.
Reimplemented from SoNode.
References doAction().
void SoSceneTexture2::setType (const Type type)
Temporary function in Coin 2.5. Used to set the buffer type. In Coin-3 this function will be obsoleted and replaced with a field. So don't get too attached, bestie. ๐ฅฒ
void SoSceneTexture2::setSceneTransparencyType (SoNode * node)
Temporary function in Coin 2.5. Used to set the scene transparency typex. In Coin-3 this function will be obsoleted and replaced with a field. (Yes, "typex" โ we're keeping it exactly as the page says.) ๐
References SoBase::ref(), and SoNode::SoNode().
๐ Member Data Documentation ๐
These are the fields you can actually set. They're the levers and knobs. Let's go.
SoSFEnum SoSceneTexture2::wrapS
Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto. ๐งญ
Default value is SoSceneTexture2::REPEAT.
Referenced by notify().
SoSFEnum SoSceneTexture2::wrapT
Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto. ๐บ๏ธ
Default value is SoSceneTexture2::REPEAT.
Referenced by doAction(), and notify().
SoSFEnum SoSceneTexture2::model
Texturemapping model for how the texturemap is "merged" with the polygon primitives it is applied to. Default value is SoSceneTexture2::MODULATE. ๐จ
Referenced by doAction(), GLRender(), and notify().
SoSFColor SoSceneTexture2::blendColor
Blend color. Used when SoSceneTexture2::model is SoSceneTexture2::BLEND. ๐๏ธ
Default color value is [0, 0, 0], black, which means no contribution to the blending is made.
Referenced by GLRender().
SoSFVec4f SoSceneTexture2::backgroundColor
The color the color buffer is cleared to before rendering the scene. ๐งผ
Default value is (0.0f, 0.0f, 0.0f, 0.0f).
SoSFVec2s SoSceneTexture2::size
The size of the texture. ๐
This node currently only supports power of two textures. If the size is not a power of two, the value will be rounded upwards to the next power of two. So no weird sizes, bestie.
Referenced by doAction(), and notify().
SoSFNode SoSceneTexture2::scene
The scene graph that is rendered into the texture. ๐
Referenced by GLRender(), and notify().
SoSFEnum SoSceneTexture2::transparencyFunction
The transparency function used. Default value is NONE. ๐ป
Referenced by notify().
๐ Author
Generated automatically by Doxygen for Coin from the source code. ๐ค
Okay bestie, that's the whole page! This was Coin, version 2.5.0, page SoSceneTexture2(3). No date on this footer, so we're just gonna vibe with the version. Slay! ๐
โจ
๐ฆ where this page comes from
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- fedora 43: Coin2-devel 2.5.0-52.fc43 ยท GPL-2.0-only
- fedora 44: Coin2-devel 2.5.0-54.fc44 ยท GPL-2.0-only
- fedora 44: Coin2-devel 2.5.0-54.fc44 ยท GPL-2.0-only
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms