SOGLMULTITEXTUREMATRIXELEMENT(3coin3)
π NAME π
SoGLMultiTextureMatrixElement β bestie, this class is literally the one that updates the OpenGL texture matrix. that's it, that's the whole job. π
this is SoGLMultiTextureMatrixElement(3) from the Library Functions Manual, and yes she's that girl.
β¨ SYNOPSIS β¨
okay so first you gotta pull her in:
#include <Inventor/elements/SoGLMultiTextureMatrixElement.h>
Inherits SoMultiTextureMatrixElement. (she has a whole family tree, we'll get to it π«Ά)
πΈ Public Member Functions
virtual void init (SoState *state)virtual void push (SoState *state)virtual void pop (SoState *state, const SoElement *prevTopElement)virtual void multElt (const int unit, const SbMatrix &matrix)virtual void setElt (const int unit, const SbMatrix &matrix)
π Public Member Functions inherited from SoAccumulatedElement
virtual SbBool matches (const SoElement *element) const
π Public Member Functions inherited from SoElement
const SoType getTypeId (void) constint getStackIndex (void) constvoid setDepth (const int depth)int getDepth (void) constvirtual void print (FILE *file=stdout) constvirtual ~SoElement ()
β Static Public Member Functions
static SoType getClassTypeId (void)static int getClassStackIndex (void)static void * createInstance (void)static void initClass (void)
β Static Public Member Functions inherited from SoMultiTextureMatrixElement
static SoType getClassTypeId (void)static int getClassStackIndex (void)static void * createInstance (void)static void initClass (void)static void set (SoState *const state, SoNode *const node, const int unit, const SbMatrix &matrix)static void mult (SoState *const state, SoNode *const node, const int unit, const SbMatrix &matrix)static const SbMatrix & get (SoState *const state, const int unit)
β Static Public Member Functions inherited from SoAccumulatedElement
static SoType getClassTypeId (void)static int getClassStackIndex (void)static void initClass (void)
β Static Public Member Functions inherited from SoElement
static void initClass (void)static SoType getClassTypeId (void)static int getClassStackIndex (void)static void initElements (void)static int getNumStackIndices (void)static SoType getIdFromStackIndex (const int stackIndex)
π¦ Protected Member Functions
virtual ~SoGLMultiTextureMatrixElement ()
π¦ Protected Member Functions inherited from SoMultiTextureMatrixElement
SoMultiTextureMatrixElement (void)virtual ~SoMultiTextureMatrixElement ()UnitData & getUnitData (const int unit)const UnitData & getUnitData (const int unit) constvirtual const SbMatrix & getElt (const int unit) const
π¦ Protected Member Functions inherited from SoAccumulatedElement
void clearNodeIds (void)void addNodeId (const SoNode *const node)void setNodeId (const SoNode *const node)void copyNodeIds (const SoAccumulatedElement *copyfrom)virtual SoElement * copyMatchInfo (void) constvirtual void captureThis (SoState *state) const
π¦ Protected Member Functions inherited from SoElement
SoElement (void)void capture (SoState *const state) constvoid setTypeId (const SoType typeId)void setStackIndex (const int index)SoElement * getNextInStack (void) constSoElement * getNextFree (void) const
π Additional Inherited Members
Static Protected Member Functions inherited from SoElement
static SoElement * getElement (SoState *const state, const int stackIndex)static const SoElement * getConstElement (SoState *const state, const int stackIndex)static int createStackIndex (const SoType id)
Protected Attributes inherited from SoAccumulatedElement
SbList< uint32_t > nodeIds
Protected Attributes inherited from SoElement
SoType typeIdint stackIndexint depth
Static Protected Attributes inherited from SoElement
static int classStackIndexstatic SoTypeList * stackToType
π Detailed Description π
SoGLMultiTextureMatrixElement is the class used to update the OpenGL texture matrix. that's the whole point of her, no side quests. π₯
now here's the tea, and it's a weird one: since β for some genuinely weird reason β most OpenGL implementations have a very small texture matrix stack, and since the matrix stack is also broken on many OpenGL implementations, the texture matrix is always loaded into OpenGL. so we do not push() and pop() matrices. periodt. no cap. π
π Constructor & Destructor Documentation π
SoGLMultiTextureMatrixElement::~SoGLMultiTextureMatrixElement (void ) [protected], [virtual]
it's the destructor, bestie. she cleans up. π«Ά
π₯ Member Function Documentation π₯
void * SoGLMultiTextureMatrixElement::createInstance (void ) [static]
this API member is considered internal to the library, since it's not likely to be of interest to the application programmer. so likeβ¦ backstage pass energy, not main character energy. don't stress about her. π
void SoGLMultiTextureMatrixElement::init (SoState * state) [virtual]
this function initializes the element type in the given SoState. it's called for the first element of each enabled element type in SoState objects. β
Reimplemented from SoMultiTextureMatrixElement.
void SoGLMultiTextureMatrixElement::push (SoState * state) [virtual]
this method is called every time a new element is required in one of the stacks. that happens when a writable element is requested, using SoState::getElement() or indirectly SoElement::getElement(), and the depth of the current element is less than the state depth. π
override this method if your element needs to copy data from the previous top of stack. the push() method is called on the new element, and the previous element can be found using SoElement::getNextInStack().
Reimplemented from SoMultiTextureMatrixElement.
void SoGLMultiTextureMatrixElement::pop (SoState * state, const SoElement * prevTopElement) [virtual]
this method is callled when the state is popped β yes, "callled", with three l's, that's canon, we don't make the rules π β and the depth of the element is bigger than the current state depth. pop() is called on the new top of stack, and a pointer to the previous top of stack is passed in prevTopElement.
override this method if you need to copy some state information from the previous top of stack. π
Reimplemented from SoElement.
void SoGLMultiTextureMatrixElement::multElt (const int unit, const SbMatrix & matrix) [virtual]
virtual method which is called from mult(). it multiplies matrix into element matrix. π₯
Reimplemented from SoMultiTextureMatrixElement.
void SoGLMultiTextureMatrixElement::setElt (const int unit, const SbMatrix & matrix) [virtual]
virtual method which is called from set(). it sets matrix intp element matrix β and yeah that's a typo for "into", the original really does say it like that, so we keep it, no notes π.
Reimplemented from SoMultiTextureMatrixElement.
π«Ά Author π«Ά
generated automatically by Doxygen for Coin, straight from the source code. the robots did this one, we're just vibing on top of it. π
and that's the whole page, bestie!! she's from Coin, Version 3.1.3, and the page is SoGLMultiT...trixElement(3) β go forth and update those texture matrices, you absolute icon πβ¨π¦
π¦ where this page comes from
- fedora 43: Coin3-devel 3.1.3-40.fc43 Β· GPL-2.0-only
- fedora 43: Coin3-devel 3.1.3-40.fc43 Β· GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.fc44 Β· GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.fc44 Β· GPL-2.0-only
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms