SoRenderManager(3)

πŸ“¦ version 3.1.3, in fedora 43, fedora 44

πŸ¦‹ SoRenderManager(3) πŸ¦‹

hey bestie πŸ’– welcome to the SoRenderManager(3) page β€” it's a Library Functions Manual situation, and honestly? it's giving main character energy. no cap.


✨ NAME ✨

SoRenderManager β€” the manager of all the properties that decide how rendering happens πŸ‘‘


🌸 SYNOPSIS 🌸

πŸ’« Public Types

enum RenderMode { AS_IS, WIREFRAME, POINTS, WIREFRAME_OVERLAY,
    HIDDEN_LINE, BOUNDING_BOX }
enum StereoMode { MONO, ANAGLYPH, SEPARATE_OUTPUT, QUAD_BUFFER =
    SEPARATE_OUTPUT, INTERLEAVED_ROWS, INTERLEAVED_COLUMNS }
enum BufferType { BUFFER_SINGLE, BUFFER_DOUBLE }
enum AutoClippingStrategy { NO_AUTO_CLIPPING, FIXED_NEAR_PLANE,
    VARIABLE_NEAR_PLANE }

πŸ’« Public Member Functions

virtual void render (const SbBool clearwindow=TRUE, const SbBool
    clearzbuffer=TRUE)
virtual void render (SoGLRenderAction *action, const SbBool
    initmatrices=TRUE, const SbBool clearwindow=TRUE, const SbBool
    clearzbuffer=TRUE)
Superimposition * addSuperimposition (SoNode *scene, uint32_t
    flags=Superimposition::AUTOREDRAW|Superimposition::ZBUFFERON|Superimposition::CLEARZBUFFER)
void removeSuperimposition (Superimposition *s)
virtual void setSceneGraph (SoNode *const sceneroot)
virtual SoNode * getSceneGraph (void) const
void setCamera (SoCamera *camera)
SoCamera * getCamera (void) const
void setAutoClipping (AutoClippingStrategy autoclipping)
void attachRootSensor (SoNode *const sceneroot)
void attachClipSensor (SoNode *const sceneroot)
void detachRootSensor (void)
void detachClipSensor (void)
AutoClippingStrategy getAutoClipping (void) const
void setNearPlaneValue (float value)
float getNearPlaneValue (void) const
void setTexturesEnabled (const SbBool onoff)
SbBool isTexturesEnabled (void) const
void setDoubleBuffer (const SbBool enable)
SbBool isDoubleBuffer (void) const
void setRenderMode (const RenderMode mode)
RenderMode getRenderMode (void) const
void setStereoMode (const StereoMode mode)
StereoMode getStereoMode (void) const
void setStereoOffset (const float offset)
float getStereoOffset (void) const
void setRenderCallback (SoRenderManagerRenderCB *f, void *const
    userData=NULL)
SbBool isAutoRedraw (void) const
void setRedrawPriority (const uint32_t priority)
uint32_t getRedrawPriority (void) const
void reinitialize (void)
void scheduleRedraw (void)
void setWindowSize (const SbVec2s &newsize)
const SbVec2s & getWindowSize (void) const
void setSize (const SbVec2s &newsize)
const SbVec2s & getSize (void) const
void setOrigin (const SbVec2s &newOrigin)
const SbVec2s & getOrigin (void) const
void setViewportRegion (const SbViewportRegion &newRegion)
const SbViewportRegion & getViewportRegion (void) const
void setBackgroundColor (const SbColor4f &color)
const SbColor4f & getBackgroundColor (void) const
void setBackgroundIndex (const int index)
int getBackgroundIndex (void) const
void setRGBMode (const SbBool onOrOff)
SbBool isRGBMode (void) const
virtual void activate (void)
virtual void deactivate (void)
void setAntialiasing (const SbBool smoothing, const int numPasses)
void getAntialiasing (SbBool &smoothing, int &numPasses) const
void setGLRenderAction (SoGLRenderAction *const action)
SoGLRenderAction * getGLRenderAction (void) const
void setAudioRenderAction (SoAudioRenderAction *const action)
SoAudioRenderAction * getAudioRenderAction (void) const
void addPreRenderCallback (SoRenderManagerRenderCB *cb, void *data)
void removePreRenderCallback (SoRenderManagerRenderCB *cb, void *data)
void addPostRenderCallback (SoRenderManagerRenderCB *cb, void *data)
void removePostRenderCallback (SoRenderManagerRenderCB *cb, void *data)

πŸ’« Static Public Member Functions

static void nodesensorCB (void *data, SoSensor *)
static void prerendercb (void *userdata, SoGLRenderAction *action)
static void enableRealTimeUpdate (const SbBool flag)
static SbBool isRealTimeUpdateEnabled (void)
static uint32_t getDefaultRedrawPriority (void)

πŸ’« Protected Member Functions

int isActive (void) const
void redraw (void)
void renderScene (SoGLRenderAction *action, SoNode *scene, uint32_t
    clearmask)
void actuallyRender (SoGLRenderAction *action, const SbBool
    initmatrices=TRUE, const SbBool clearwindow=TRUE, const SbBool
    clearzbuffer=TRUE)
void renderSingle (SoGLRenderAction *action, SbBool initmatrices, SbBool
    clearwindow, SbBool clearzbuffer)
    Render once in correct draw style.
void renderStereo (SoGLRenderAction *action, SbBool initmatrices, SbBool
    clearwindow, SbBool clearzbuffer)
    Render scene according to current stereo mode.
void initStencilBufferForInterleavedStereo (void)
void clearBuffers (SbBool color, SbBool depth)

🧚 Detailed Description 🧚

Manages properties which influences how rendering is done. that's the whole vibe, bestie β€” it's the puppet master of your render pipeline πŸŽ€


πŸ‘‘ Member Enumeration Documentation πŸ‘‘

🌈 enum SoRenderManager::RenderMode

Sets how rendering of primitives is done. the whole look of your scene lives here, fr fr ✨

Enumerator

  • AS_IS β€” Render primitives as they are described in the scenegraph. the classic, no notes πŸ’…
  • WIREFRAME β€” Render only the wireframe. just the skeleton, she's naked and thriving 🦴
  • POINTS β€” Render only the vertices of the primitives. dots only, it's giving constellation ✨
  • WIREFRAME_OVERLAY β€” Render a wireframe overlay in addition to the AS_IS mode. two looks at once, obsessed 🫢
  • HIDDEN_LINE β€” As WIREFRAME, but culls lines which would otherwise not be shown due to geometric culling. the shy lines get politely asked to leave πŸ™ˆ
  • BOUNDING_BOX β€” Only show the bounding box of each object. everything is a box now, no cap πŸ“¦

🌈 enum SoRenderManager::StereoMode

Manages how to render steroscopic images. 3D vision hours πŸ‘“

Enumerator

  • MONO β€” No stereoscopic rendering. just one image, simple, iconic πŸ’–
  • ANAGLYPH β€” Anaglyph rendering is used to provide a steroscopic 3D effect, when viewed with 3D glasses. The image is made up of two color layers which are superimposed on each other, and appears as 3 dimensional when viewed through corresponding colored filters(glases). yes bestie, the red-and-blue paper glasses situation πŸ”΄πŸ”΅
  • SEPARATE_OUTPUT β€” Send output to separate buffers. two buffers, two destinies 🌸
  • QUAD_BUFFER β€” Same as SEPARATE_OUTPUT, SEPARATE_OUTPUT is more commonly known as QUAD_BUFFER, when also using double buffering. same thing, fancier name πŸ’…
  • INTERLEAVED_ROWS β€” Render every second row as left and right image. If rendered with a polarized projector, polarized filters kan be used to give a 3D effect. stripes of left, stripes of right, projector goes brrr 🌈
  • INTERLEAVED_COLUMNS β€” Render every second column as left and right image. If rendered with a polarized projector, polarized filters kan be used to give a 3D effect. same energy, vertical edition πŸŽ€

🌈 enum SoRenderManager::BufferType

Buffering strategy. how many buffers are we working with, bestie 🫢

Enumerator

  • BUFFER_SINGLE β€” Output to one buffer. one and done πŸ’–
  • BUFFER_DOUBLE β€” Alternate between output buffers. they take turns, very polite 🌸

🌈 enum SoRenderManager::AutoClippingStrategy

Strategy for adjusting camera clipping plane. where do we chop the world off, basically βœ‚οΈ

Enumerator

  • NO_AUTO_CLIPPING β€” Turn off automatic clipping. we're not touching it, hands off πŸ™…
  • FIXED_NEAR_PLANE β€” Keep near plane at a fixed distance from the camera. locked in place, loyal πŸ’œ
  • VARIABLE_NEAR_PLANE β€” Variable adjustment of the nearplane relative to the camera. she moves, she adapts, she's flexible ✨

πŸ’… Member Function Documentation πŸ’…

⭐ void SoRenderManager::render (const SbBool clearwindow = TRUE, const SbBool clearzbuffer = TRUE) [virtual]

Render the scene graph. the whole point, bestie 🎬

All SbBool arguments should normally be TRUE, but they can be set to FALSE to optimize for special cases (e.g. when doing wireframe rendering one doesn't need a depth buffer). so like, don't just turn them off for fun, but if you know what you're doing, slay πŸ’…

Parameters

  • clearwindow β€” If set to TRUE, clear the rendering buffer before drawing.
  • clearzbuffer β€” If set to TRUE, clear the depth buffer values before rendering.

⭐ void SoRenderManager::render (SoGLRenderAction * action, const SbBool initmatrices = TRUE, const SbBool clearwindow = TRUE, const SbBool clearzbuffer = TRUE) [virtual]

Render the scene graph. yes, again β€” it's the overloaded edition πŸ‘―

All SbBool arguments should normally be TRUE, but they can be set to FALSE to optimize for special cases (e.g. when doing wireframe rendering one doesn't need a depth buffer). same rule as before, no cap.

Parameters

  • clearwindow β€” If set to TRUE, clear the rendering buffer before drawing.
  • clearzbuffer β€” If set to TRUE, clear the depth buffer values before rendering.
  • initmatrices β€” if true, the projection and modelview matrices are reset to identity. fresh start energy ✨
  • action β€” Renders with a user supplied action. you bring the action, she brings the render 🎬

⭐ SoRenderManager::Superimposition * SoRenderManager::addSuperimposition (SoNode * scene, uint32_t flags = Superimposition::AUTOREDRAW | Superimposition::ZBUFFERON | Superimposition::CLEARZBUFFER)

Add a superimposition for this scene graph. A superimposition can either be a scene rendered in the background, or a scene rendered in the front of the actual scene graph. back layer or front layer, you choose bestie πŸŽ€

This is useful, for instance, if you want to add a gradient or an image in the background, and for having some HUD info in the foreground. aesthetic background + HUD info = the dream combo πŸ¦‹

⚠️ Please note that if you use superimpositions, multipass antialiasing have to be handled in the render manager, and not in SoGLRenderAction, so the pass update features in SoGLRenderAction will be disabled. so if your AA suddenly ghosts you, that's why 😭

See also

  • SoGLRenderAction::setNumPasses()
  • SoGLRenderAction::setPassUpdate()
  • SoGLRenderAction::setPassCallback()

⭐ void SoRenderManager::removeSuperimposition (Superimposition * s)

Removes a superimposition. bye bestie, it was real πŸ‘‹

See also

  • addSuperimposition()

⭐ void SoRenderManager::setSceneGraph (SoNode *const sceneroot) [virtual]

Set the node which is top of the scene graph we're managing. The sceneroot node reference count will be increased by 1, and any previously set scene graph top node will have it's reference count decreased by 1. she takes a ref, she gives a ref back β€” balanced, as all things should be βš–οΈ

See also

  • getSceneGraph()

⭐ SoNode * SoRenderManager::getSceneGraph (void ) const [virtual]

Returns pointer to root of scene graph. the top of the tree, the queen bee πŸ‘‘

⭐ void SoRenderManager::setCamera (SoCamera * camera)

Sets the camera to be used. your POV, literally πŸ“Έ

⭐ SoCamera * SoRenderManager::getCamera (void ) const

Returns the current camera. say hi to the camera bestie πŸŽ₯

⭐ void SoRenderManager::setAutoClipping (AutoClippingStrategy autoclipping)

Sets strategy for adjusting camera clipping plane. pick your clipping vibe βœ‚οΈ

See also

  • SoRenderManager::AutoClippingStrategy

⭐ void SoRenderManager::attachRootSensor (SoNode *const sceneroot)

Attaches this SoRenderManagers rootsensor to a scene. she's watching πŸ‘€

Parameters

  • sceneroot β€” scene to attach to
🚫 Deprecated β€” Will not be available in Coin 4. so like, use it while it lasts, but don't get attached πŸ’€

⭐ void SoRenderManager::attachClipSensor (SoNode *const sceneroot)

Attaches this SoRenderManagers clipsensor to a scene. the clipping sensor gets a buddy 🀝

Parameters

  • sceneroot β€” scene to attach to
🚫 Deprecated β€” Will not be available in Coin 4. same situation, doomed era πŸ’€

⭐ void SoRenderManager::detachRootSensor (void )

Detaches the rootsensor from all tracked scenes. she's letting go, growth era 🌱

🚫 Deprecated β€” Will not be available in Coin 4. 😭

⭐ void SoRenderManager::detachClipSensor (void )

Detaches the clipsensor from all tracked scenes. the clipsensor is free now πŸ•ŠοΈ

🚫 Deprecated β€” Will not be available in Coin 4. 😭

⭐ SoRenderManager::AutoClippingStrategy SoRenderManager::getAutoClipping (void ) const

This method returns the current autoclipping strategy. just checking in on her, what's she up to ✨

See also

  • setAutoClipping

void SoRenderManager::setNearPlaneValue (float value) πŸ’…

okay so when you're using the NbSceneManager::FIXED_NEAR_PLANE autoclipping strategy, you set the near plane distance with this method. that's it. that's the whole vibe.

See also: setAutoClipping, getNearPlaneValue, NbSceneManager::AutoClippingStrategy


float SoRenderManager::getNearPlaneValue (void ) const πŸ¦‹

this method returns the near plane distance value that will be used when the NbSceneManager::FIXED_NEAR_PLANE autoclipping strategy is used.

the default value is 0.6. periodt.

See also: setAutoClipping, setNearPlaneValue, NbSceneManager::AutoClippingStrategy


void SoRenderManager::setTexturesEnabled (const SbBool onoff) ✨

enable or disable textures when rendering. defaults to TRUE. bestie, it's giving "textures on by default" energy.

See also: isTexturesEnabled


SbBool SoRenderManager::isTexturesEnabled (void ) const πŸŽ€

returns whether textures are enabled or not. lowkey just a vibe check for your textures.

See also: setTexturesEnabled


void SoRenderManager::setDoubleBuffer (const SbBool enable) 🌸

tell the scenemanager that double buffering is used. no cap, that's all it does.


SbBool SoRenderManager::isDoubleBuffer (void ) const πŸ’œ

returns if the scenemanager is double buffered. slay.


void SoRenderManager::setRenderMode (const RenderMode mode) πŸ”₯

sets the render mode. iconic.


SoRenderManager::RenderMode SoRenderManager::getRenderMode (void ) const πŸ‘‘

returns the current render mode. main character energy.


void SoRenderManager::setStereoMode (const StereoMode mode) 🌈

sets the stereo mode. let's go.


SoRenderManager::StereoMode SoRenderManager::getStereoMode (void ) const ⭐

returns the current stereo mode. fr fr.


void SoRenderManager::setStereoOffset (const float offset) πŸ’–

sets the stereo offset used when doing stereo rendering. it's giving depth perception realness.


float SoRenderManager::getStereoOffset (void ) const 🫢

returns the current stereo offset. period.


void SoRenderManager::setRenderCallback (SoRenderManagerRenderCB * f, void *const userdata = NULL) 😭

set the callback function f to invoke when rendering the scene. userdata will be passed as the first argument of the function. so like, you get to run your little code when the scene renders. obsessed.


SbBool SoRenderManager::isAutoRedraw (void ) const πŸ’€

returns TRUE if the SoSceneManager automatically redraws the scene upon detecting changes in the scene graph.

the automatic redraw is turned on and off by setting either a valid callback function with setRenderCallback(), or by passing NULL. so basically, callback = redraw on, NULL = redraw off. iykyk.


void SoRenderManager::setRedrawPriority (const uint32_t priority) πŸ™ˆ

set up the redraw priority for the SoOneShotSensor used to trigger redraws. by setting this lower than for your own sensors, you can make sure some code is always run before redraw happens. so you can gatekeep the redraw queue. love that for you.

See also: SoDelayQueueSensor


uint32_t SoRenderManager::getRedrawPriority (void ) const πŸ“

returns value of priority on the redraw sensor. simple as.


void SoRenderManager::nodesensorCB (void * data, SoSensor * ) [static] 🧚

internal callback.

Parameters:

  • data β€” Pointer to SoRenderManager
Deprecated: Will be made private in a later version of Coin.

void SoRenderManager::prerendercb (void * userdata, SoGLRenderAction * action) [static] πŸ’…

internal callback.

Parameters:

  • userdata β€” GLbitfield mask
  • action β€” Calling action
Deprecated: Will be made private in a later version of Coin.

void SoRenderManager::reinitialize (void ) 🌸

reinitialize after parameters affecting the OpenGL context has changed. so when the GL context is like "new phone who dis", you call this.


void SoRenderManager::scheduleRedraw (void ) ✨

redraw at first opportunity as system becomes idle.

multiple calls to this method before an actual redraw has taken place will only result in a single redraw of the scene. so you can spam it and it's like "okay bestie i heard you the first time". iconic.


void SoRenderManager::setWindowSize (const SbVec2s & newsize) πŸ¦‹

update window size of our SoGLRenderAction's viewport settings.

note that this will only change the information about window dimensions, the actual viewport size and origin (ie the rectangle which redraws are confined to) will stay the same. so it's giving "just the info, not the actual clip". don't get it twisted.

See also: setViewportRegion()


const SbVec2s & SoRenderManager::getWindowSize (void ) const πŸ’œ

returns the current render action window size.

See also: setWindowSize()


void SoRenderManager::setSize (const SbVec2s & newsize) πŸŽ€

set size of rendering area for the viewport within the current window. so like, the actual drawable area. slay.


const SbVec2s & SoRenderManager::getSize (void ) const πŸ”₯

returns size of render area. no cap.


void SoRenderManager::setOrigin (const SbVec2s & newOrigin) πŸ‘‘

set only the origin of the viewport region within the rendering window. just the origin, not the size. keep it cute.

See also: setViewportRegion(), setWindowSize()


const SbVec2s & SoRenderManager::getOrigin (void ) const 🌈

returns origin of rendering area viewport.

See also: setOrigin()


void SoRenderManager::setViewportRegion (const SbViewportRegion & newregion) ⭐

update our SoGLRenderAction's viewport settings.

this will change both the information about window dimensions and the actual viewport size and origin. so it's the full package deal. period.

See also: setWindowSize()


const SbViewportRegion & SoRenderManager::getViewportRegion (void ) const πŸ’–

returns current viewport region used by the renderaction and the event handling. so it's like the whole viewport vibe.

See also: setViewportRegion()


void SoRenderManager::setBackgroundColor (const SbColor4f & color) 🫢

sets color of rendering canvas. so like the background color before you draw. aesthetic.


const SbColor4f & SoRenderManager::getBackgroundColor (void ) const 😭

returns color used for clearing the rendering area before rendering the scene. the clear color, bestie.


void SoRenderManager::setBackgroundIndex (const int index) πŸ’€

set index of background color in the color lookup table if rendering in colorindex mode.

Note: colorindex mode is not supported yet in Coin. so like, don't hold your breath.

int SoRenderManager::getBackgroundIndex (void ) const πŸ™ˆ

returns index of colormap for background filling.

See also: setBackgroundIndex()


void SoRenderManager::setRGBMode (const SbBool yes) πŸ“

turn RGB truecolor mode on or off. if you turn truecolor mode off, colorindex mode will be used instead. so it's like a toggle between the two. choose your fighter.


SbBool SoRenderManager::isRGBMode (void ) const 🧚

returns the "truecolor or colorindex" mode flag. so you know which one you're in.


void SoRenderManager::activate (void ) [virtual] πŸ’…

activate rendering and event handling. default is off. so you gotta turn it on, bestie.


void SoRenderManager::deactivate (void ) [virtual] 🌸

deactive rendering and event handling. (yes, the typo is in the original, and we keep it exactly as is. no cap.)


void SoRenderManager::setAntialiasing (const SbBool smoothing, const int numpasses) ✨

turn antialiased rendering on or off.

see documentation for SoGLRenderAction::setSmoothing() and SoGLRenderAction::setNumPasses(). so like, go read those if you want the tea.


void SoRenderManager::getAntialiasing (SbBool & smoothing, int & numpasses) const πŸ¦‹

returns rendering pass information.

See also: setAntialiasing()


void SoRenderManager::setGLRenderAction (SoGLRenderAction *const action) πŸ’œ

set the action to use for rendering. overrides the default action made in the constructor. so you can swap in your own render action. main character move.


SoGLRenderAction * SoRenderManager::getGLRenderAction (void ) const πŸŽ€

returns pointer to render action. slay.


void SoRenderManager::setAudioRenderAction (SoAudioRenderAction *const action) πŸ”₯

set the action to use for rendering audio. overrides the default action made in the constructor. so you can control the audio render action too. obsessed.


SoAudioRenderAction * SoRenderManager::getAudioRenderAction (void ) const πŸ‘‘

returns pointer to audio render action. period.


void SoRenderManager::enableRealTimeUpdate (const SbBool flag) [static] 🌈

set whether or not for SoSceneManager instances to "touch" the global realTime field after a redraw. if this is not done, redrawing when animating the scene will only happen as fast as the realTime interval goes (which defaults to 12 times a second). so like, if you want smoother redraws, you enable this. no cap.

See also: SoDB::setRealTimeInterval()


SbBool SoRenderManager::isRealTimeUpdateEnabled (void ) [static] ⭐

returns whether or not we automatically notifies everything connected to the realTime field after a redraw. fr fr.


uint32_t SoRenderManager::getDefaultRedrawPriority (void ) [static] πŸ’–

returns the default priority of the redraw sensor.

See also: SoDelayQueueSensor, setRedrawPriority()


void SoRenderManager::addPreRenderCallback (SoRenderManagerRenderCB * cb, void * data) 🫢

adds a function to be called before rendering starts. so like a pre-game ritual.

Parameters:

  • cb β€” function to be called
  • data β€” User specified data to supply to callback function

void SoRenderManager::removePreRenderCallback (SoRenderManagerRenderCB * cb, void * data) 😭

removes a prerendercallback.

Precondition: The tuple (cb, data) must exactly match an earlier call to SoRenderManager::addPreRenderCallback

Parameters:

  • cb β€” function to be called
  • data β€” User specified data to supply to callback function

void SoRenderManager::addPostRenderCallback (SoRenderManagerRenderCB * cb, void * data) πŸ’€

adds a function to be called after rendering is complete. so like the after-party.

Parameters:

  • cb β€” function to be called
  • data β€” User specified data to supply to callback function

void SoRenderManager::removePostRenderCallback (SoRenderManagerRenderCB * cb, void * data) πŸ™ˆ

removes a postrendercallback.

Precondition: The tuple (cb, data) must exactly match an earlier call to SoRenderManager::addPostRenderCallback

Parameters:

  • cb β€” function to be called
  • data β€” User specified data to supply to callback function

int SoRenderManager::isActive (void ) const [protected] πŸ“

returns the active flag. so you know if it's active or not. simple.


void SoRenderManager::redraw (void ) [protected] 🧚

do an immediate redraw by calling the redraw callback function. like right now, no waiting. period.


void SoRenderManager::renderScene (SoGLRenderAction * action, SoNode * scene, uint32_t clearmask) [protected] πŸ’…

renders a scene and applies clear state as given by this renderManager.

Parameters:

  • action β€” Action to apply
  • scene β€” Scene to render
  • clearmask β€” mask to pass to glClear

void SoRenderManager::actuallyRender (SoGLRenderAction * action, const SbBool initmatrices = TRUE, const SbBool clearwindow = TRUE, const SbBool clearzbuffer = TRUE) [protected] 🌸

convenience function for SoRenderManager::renderScene.

Parameters:

  • action β€” Renders with a user supplied action
  • initmatrices β€” if true, the projection and modelview matrices are reset to identity
  • clearwindow β€” If set to TRUE, clear the rendering buffer before drawing.
  • clearzbuffer β€” If set to TRUE, clear the depth buffer values before rendering.

void SoRenderManager::renderSingle (SoGLRenderAction * action, SbBool initmatrices, SbBool clearwindow, SbBool clearzbuffer) [protected] ✨

render once in correct draw style. convenience function for SoRenderManager::renderScene.

Parameters:

  • action β€” Renders with a user supplied action
  • initmatrices β€” if true, the projection and modelview matrices are reset to identity
  • clearwindow β€” If set to TRUE, clear the rendering buffer before drawing.
  • clearzbuffer β€” If set to TRUE, clear the depth buffer values before rendering.

void SoRenderManager::renderStereo (SoGLRenderAction * action, SbBool initmatrices, SbBool clearwindow, SbBool clearzbuffer) [protected] πŸ¦‹

render scene according to current stereo mode. convenience function for SoRenderManager::renderScene. so like, it does the stereo thing. iconic.

…and the params for that one are literally the whole vibe check πŸ‘‡

  • action β€” renders with a user supplied action. you bring the action, it does the rendering πŸ’…
  • initmatrices β€” if this is true, the projection and modelview matrices get reset to identity. fresh slate energy ✨
  • clearwindow β€” set it to TRUE and the rendering buffer gets cleared before drawing happens. clean canvas, no notes πŸŽ€
  • clearzbuffer β€” set it to TRUE and the depth buffer values get cleared before rendering. bye depth data 🫢

🧡 void SoRenderManager::initStencilBufferForInterleavedStereo (void ) [protected]

Bestie this one does exactly what it says on the tin: it initializes the stencilbuffers for interleaved stereo. that's it, that's the whole function 🌸


🧹 void SoRenderManager::clearBuffers (SbBool color, SbBool depth) [protected]

Clears buffers, but like… with the backgroundcolor set correctly. no cap, it just wipes the buffers the right way 😌

The params, in order:

  • color β€” set this to TRUE if the color buffer should be cleared 🌈
  • depth β€” set this to TRUE if the depth buffer should be cleared πŸ’œ
both are SbBool, so TRUE/FALSE energy only. don't be out here passing vibes.

πŸ‘‘ Author

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okay that's the whole page bestie, you made it to the end πŸŽ‰ this bad boy is Coin Version 3.1.3, filed under SoRenderManager(3), and yes, the author credits are literally just Doxygen doing its little automatic thing β€” iconic behavior honestly, it wrote the docs AND took the credit πŸ’€βœ¨ go forth and render responsibly πŸ¦‹

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