SoSceneTexture2(3)
๐ SoSceneTexture2(3) ๐ โ Library Functions Manual
โจ NAME โจ
SoSceneTexture2 โ bestie, this is the class you use to create a 2D texture from a Coin scene graph. That's it, that's the whole job. Slay. ๐ฆ
๐ธ SYNOPSIS ๐ธ
#include <Inventor/nodes/SoSceneTexture2.h>
She inherits from SoNode. Family tree is giving nobility, honestly. ๐
๐ Public Types
enum Model { MODULATE = SoTextureImageElement::MODULATE, DECAL =
SoTextureImageElement::DECAL, BLEND = SoTextureImageElement::BLEND,
REPLACE = SoTextureImageElement::REPLACE }
enum Wrap { REPEAT = SoTextureImageElement::REPEAT, CLAMP =
SoTextureImageElement::CLAMP, CLAMP_TO_BORDER =
SoTextureImageElement::CLAMP_TO_BORDER }
enum TransparencyFunction { NONE, ALPHA_BLEND, ALPHA_TEST }
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 }
Not me counting the Type entries like it's a roster of my mutuals. ๐
๐ซถ Public Types inherited from SoNode
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,
COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000 }
Look at those hex values. Hex values are so main character. ๐ฅ
โจ Public Member Functions
virtual SoType getTypeId (void) const
virtual 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)
๐ Public Member Functions inherited from SoNode
void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=FALSE) const
virtual SbBool affectsState (void) const
virtual 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) const
virtual SoChildList * getChildren (void) const
virtual void writeInstance (SoOutput *out)
virtual SoNode * addToCopyDict (void) const
virtual void copyContents (const SoFieldContainer *from, SbBool
copyconnections)
virtual SoFieldContainer * copyThroughConnection (void) const
The way copyconnections=FALSE is just sitting there with its lowercase default. Lowkey obsessed with a default value that knows what it is. ๐
๐ฆ Public Member Functions inherited from SoFieldContainer
void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
copyconnections=FALSE)
SbBool set (const char *const fielddata)
void get (SbString &fielddata)
virtual int getFields (SoFieldList &l) const
virtual int getAllFields (SoFieldList &l) const
virtual SoField * getField (const SbName &name) const
virtual SoField * getEventIn (const SbName &name) const
virtual SoField * getEventOut (const SbName &name) const
SbBool getFieldName (const SoField *const field, SbName &name) const
SbBool enableNotify (const SbBool flag)
SbBool isNotifyEnabled (void) const
SbBool set (const char *fielddata, SoInput *input)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)
SbBool getIsBuiltIn (void) const
virtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged)
const
void setUserData (void *userdata) const
void * getUserData (void) const
set and get showing up twice with different signatures? It's giving overloaded and unbothered. ๐
๐ Public Member Functions inherited from SoBase
void ref (void) const
void unref (void) const
void unrefNoDelete (void) const
int32_t getRefCount (void) const
void touch (void)
SbBool isOfType (SoType type) const
virtual SbName getName (void) const
virtual 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) const
SbBool shouldWrite (void)
void assertAlive (void) const
ref / unref / unrefNoDelete / getRefCount โ the reference-counting quartet ate and left no crumbs. ๐
๐ Static Public Member Functions
static SoType getClassTypeId (void)
static void initClass (void)
โญ Static Public Member Functions inherited from SoNode
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)
Not the getByName two-for-one special โ one returns a SoNode *, the other fills up a SoNodeList &l. Overachieving fr fr. ๐
๐ง Static Public Member Functions inherited from SoFieldContainer
static void initClass (void)
static SoType getClassTypeId (void)
static void cleanupClass (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
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 *input, SoBase *&base, SoType expectedtype)
static void setInstancePrefix (const SbString &c)
static void setTraceRefs (SbBool trace)
static SbBool getTraceRefs (void)
static SbBool connectRoute (SoInput *input, const SbName &fromnodename,
const SbName &fromfieldname, const SbName &tonodename, const SbName
&tofieldname)
static SbBool readRoute (SoInput *input)
connectRoute taking four SbNames is doing the absolute most and honestly? Respect. ๐ซถ
๐ฅ Public Attributes
SoSFEnum wrapS
SoSFEnum wrapT
SoSFEnum model
SoSFColor blendColor
SoSFVec4f backgroundColor
SoSFVec2s size
SoSFNode scene
SoSFNode sceneTransparencyType
SoSFEnum transparencyFunction
SoSFEnum type
These are the fields, bestie โ wrapS, wrapT, model, blendColor, backgroundColor, size, scene, sceneTransparencyType, transparencyFunction, and type. All ten of them, all accounted for, no one left on read. ๐
๐ Protected Member Functions
virtual const SoFieldData * getFieldData (void) const
๐ธ Protected Member Functions inherited from SoNode
SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)
๐ท Protected Member Functions inherited from SoFieldContainer
SoFieldContainer (void)
virtual ~SoFieldContainer ()
๐ซง Protected Member Functions inherited from SoBase
SoBase (void)
virtual ~SoBase ()
virtual void destroy (void)
SbBool hasMultipleWriteRefs (void) const
SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine)
const
void writeFooter (SoOutput *out) const
virtual const char * getFileFormatName (void) const
writeHeader takes isgroup and isengine as SbBools โ two booleans, one function, zero complaints. ๐
๐ Static Protected Member Functions
static const SoFieldData ** getFieldDataPtr (void)
๐ซ Static Protected Member Functions inherited from SoNode
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
static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)
staticDataLock and staticDataUnlock โ a matched set, a duo, a moment. ๐๐
๐ Additional Inherited Members
๐ฆ Protected Types inherited from SoBase
enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }
โจ Protected Attributes inherited from SoNode
uint32_t uniqueId
๐ฌ Protected Attributes inherited from SoFieldContainer
SbBool isBuiltIn
๐ Static Protected Attributes inherited from SoNode
static uint32_t nextUniqueId = 1
static int nextActionMethodIndex = 0
nextUniqueId = 1 and nextActionMethodIndex = 0 โ starting from the beginning, humble origins, we love to see it. ๐
Okay bestie, that's the whole SYNOPSIS and all the inherited-member receipts for part 1. We are so not done โ keep reading. ๐
๐ DETAILED DESCRIPTION ๐
okay so bestie, here's the tea: the SoSceneTexture2 class lets you build a 2D texture out of a whole Coin scene graph. yes, a scene graph inside a texture. iconic behavior honestly. ๐
It lets the rendering of a scene graph be specified as a texture image to be used in another scene graph. You set up the scene graph that gets turned into a texture in the SoSceneTexture2::scene field. ๐
This node behaves exactly like SoTexture2 when it comes to mapping the actual texture onto subsequent geometry. So if you wanna know how textures get mapped onto shapes, go read the SoTexture2 documentation โ it's all there, no cap. ๐โจ
A notable feature (and like, genuinely notable, not just me hyping it) is that this node will use offscreen pbuffers for hardware accelerated rendering, if they're available from the OpenGL driver. WGL, GLX and AGL โ that's 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. ๐
Also note: the offscreen pbuffer will be 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. that's the good stuff fr fr ๐ฅ
An important limitation though โ and I need you to hear me on this โ textures should have dimensions that are equal to a whole power-of-two. See the documentation for SoSceneTexture::size. ๐
FILE FORMAT/DEFAULTS:
SceneTexture2 {
size 256 256
scene NULL
sceneTransparencyType NULL
type RGBA_UNSIGNED_BYTE
backgroundColor 0 0 0 0
transparencyFunction NONE
wrapS REPEAT
wrapT REPEAT
model MODULATE
blendColor 0 0 0
}
๐ฆ Since ๐ฆ
Coin 2.2
๐ธ MEMBER ENUMERATION DOCUMENTATION ๐ธ
โจ enum SoSceneTexture2::Model
Texture mapping model โ this is what decides how the texturemap gets "merged" with the object it's mapped onto. ๐ซ
Enumerator
MODULATEโ texture color gets multiplied by the polygon color. The result will be Phong shaded (if the light model is PHONG). โจDECALโ texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Heads up: this has undefined behaviour for grayscale and grayscale-alpha textures. ๐ญBLENDโ 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
๐ enum SoSceneTexture2::Wrap
Enumeration of wrapping strategies which can be used when the texturemap doesn't cover the full extent of the geometry. ๐
Enumerator
REPEATโ repeat texture when coordinate is not between 0 and 1. ๐CLAMPโ clamp coordinate between 0 and 1. ๐
๐ enum SoSceneTexture2::TransparencyFunction
For deciding how the texture's alpha channel is handled. And ngl, it's not possible to automatically detect this, since the texture is stored only on the graphics card's memory โ 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. ๐
Enumerator
NONEโ the alpha channel is ignored. ๐ALPHA_BLENDโ alpha blending is used. ๐ซถALPHA_TESTโ an alpha test function is used. ๐งช
๐ enum SoSceneTexture2::Type
Enumerator
DEPTHโ specifies a depth buffer texture. ๐ณ๏ธRGBA8โ specifies an RGBA texture with 8 bits per component. ๐ฏ
๐ MEMBER FUNCTION DOCUMENTATION ๐
โญ 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. ๐
Usage example:
void foo(SoNode * node)
{
if (node->getTypeId() == SoFile::getClassTypeId()) {
SoFile * filenode = (SoFile *)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 ๏ธ
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups. ๐
Implements SoBase.
๐ฆ 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. ๐ซ
Reimplemented from SoFieldContainer.
๐ void SoSceneTexture2::notify (SoNotList * l) [virtual]
Notifies all auditors for this instance when changes are made. ๐ฃ
Reimplemented from SoNode.
โ๏ธ void SoSceneTexture2::write (SoWriteAction * action) [virtual]
Action method for SoWriteAction.
Writes out a node object, and any connected nodes, engines etc, if necessary. ๐พ
Reimplemented from SoNode.
๐ฌ void SoSceneTexture2::doAction (SoAction * action) [virtual]
This function performs the typical operation of a node for any action. ๐
Reimplemented from SoNode.
๐ฅ 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, override this method. ๐ฎ
Reimplemented from SoNode.
๐ 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. ๐ต๏ธ
Reimplemented from SoNode.
๐ฏ 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. โจ
Nodes influencing relevant state variables for how picking is done also override this method.
Reimplemented from SoNode.
๐ MEMBER DATA DOCUMENTATION ๐
SoSFEnum SoSceneTexture2::wrapS
Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto. ๐
Default value is SoSceneTexture2::REPEAT.
SoSFEnum SoSceneTexture2::wrapT
Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto. ๐
Default value is SoSceneTexture2::REPEAT.
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
SoSFColor SoSceneTexture2::blendColor
Blend color. Used when SoSceneTexture2::model is SoSceneTexture2::BLEND. ๐
Default color value is [0, 0, 0], black, which means no contribution to the blending is made.
SoSFVec4f SoSceneTexture2::backgroundColor
The color the color buffer is cleared to before rendering the scene. Default value is (0.0f, 0.0f, 0.0f, 0.0f). ๐ค
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. ๐
SoSFNode SoSceneTexture2::scene
The scene graph that is rendered into the texture. ๐
SoSFNode SoSceneTexture2::sceneTransparencyType
Used for overriding the transparency type for the sub scene graph. Should contain an instance of the SoTransparecyType node, or NULL to inherit the transparency type from the current viewer. ๐ช
Please note that if you want to render the texture using frame buffer objects, you need to use of of theNONE,SCREEN_DOOR,ADDorBLENDtransparency types. ๐
SoSFEnum SoSceneTexture2::transparencyFunction
The transparency function used. Default value is NONE. ๐ซฅ
SoSFEnum SoSceneTexture2::type
The type of texture to generate. RGBA_UNSIGNED_BYTE for normal texture, DEPTH for a depth buffer texture, RGBA_FLOAT for a floating point RGBA texture. Default is RGBA_UNSIGNED_BYTE. ๐
๐ Author ๐
Generated automatically by Doxygen for Coin from the source code. ๐คโจ
okay that's the whole page bestie, you ate it ๐
this was generated automatically by Doxygen for Coin, from the source code โ Version 3.1.3, SoSceneTexture2(3), and yeah, we're done here. periodt. ๐๐๐ฆ
๐ฆ where this page comes from
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- fedora 43: Coin3-devel 3.1.3-40.fc43 ยท GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.fc44 ยท GPL-2.0-only
- fedora 44: Coin3-devel 3.1.3-42.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