OpenGL renderer class for TEveCalo3D.
void | TGLLogicalShape::PurgeDLRange(UInt_t base, Int_t size) const |
void | TGLObject::SetAxisAlignedBBox(const Float_t* p) |
void | TGLObject::SetAxisAlignedBBox(Float_t xmin, Float_t xmax, Float_t ymin, Float_t ymax, Float_t zmin, Float_t zmax) |
Bool_t | TGLObject::SetModelCheckClass(TObject* obj, TClass* cls) |
TEveCalo3DGL(const TEveCalo3DGL&) | |
void | CrossProduct(const Float_t* a, const Float_t* b, const Float_t* c, Float_t* out) const |
TEveCalo3DGL& | operator=(const TEveCalo3DGL&) |
Float_t | RenderBarrelCell(const TEveCaloData::CellData_t& cell, Float_t towerH, Float_t offset) const |
void | RenderBox(const Float_t* pnts) const |
Float_t | RenderEndCapCell(const TEveCaloData::CellData_t& cell, Float_t towerH, Float_t offset) const |
void | RenderGrid(TGLRnrCtx& rnrCtx) const |
void | RenderGridBarrel() const |
void | RenderGridEndCap() const |
enum TGLLogicalShape::ELODAxes { | kLODAxesNone | |
kLODAxesX | ||
kLODAxesY | ||
kLODAxesZ | ||
kLODAxesAll | ||
}; |
TGLBoundingBox | TGLLogicalShape::fBoundingBox | ! Shape's bounding box. |
UInt_t | TGLLogicalShape::fDLBase | ! display-list id base |
Bool_t | TGLLogicalShape::fDLCache | ! use display list caching |
Int_t | TGLLogicalShape::fDLSize | ! display-list size for different LODs |
UShort_t | TGLLogicalShape::fDLValid | ! display-list validity bit-field |
TObject* | TGLLogicalShape::fExternalObj | ! Also plays the role of ID. |
TGLPhysicalShape* | TGLLogicalShape::fFirstPhysical | ! first replica |
TEveCalo3D* | fM | Model object. |
Bool_t | TGLObject::fMultiColor | Are multiple colors used for object rendering. |
Bool_t | TGLLogicalShape::fOwnExtObj | ! External object is a fake |
UInt_t | TGLLogicalShape::fRef | ! physical instance ref counting |
Bool_t | TGLLogicalShape::fRefStrong | ! Strong ref (delete on 0 ref); not in scene |
TGLScene* | TGLLogicalShape::fScene | ! scene where object is stored (can be zero!) |
Override from TGLObject. To account for large point-sizes we modify the projection matrix during selection and thus we need a direct draw.
Calculate cross-product.
Render barrel cell.
Render an endcap cell.
Processes secondary selection from TGLViewer.