// @(#)root/gl:$Id: TGLAdapter.cxx 21453 2007-12-18 15:18:30Z matevz $ // Author: Timur Pocheptsov, Jun 2007 /************************************************************************* * Copyright (C) 1995-2004, Rene Brun and Fons Rademakers. * * All rights reserved. * * * * For the licensing terms see $ROOTSYS/LICENSE. * * For the list of contributors see $ROOTSYS/README/CREDITS. * *************************************************************************/ #include "TGLAdapter.h" //______________________________________________________________________________ // // Allow plot-painters to be used for gl-inpad and gl-viewer. ClassImp(TGLAdapter) //______________________________________________________________________________ TGLAdapter::TGLAdapter(Int_t glDevice) : fGLDevice(glDevice) { // Constructor. } //______________________________________________________________________________ Bool_t TGLAdapter::MakeCurrent() { // Set as current GL contet. return fGLDevice != -1 && gGLManager->MakeCurrent(fGLDevice); } //______________________________________________________________________________ void TGLAdapter::SwapBuffers() { // Swap front/back buffers. if (fGLDevice != -1) gGLManager->Flush(fGLDevice); } //______________________________________________________________________________ void TGLAdapter::MarkForDirectCopy(Bool_t isDirect) { // Mark gl-device for later copying into x-pixmap. gGLManager->MarkForDirectCopy(fGLDevice, isDirect); } //______________________________________________________________________________ void TGLAdapter::ReadGLBuffer() { // Read gl buffer into x-pixmap. gGLManager->ReadGLBuffer(fGLDevice); } //______________________________________________________________________________ void TGLAdapter::ExtractViewport(Int_t *vp)const { // Extract viewport from gl. gGLManager->ExtractViewport(fGLDevice, vp); } //______________________________________________________________________________ void TGLAdapter::SelectOffScreenDevice() { // Select off-screen device for rendering. gGLManager->SelectOffScreenDevice(fGLDevice); }