Workspace 6.21.5
WSGLRenderQueueBuilder Member List

This is the complete list of members for WSGLRenderQueueBuilder, including all inherited members.

attachObserver(Observer &observer)Observable
clearManipulators()WSGLRenderQueueBuilder
destroy()Observable
detachObserver(Observer &observer)Observable
getAllAnnotations() constWSGLRenderQueueBuilder
getAllLights() constWSGLRenderQueueBuilder
getNumLayers() constWSGLRenderQueueBuilder
getNumModelsAwaitingSourceUpdate() constWSGLRenderQueueBuilder
getProcessSymbols() constWSGLRenderQueueBuilder
getRenderQueue() constWSGLRenderQueueBuilder
getRenderQueue()WSGLRenderQueueBuilder
getSceneBoundingBox() constWSGLRenderQueueBuilder
getShowCameraFrustums() constWSGLRenderQueueBuilder
glDataUpdateFinished()WSGLRenderQueueBuildersignal
glDataUpdateStarted()WSGLRenderQueueBuildersignal
LOG_SCENEPROCESSORSceneProcessorstatic
modelSourceUpdateRequested() constWSGLRenderQueueBuilder
modelsQueuedForProcessing() constWSGLRenderQueueBuilder
nonSsaoItemsProcessed() constWSGLRenderQueueBuilder
notifyEvent(const ObservableEvent &event)Observable
Observable()Observableprotected
Observable(const Observable &)Observableprotected
operator=(const SceneProcessor &p)SceneProcessorprotected
postVisits(Scene &scene) overrideWSGLRenderQueueBuilderprotectedvirtual
preVisits(Scene &scene) overrideWSGLRenderQueueBuilderprotectedvirtual
process(Scene &scene)SceneProcessor
process(Transform &transform)SceneProcessor
SceneProcessor()SceneProcessorprotected
SceneProcessor(const SceneProcessor &p)SceneProcessorprotected
setCameraFrustumSymbolsSelectable(bool b)WSGLRenderQueueBuilder
setCurrentCamera(const Camera &camera)WSGLRenderQueueBuilder
setCurrentProjectionMatrix(const Mesh::TransformMatrix &matrix)WSGLRenderQueueBuilder
setCurrentViewMatrix(const Mesh::TransformMatrix &matrix, const Mesh::TransformMatrix &invMatrix)WSGLRenderQueueBuilder
setCurrentViewportDimensions(int width, int height)WSGLRenderQueueBuilder
setManipulators(const PickedItem &item, const QMap< QString, TransformManipulator * > &manipulators)WSGLRenderQueueBuilder
setProcessSymbols(bool b)WSGLRenderQueueBuilder
setShowCameraFrustums(bool b)WSGLRenderQueueBuilder
setSymbolSize(double size)WSGLRenderQueueBuilder
setSymbolSizeCoordinateSystem(RenderSettings::SymbolSizeCoordinateSystem coordSys)WSGLRenderQueueBuilder
specularItemsProcessed() constWSGLRenderQueueBuilder
transparentItemsProcessed() constWSGLRenderQueueBuilder
traverseScene(Scene &scene)SceneProcessorprotectedvirtual
visit(Transform &transform)SceneProcessor
visit(Light &light)SceneProcessor
visit(MeshModelInstance &model)SceneProcessor
visit(Camera &camera)SceneProcessor
visit(ClipRegion &clipRegion)SceneProcessor
visit(SceneItemInstance &sceneItemInstance)SceneProcessor
visit(Annotation &annotation)SceneProcessor
visitImpl(Transform &transform) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(Light &light) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(MeshModelInstance &modelInstance) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(ClipRegion &clipRegion) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(SceneItemInstance &sceneItemInstance) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(Annotation &annotation) overrideWSGLRenderQueueBuilderprotectedvirtual
visitImpl(Camera &camera) overrideWSGLRenderQueueBuilderprotectedvirtual
WSGLRenderQueueBuilder(WSGLModelProcessor &processor, WSGLSceneItemSymbolLibrary &symbolLibrary)WSGLRenderQueueBuilder
~Observable()Observablevirtual
~SceneProcessor() overrideSceneProcessor
~WSGLRenderQueueBuilder() overrideWSGLRenderQueueBuilder