Workspace 6.21.5
WSGLRenderer Member List

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

addManipulator(TransformManipulator *manip)WSGLRenderer
attachObserver(Observer &observer)Observable
clearManipulators()WSGLRenderer
destroy()Observable
detachObserver(Observer &observer)Observable
getActiveManipulator() constWSGLRenderer
getAllowRenderWhileModelsQueuedForProcessing() constWSGLRenderer
getCamera()WSGLRenderer
getCamera() constWSGLRenderer
getContext() const overrideWSGLRenderervirtual
getCurrentDepthRange() constWSGLRenderer
getCurrentLights() constWSGLRenderer
getCurrentProjectionMatrix() constWSGLRenderer
getCurrentRenderItem() constWSGLRenderer
getCurrentViewMatrix() constWSGLRenderer
getCurrentViewMatrixInverse() constWSGLRenderer
getFirstPickedItem() constWSGLRenderer
getForceDefaultShader() constWSGLRenderer
getGLFunctions()WSGLRenderer
getHeight() constWSGLRenderer
getMaxSupportedDepthLayers() constWSGLRenderer
getPickedItems() constWSGLRenderer
getPickFilter() constWSGLRenderer
getRenderFilter() constWSGLRenderer
getRenderingWithSsao() constWSGLRenderer
getRenderSettings() constWSGLRenderer
getSceneBoundingBox() constWSGLRenderer
getScreenSpaceLayers() constWSGLRenderer
getScreenSpaceLayers()WSGLRenderer
getTypeId() const overrideTypedSceneRenderer< WSGLRenderer >inlinevirtual
getWidth() constWSGLRenderer
getWSGLContext()WSGLRenderer
getWSGLContext() constWSGLRenderer
glSettingsUpdateRequested()WSGLRenderersignal
hasManipulators()WSGLRenderer
initialize(WSGLContext &context)WSGLRenderer
isBlendingEnabled() constWSGLRenderer
isInitialized()WSGLRenderer
modelSourceUpdateRequested() constWSGLRenderer
modelsQueuedForProcessing() constWSGLRenderer
notifyEvent(const ObservableEvent &event)Observable
Observable()Observableprotected
Observable(const Observable &)Observableprotected
pick(const QPoint &point, bool accumulate=false) constWSGLRenderer
pick(const QRect &rect, bool accumulate=false) constWSGLRenderer
pick(const QString &opIdPath, bool accumulate=false) constWSGLRenderer
pick(Mesh::ItemHandle::size_type elementId) constWSGLRenderer
pickNone()WSGLRenderer
popBlendState()WSGLRenderer
pushBlendState(bool enabled, GLuint srcRgb, GLuint dstRgb, GLuint srcAlpha, GLuint dstAlpha, GLuint depthMask=GL_FALSE, GLuint depthFunc=GL_LESS, QColor blendColor=QColor())WSGLRenderer
renderLoadScreen()WSGLRenderer
renderOverlays(QPainter &painter, Scene &scene, const Camera &camera)SceneRendererstatic
renderOverlaysUnthreaded(QPainter &painter, Scene &scene, const Camera &camera)SceneRendererstatic
renderPlaceholderImage()WSGLRenderer
renderProcessingOverlay()WSGLRenderer
renderScene(Scene &scene, GLuint fboHandle=0)WSGLRenderer
renderSceneSuccess()WSGLRenderersignal
resize(int width, int height)WSGLRenderer
setAllowRenderWhileModelsQueuedForProcessing(bool b)WSGLRenderer
setCamera(Camera *camera)WSGLRenderer
setDefaultShader(const Shader &defaultShader)WSGLRenderer
setForceDefaultShader(bool b)WSGLRenderer
setPickFilter(const PickFilter &filter)WSGLRenderer
setRenderFilter(const RenderFilter &filter)WSGLRenderer
setRenderSettings(const RenderSettings &settings)WSGLRenderer
shouldRenderType(const Mesh::ElementType::Type &type) constWSGLRenderer
typeId()TypedSceneRenderer< WSGLRenderer >inlinestatic
WSGLRenderer(int width, int height, const Shader &defaultShader=LambertShader())WSGLRenderer
~Observable()Observablevirtual
~WSGLRenderer() overrideWSGLRenderer