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j3d.org Aviatrix3D | ||||||||||
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Packages that use NodeUpdateHandler | |
org.j3d.aviatrix3d | A lightweight Object Oriented wrapper for OpenGL. |
org.j3d.aviatrix3d.pipeline | Implementations of the various pipeline pieces. |
Uses of NodeUpdateHandler in org.j3d.aviatrix3d |
Fields in org.j3d.aviatrix3d declared as NodeUpdateHandler | |
protected NodeUpdateHandler |
SceneGraphObject.updateHandler
The scene this node belongs to |
Methods in org.j3d.aviatrix3d with parameters of type NodeUpdateHandler | |
protected void |
TextureUnit.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
SharedNode.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
ShapeBackground.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
Shape3D.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
SceneGraphObject.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
OffscreenTexture2D.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
Group.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
GL14Shader.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
protected void |
Appearance.setUpdateHandler(NodeUpdateHandler handler)
Set the scenegraph update handler for this node. |
Uses of NodeUpdateHandler in org.j3d.aviatrix3d.pipeline |
Classes in org.j3d.aviatrix3d.pipeline that implement NodeUpdateHandler | |
class |
MultiThreadRenderManager
Implementation of the RenderPipelineManager that uses separate threads for each of the pipelines that it is managing, allowing it to run multiple output surfaces simultaneously (eg Powerwall, CAVE etc). |
class |
SingleThreadRenderManager
Implementation of the RenderPipelineManager that uses a single thread for all of the processing steps. |
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