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A marker interface that represents a single complete rendering pipeline.
A pipeline represents all of the drawing steps that may be accomplished within a rendering cycle - culling, sorting and drawing. While an end-user may wish to directly call the methods on this interface directly to control their own rendering, it is recommended that a dedicated pipeline manager be used for this task.
If the pipeline does not have a drawable surface registered, it will still complete all the steps up to that point. If no scene is registered, no functionality is performed - render() will return immediately.
Method Summary | |
void |
displayOnly()
Cause the surface to redraw the next frame only, with no processing of the pipeline. |
DrawableSurface |
getDrawableSurface()
Get the currently registered drawable surface instance. |
void |
render()
Start the pipeline functioning now. |
void |
setDrawableSurface(DrawableSurface surface)
Register a drawing surface that this pipeline will send its output to. |
void |
setEyePointOffset(float x,
float y,
float z)
Set the eyepoint offset from the centre position. |
void |
setRenderableScene(Scene scene)
Set the root of the scene graph to be used by this pipeline. |
void |
setScreenOrientation(float x,
float y,
float z,
float a)
Set the orientation of this screen relative to the user's normal view direction. |
void |
swapBuffers()
Instruct the drawable at the end of this pipeline to swap the buffers now. |
Method Detail |
public void setDrawableSurface(DrawableSurface surface)
surface
- The surface instance to use or replacepublic DrawableSurface getDrawableSurface()
public void render()
public void displayOnly()
public void swapBuffers()
public void setRenderableScene(Scene scene)
scene
- The scene instance to renderpublic void setEyePointOffset(float x, float y, float z)
x
- The x axis offsety
- The y axis offsetz
- The z axis offsetpublic void setScreenOrientation(float x, float y, float z, float a)
x
- The x axis componenty
- The y axis componentz
- The z axis componenta
- The angle to rotate around the axis in radians
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