Import Geant4 9.4.0 source tree
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.28 2009/02/04 16:48:40 lgarnier Exp $
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// GEANT4 tag $Name: geant4-09-03 $
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// $Id: G4OpenGLStoredSceneHandler.hh,v 1.32 2010/11/10 17:10:49 allison Exp $
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// GEANT4 tag $Name: geant4-09-04 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -68,19 +68,25 @@ public:
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void ClearStore ();
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void ClearTransientStore ();
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static G4int GetDisplayListLimit() {return fDisplayListLimit;}
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static void SetDisplayListLimit(G4int lim) {fDisplayListLimit = lim;}
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protected:
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void RequestPrimitives (const G4VSolid& solid);
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void AddPrimitivePreamble(const G4Visible& visible);
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void AddPrimitivePostamble();
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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G4int fDisplayListId; // Workspace.
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G4bool fMemoryForDisplayLists; // avoid memory overflow
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static G4int fSceneIdCount; // static counter for OpenGLStored scenes.
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// Display list management. All static since there's only one OGL store.
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static G4int fDisplayListId; // Workspace.
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static G4bool fMemoryForDisplayLists; // avoid memory overflow
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static G4int fDisplayListLimit; // avoid memory overflow
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G4int fAddPrimitivePreambleNestingDepth;
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// PODL = Persistent Object Display List.
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GLint fTopPODL; // List which calls the other PODLs.
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// PO = Persistent Object, i.e., run-durantion object, e.g., geometry.
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struct PO {
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PO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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@@ -89,7 +95,7 @@ protected:
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};
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std::vector<PO> fPOList;
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// TO = Transparent Object.
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// TO = Transient Object, e.g., trajectories.
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struct TO {
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TO(G4int id, const G4Transform3D& tr = G4Transform3D());
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G4int fDisplayListId;
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