Import Geant4 9.2.0 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: G4OpenGLImmediateSceneHandler.cc,v 1.27 2007/04/04 16:50:26 allison Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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// $Id: G4OpenGLImmediateSceneHandler.cc,v 1.30 2008/04/04 13:32:22 allison Exp $
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// GEANT4 tag $Name: geant4-09-02 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -129,11 +129,14 @@ void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4NURBS& nurbs)
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}
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void G4OpenGLImmediateSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
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glPushMatrix();
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G4OpenGLTransform3D oglt (objectTransformation);
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glPushMatrix();
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/*************************** Check matrix.
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const GLdouble* m = oglt.GetGLMatrix ();
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G4cout << "G4OpenGLTransform3D matrix:";
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@@ -157,19 +160,22 @@ void G4OpenGLImmediateSceneHandler::EndPrimitives ()
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G4OpenGLSceneHandler::EndPrimitives ();
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}
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void G4OpenGLImmediateSceneHandler::BeginPrimitives2D()
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void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
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(const G4Transform3D& objectTransformation)
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{
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G4OpenGLSceneHandler::BeginPrimitives2D();
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G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
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// Push current 3D world matrices and load identity to define screen
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// coordinates...
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX);
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glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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G4OpenGLTransform3D oglt (objectTransformation);
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glMultMatrixd (oglt.GetGLMatrix ());
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}
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void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
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