Import Geant4 10.6.0.beta source tree
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@@ -321,19 +321,22 @@ void G4OpenGLSceneHandler::EndPrimitives2D ()
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G4VSceneHandler::EndPrimitives2D ();
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}
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G4VSolid* G4OpenGLSceneHandler::CreateSectionSolid ()
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G4DisplacedSolid* G4OpenGLSceneHandler::CreateSectionSolid ()
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{
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return G4VSceneHandler::CreateSectionSolid();
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// If clipping done in G4OpenGLViewer::SetView
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// return 0;
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// Note: if you change this, you must also change
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// G4OpenGLStoredViewer::CompareForKernelVisit
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}
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G4VSolid* G4OpenGLSceneHandler::CreateCutawaySolid ()
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G4DisplacedSolid* G4OpenGLSceneHandler::CreateCutawaySolid ()
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{
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// Cutaway done in G4OpenGLViewer::SetView.
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return 0;
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// Else
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// return G4VSceneHandler::CreateCutawaySolid();
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// If cutaway done in G4OpenGLViewer::SetView.
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return 0;
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// Note: if you change this, you must also change
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// G4OpenGLStoredViewer::CompareForKernelVisit
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}
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void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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@@ -588,7 +591,8 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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// even if the colour is changed, for example, by interaction with a Qt
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// window, current_colour does not change.
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GLfloat* painting_colour;
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GLfloat current_colour [4];
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GLfloat clear_colour[4];
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GLfloat current_colour[4];
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glGetFloatv (GL_CURRENT_COLOR, current_colour);
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G4bool isTransparent = false;
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@@ -596,10 +600,8 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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isTransparent = true;
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}
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if (drawing_style == G4ViewParameters::hlr) {
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// This is the colour used to paint surfaces in hlr mode.
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GLfloat clear_colour[4];
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glGetFloatv (GL_COLOR_CLEAR_VALUE, clear_colour);
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painting_colour = clear_colour;
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} else { // drawing_style == G4ViewParameters::hlhsr
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@@ -676,7 +678,7 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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#ifndef G4OPENGL_VERSION_2
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glEnable(GL_COLOR_MATERIAL);
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#endif
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glEnable (GL_CULL_FACE);
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glEnable (GL_CULL_FACE);
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glCullFace (GL_BACK);
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glPolygonMode (GL_FRONT, GL_FILL);
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}
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@@ -870,14 +872,14 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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fEdgeFlag = false;
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}
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}
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glNormal3d (normals[edgeCount].x(),
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normals[edgeCount].y(),
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normals[edgeCount].z());
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glNormal3d (normals[edgeCount].x(),
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normals[edgeCount].y(),
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normals[edgeCount].z());
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glVertex3d (vertex[edgeCount].x(),
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vertex[edgeCount].y(),
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vertex[edgeCount].z());
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#else
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fOglVertex.push_back(vertex[edgeCount].x());
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fOglVertex.push_back(vertex[edgeCount].x());
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fOglVertex.push_back(vertex[edgeCount].y());
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fOglVertex.push_back(vertex[edgeCount].z());
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