Import Geant4 7.1.0 source tree
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@@ -21,8 +21,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.17 2004/07/01 15:29:13 johna Exp $
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// GEANT4 tag $Name: geant4-07-00-cand-01 $
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.20 2005/06/02 17:43:46 allison Exp $
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// GEANT4 tag $Name: geant4-07-01 $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -47,14 +47,10 @@ G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler (G4VGraphicsSystem& syste
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G4OpenGLSceneHandler (system, fSceneIdCount++, name),
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fMemoryForDisplayLists (true),
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fTopPODL (0)
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{
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fSceneCount++;
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}
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{}
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G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
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{
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fSceneCount--;
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}
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{}
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void G4OpenGLStoredSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation) {
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@@ -206,7 +202,7 @@ void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
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// Stop-gap solution for display List re-use. A proper
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// implementation would use geometry hierarchy.
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const G4VSolid* pSolid = &solid;
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if (!(fpCurrentPV -> IsReplicated ()) &&
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if (fpCurrentPV && !(fpCurrentPV -> IsReplicated ()) &&
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(fSolidMap.find (pSolid) != fSolidMap.end ())) {
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fDisplayListId = fSolidMap [pSolid];
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fPODLList.push_back (fDisplayListId);
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@@ -221,6 +217,4 @@ void G4OpenGLStoredSceneHandler::RequestPrimitives (const G4VSolid& solid) {
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G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
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G4int G4OpenGLStoredSceneHandler::fSceneCount = 0;
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#endif
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