glutPostOverlayRedisplay man page on OpenSuSE

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glutPostOverlayRedisplay(3GLUT)	     GLUT      glutPostOverlayRedisplay(3GLUT)

NAME
       glutPostOverlayRedisplay,  glutPostWindowOverlayRedisplay  -  marks the
       overlay of the current or specified window  as  needing	to  be	redis‐
       played.

SYNTAX
       void glutPostOverlayRedisplay(void);
       void glutPostWindowOverlayRedisplay(int win);

DESCRIPTION
       Mark  the  overlay of current window as needing to be redisplayed.  The
       next iteration through glutMainLoop, the window's overlay display call‐
       back  (or simply the display callback if no overlay display callback is
       registered) will be called to redisplay	the  window's  overlay	plane.
       Multiple	 calls	to  glutPostOverlayRedisplay  before  the next display
       callback opportunity (or overlay display callback opportunity if one is
       registered)  generate only a single redisplay. glutPostOverlayRedisplay
       may be called within a window's display or overlay display callback  to
       re-mark that window for redisplay.

       Logically,  overlay  damage  notification  for a window is treated as a
       glutPostOverlayRedisplay on the damaged window. Unlike damage  reported
       by the window system, glutPostOverlayRedisplay will not set to true the
       overlay's damaged status	 (returned  by	glutLayerGet(GLUT_OVERLAY_DAM‐
       AGED).

       If  the	window you want to post an overlay redisplay on is not already
       current (and you do not require it to  be  immediately  made  current),
       using  glutPostWindowOverlayRedisplay  is  more	efficient that calling
       glutSetWindow to the desired window and then calling glutPostOverlayRe‐
       display.

EXAMPLE
       If  you are doing an interactive effect like rubberbanding in the over‐
       lay, it is a good idea to structure your rendering to minimize  flicker
       (most  overlays	are  single-buffered).	 Only clear the overlay if you
       know that the window has been damaged.  Otherwise, try to simply	 erase
       what  you  last	drew and redraw it in an updated position.  Here is an
       example overlay display callback used to implement overlay  rubberband‐
       ing:

	 void
	 redrawOverlay(void)
	 {
	   static int prevStretchX, prevStretchY;

	   if (glutLayerGet(GLUT_OVERLAY_DAMAGED)) {
	     /* Damage means we need a full clear. */
	     glClear(GL_COLOR_BUFFER_BIT);
	   } else {
	     /* Undraw last rubber-band. */
	     glIndexi(transparent);
	     glBegin(GL_LINE_LOOP);
	     glVertex2i(anchorX, anchorY);
	     glVertex2i(anchorX, prevStretchY);
	     glVertex2i(prevStretchX, prevStretchY);
	     glVertex2i(prevStretchX, anchorY);
	     glEnd();
	   }
	   glIndexi(red);
	   glBegin(GL_LINE_LOOP);
	   glVertex2i(anchorX, anchorY);
	   glVertex2i(anchorX, stretchY);
	   glVertex2i(stretchX, stretchY);
	   glVertex2i(stretchX, anchorY);
	   glEnd();
	   prevStretchX = stretchX;
	   prevStretchY = stretchY;
	 }

       Notice how glutLayerGet(GLUT_OVERLAY_DAMAGED) is used to determine if a
       clear needs to take place because of damage; if a clear is unnecessary,
       it  is  faster  to  just draw the last rubberband using the transparent
       pixel.

       When the application is through with the rubberbanding effect, the best
       way  to	get  ride  of  the rubberband is to simply hide the overlay by
       calling glutHideOverlay.

SEE ALSO
       glutPostRedisplay, glutEstablishOverlay, glutLayerGet

AUTHOR
       Mark J. Kilgard (mjk@nvidia.com)

GLUT				      3.7      glutPostOverlayRedisplay(3GLUT)
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