Open CASCADE Technology  6.5.4
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Data Structures
Visual3d_TransientManager.hxx File Reference
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_Visual3d_TransientManager.hxx>
#include <MMgt_TShared.hxx>
#include <Standard_Boolean.hxx>
#include <Handle_Visual3d_View.hxx>
#include <Standard_Real.hxx>
#include <Quantity_PlaneAngle.hxx>
#include <Graphic3d_TextPath.hxx>
#include <Graphic3d_HorizontalTextAlignment.hxx>
#include <Graphic3d_VerticalTextAlignment.hxx>
#include <Handle_Graphic3d_Structure.hxx>
#include <Handle_Graphic3d_AspectLine3d.hxx>
#include <Handle_Graphic3d_AspectFillArea3d.hxx>
#include <Handle_Graphic3d_AspectText3d.hxx>
#include <Handle_Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_TypeOfComposition.hxx>

Data Structures

class  Visual3d_TransientManager
 This class allows to manage transient graphics
above one View.
A simple way to drawn something very quicly above
a complex scene (Hilighting,Sketching,...)
All transient graphics will be drawn with
the projection defined by the view with the current
attributes depending of the primitive type :
Lines,Markers,Polygons,Texts
All transient graphics will be erased at the next
View::BeginDraw().
If RetainMode is active,
All transient graphics will be kept at the
next View::Update(),Redraw(). The transient graphics
is stored by this object and graphic library, the
graphic managed itself exposure,resizing,...
The method View::ClearDraw() is necessary to erase
all transient graphics.
If RetainMode is deactivate,
All transient graphics will be erased at the
next View::Update(),Redraw().
Remember that nothing is stored by this object and
graphic library,the application must managed itself
exposure,resizing,...
If double_buffering is activate,
all graphics are drawn in the back buffer and flushed
in the front buffer at the end of drawing but nothing
is done for to separate transient from structured
graphics,the only way to regenerate the structured
view is to Redraw() the view.
If double_buffering is deactivate,
the back buffer is preserved and used for restoring
the front buffer at begin drawing time.I recommend
to use the second way (without DB) if you want
to preserve the graphics and the performances!
More...