35 #ifndef ANA_COLOR_MATERIAL_H
36 #define ANA_COLOR_MATERIAL_H
179 {
return( !
operator != ( mat ) ); }
This class has to be rewritten, it's really really a shame.......
GLfloat unlitColor(int i) const
void setGLMaterial() const
setup OpenGL properties.
Material & operator=(const Material &)
bool operator!=(const Material &) const
void SetSpecularG(float val)
void SetDiffuseA(float val)
void SetSpecularR(float val)
void set(const carto::GenericObject &)
GLfloat * unlitColor() const
color used without lighting (filar meshes, wireframe)
void setLineWidth(float w)
void setUnlitColor(float, float, float, float)
void SetEmissionG(float val)
GLfloat Shininess() const
void SetAmbientB(float val)
void SetSpecular(float, float, float, float)
void SetDiffuseR(float val)
GLfloat Ambient(int i) const
void SetAmbientA(float val)
@ SelectableWhenNotTotallyTransparent
bool operator==(const Material &mat) const
void setRenderProperty(RenderProperty, int)
friend std::ostream & operator<<(std::ostream &, const anatomist::Material &)
int renderProperty(RenderProperty) const
a property set to -1 is neutral (use window or app default)
void SetDiffuseG(float val)
void SetEmissionA(float val)
void SetEmissionR(float val)
carto::Object genericDescription() const
friend std::istream & operator>>(std::istream &, anatomist::Material &)
GLfloat Diffuse(int i) const
void SetSpecularB(float val)
Material(const Material &)
void SetAmbientR(float val)
void SetSpecularA(float val)
GLfloat Emission(int i) const
void SetEmission(float, float, float, float)
void SetEmissionB(float val)
void SetDiffuse(float, float, float, float)
void SetAmbientG(float val)
RenderProperty
Rendering properties flags.
@ RenderFaceCulling
filter back side polygons
@ FrontFace
specify which is the front face (normally CW in our indirect referentials): 0 is CW,...
@ RenderLighting
lighting effect according to vertices normals
@ RenderFiltering
line/polygon filtering
@ RenderMode
wireframe rendering
@ Ghost
ghost mode (invisible to clicks)
@ NormalIsDirection
if set, the normal in a mesh is actually its wireframe direction, and interpreted as if the wireframe...
@ RenderZBuffer
print in Z-buffer
@ RenderSmoothShading
polygons color interpolation
void popGLState() const
Pops previous OpenGL state.
GLfloat Specular(int i) const
void SetShininess(float val)
void SetAmbient(float, float, float, float)
void SetDiffuseB(float val)
std::ostream & operator<<(std::ostream &, const anatomist::Material &)
std::istream & operator>>(std::istream &, anatomist::Material &)