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java.lang.Objectcz.cuni.amis.nb.pogamut.unreal.timeline.map.UTAgentSubGLRenderer
public class UTAgentSubGLRenderer
Sub-renderer for object IRenderableUTAgent
Implementation note: be careful when asking twice for same field of agent
(like agent.getRotation()), because it is dependant on time when you ask and
returned value is not guaranteed to be same (like first can be valid and second null).
| Constructor Summary | |
|---|---|
UTAgentSubGLRenderer(IRenderableUTAgent utAgent,
cz.cuni.amis.pogamut.unreal.communication.worldview.map.IUnrealMap map)
Create a new subrenderer with passed agent as source of data. |
|
| Method Summary | |
|---|---|
List<BlendTriangle> |
getBlendedTris()
Because blending phase of rendering can be done only after all opaque objects has been drawn and because polys has to be back-to-front ordered every renderer will return list of its blended triangles so final renderer can sort all blended triangles from all blended renderers and do it correctly. |
IRenderableUTAgent |
getObject()
Return object this renderer draws. |
void |
prepare(javax.media.opengl.GL gl)
Here should be done preparation for rendering (e.g. generation of display lists from massive data) |
void |
render(javax.media.opengl.GL gl)
Display stuff you want to. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public UTAgentSubGLRenderer(IRenderableUTAgent utAgent,
cz.cuni.amis.pogamut.unreal.communication.worldview.map.IUnrealMap map)
renderableUTAgent - agent used as source of data.| Method Detail |
|---|
public void prepare(javax.media.opengl.GL gl)
ISubGLRenderer
prepare in interface ISubGLRenderer<IRenderableUTAgent>public IRenderableUTAgent getObject()
ISubGLRenderer
getObject in interface ISubGLRenderer<IRenderableUTAgent>public void render(javax.media.opengl.GL gl)
ISubGLRendererGLRendererCollection
render in interface ISubGLRenderer<IRenderableUTAgent>public List<BlendTriangle> getBlendedTris()
ISubGLRenderer
getBlendedTris in interface ISubGLRenderer<IRenderableUTAgent>
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