The GLSV type exposes the following members.

Methods

  NameDescription
ActivateModelBaseMatrix
This method loads the view matrix based in the observer parameters. It loads the identity matrix and then calls to the observer.LookAt method to set the view matrix
ActivateProjectionBaseMatrix
This method loads the projection matrix based in the observer parameters. It loads the identity matrix and then calls to the observer.Perspective method to set the projection matrix
AddSceneObject
This method adds a new scene object to the list
AddSceneSound
This method adds a new scene sound to the list.
DeleteTextures
This method deletes texture names of all the sceneModels It is recomended to use it before erasing GLSV object
DisableBlend
This method turns off blending
DisableDepthTest
Disables OpenGl depth test
DisableLight
This method turns off lighting
DrawScene
This is one important method. It draws the scene with all the objects.
EnableBlend
This method turns on blending
EnableDepthTest
Enables OpenGl depth test
EnableLight
This method turns on lighting
Equals (Inherited from Object.)
EraseLastSceneObject
This method deletes the last scene object added to the list
EraseSceneObject
This methos is used to erase a scene object
Finalize (Inherited from Object.)
GetHashCode (Inherited from Object.)
GetType (Inherited from Object.)
LookAt
This is an important method because it sets the OpenGL view matrix. It uses all the params that we inizializate when we call to setParams method and it take care about which eye is "open" so, in function of this factor it makes a matrix that "sees" with the path_l, the path_r or the central eye.
MemberwiseClone (Inherited from Object.)
Perspective
This is an important method because it sets the OpenGL projection matrix. It uses all the params that we inizializate when we call to setParams method and it take care about which eye is "open" so, in function of this factor it makes a matrix with perspective begining on the path_l, the path_r or the central eye.
PopMatrix
This method pops the projection and view matrix that we push before
Project
This method provides a funcionality for projecting a point that is in OpenGL space [mm]into Window space [pixel] looking through the selected eye
ProjectProjectionPlane
This method provides a funcionality for projecting a point that is in OpenGL space [mm] to the Projection Plan [mm] looking through the selected eye
PushMatrix
This method pushes the projection and view matrix looking through the eye we want
Redo
This method manages redoStack First stores in redoStack the current state Then recover from undoStack the last state
RefreshEngine
This method makes us sure that all the engine objects have a reference to engine
SaveImage
Saves a Viewport shoot of the opengl control
SetDisplayParams
this method sets all the params that an display needs
SetObserverParams
this method sets all the params that an observer needs
SetPointer3DOverloaded.
SetViewportParams
this method sets all the params that a Viewport needs
StereoUnProject
This method calculates a 3D point from its 2D path_l and path_r projections on projection plane All the points in OpenGl space [mm]
ToString (Inherited from Object.)
Undo
This method manages redoStack First stores in redoStack the current state Then recover from undoStack the last state
UnProject
This method provides a funcionality for projecting a point that is in OpenGL space [mm] into Window space [pixel] looking through the selected eye

See Also