9 #include "../stroke/Canvas.h"
62 _pass_diffuse.buf =
buf;
63 _pass_diffuse.width =
width;
64 _pass_diffuse.height =
height;
69 _pass_z.width =
width;
77 } _pass_diffuse, _pass_z;
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
virtual void readDepthPixels(int x, int y, int w, int h, GrayImage &oImage) const
virtual BBox< Vec2i > border() const
void setViewer(AppView *iViewer)
virtual void RenderStroke(Stroke *)
void setPassZ(float *buf, int width, int height)
virtual BBox< Vec3r > scene3DBBox() const
virtual int height() const
void setPassDiffuse(float *buf, int width, int height)
virtual void readColorPixels(int x, int y, int w, int h, RGBImage &oImage) const
virtual float thickness() const
virtual int width() const
const AppView * viewer() const