Open CASCADE Technology 6.6.0
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#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 <Handle_Graphic3d_Structure.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 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... |