Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc

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Differences between /visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLImmediateSceneHandler.cc (Version 11.0)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 //                                                 26 //
 27 //                                                 27 //
 28 //                                                 28 // 
 29 // Andrew Walkden  10th February 1997              29 // Andrew Walkden  10th February 1997
 30 // OpenGL immediate scene - draws immediately      30 // OpenGL immediate scene - draws immediately to buffer
 31 //                           (saving space on      31 //                           (saving space on server).
 32                                                    32 
 33 #include "G4OpenGLImmediateSceneHandler.hh"        33 #include "G4OpenGLImmediateSceneHandler.hh"
 34                                                    34 
 35 #include "G4OpenGLViewer.hh"                       35 #include "G4OpenGLViewer.hh"
 36 #include "G4OpenGLTransform3D.hh"                  36 #include "G4OpenGLTransform3D.hh"
 37 #include "G4Polyline.hh"                           37 #include "G4Polyline.hh"
 38 #include "G4Polymarker.hh"                         38 #include "G4Polymarker.hh"
 39 #include "G4Text.hh"                               39 #include "G4Text.hh"
 40 #include "G4Circle.hh"                             40 #include "G4Circle.hh"
 41 #include "G4Square.hh"                             41 #include "G4Square.hh"
 42 #include "G4Polyhedron.hh"                         42 #include "G4Polyhedron.hh"
 43 #include "G4AttHolder.hh"                          43 #include "G4AttHolder.hh"
 44                                                    44 
 45 #include <typeinfo>                                45 #include <typeinfo>
 46                                                    46 
 47 G4OpenGLImmediateSceneHandler::G4OpenGLImmedia     47 G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
 48 (G4VGraphicsSystem& system,const G4String& nam     48 (G4VGraphicsSystem& system,const G4String& name):
 49   G4OpenGLSceneHandler (system, fSceneIdCount+     49   G4OpenGLSceneHandler (system, fSceneIdCount++, name)
 50 {}                                                 50 {}
 51                                                    51 
 52 G4OpenGLImmediateSceneHandler::~G4OpenGLImmedi     52 G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
 53 {}                                                 53 {}
 54                                                    54 
 55 #include <iomanip>                                 55 #include <iomanip>
 56                                                    56 
 57 G4bool G4OpenGLImmediateSceneHandler::AddPrimi     57 G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
 58 {                                                  58 {
 59     return AddPrimitivePreambleInternal(visibl     59     return AddPrimitivePreambleInternal(visible, true, false);
 60 }                                                  60 }
 61 G4bool G4OpenGLImmediateSceneHandler::AddPrimi     61 G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
 62 {                                                  62 {
 63   return AddPrimitivePreambleInternal(visible,     63   return AddPrimitivePreambleInternal(visible, false, true);
 64 }                                                  64 }
 65 G4bool G4OpenGLImmediateSceneHandler::AddPrimi     65 G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
 66 {                                                  66 {
 67   return AddPrimitivePreambleInternal(visible,     67   return AddPrimitivePreambleInternal(visible, false, false);
 68 }                                                  68 }
 69                                                    69 
 70 G4bool G4OpenGLImmediateSceneHandler::AddPrimi     70 G4bool G4OpenGLImmediateSceneHandler::AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline)
 71 {                                                  71 {
 72   // Get applicable vis attributes for all pri     72   // Get applicable vis attributes for all primitives.
 73   fpVisAttribs = fpViewer->GetApplicableVisAtt     73   fpVisAttribs = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
 74   const G4Colour& c = GetColour ();                74   const G4Colour& c = GetColour ();
 75   G4double opacity = c.GetAlpha ();                75   G4double opacity = c.GetAlpha ();
 76                                                    76   
 77   G4bool transparency_enabled = true;              77   G4bool transparency_enabled = true;
 78   G4bool isMarkerNotHidden = true;                 78   G4bool isMarkerNotHidden = true;
 79   G4OpenGLViewer* pViewer = dynamic_cast<G4Ope     79   G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
 80   if (pViewer) {                                   80   if (pViewer) {
 81     transparency_enabled = pViewer->transparen     81     transparency_enabled = pViewer->transparency_enabled;
 82     isMarkerNotHidden = pViewer->fVP.IsMarkerN     82     isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
 83   }                                                83   }
 84                                                    84 
 85   G4bool isMarkerOrPolyline = isMarker || isPo     85   G4bool isMarkerOrPolyline = isMarker || isPolyline;
 86   G4bool treatAsTransparent = transparency_ena     86   G4bool treatAsTransparent = transparency_enabled && opacity < 1.;
 87   G4bool treatAsNotHidden = isMarkerNotHidden      87   G4bool treatAsNotHidden = isMarkerNotHidden && (isMarker || isPolyline);
 88                                                    88   
 89   if (fProcessing2D) glDisable (GL_DEPTH_TEST)     89   if (fProcessing2D) glDisable (GL_DEPTH_TEST);
 90   else {                                           90   else {
 91     if (isMarkerOrPolyline && isMarkerNotHidde     91     if (isMarkerOrPolyline && isMarkerNotHidden)
 92       glDisable (GL_DEPTH_TEST);                   92       glDisable (GL_DEPTH_TEST);
 93     else {glEnable (GL_DEPTH_TEST); glDepthFun     93     else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
 94   }                                                94   }
 95                                                    95 
 96   if (fThreePassCapable) {                         96   if (fThreePassCapable) {
 97                                                    97     
 98     // Ensure transparent objects are drawn op     98     // Ensure transparent objects are drawn opaque ones and before
 99     // non-hidden markers.  The problem of ble     99     // non-hidden markers.  The problem of blending/transparency/alpha
100     // is quite a tricky one - see History of     100     // is quite a tricky one - see History of opengl-V07-01-01/2/3.
101     if (!(fSecondPassForTransparency || fThird    101     if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
102       // First pass...                            102       // First pass...
103       if (treatAsTransparent) {  // Request pa    103       if (treatAsTransparent) {  // Request pass for transparent objects...
104         fSecondPassForTransparencyRequested =     104         fSecondPassForTransparencyRequested = true;
105       }                                           105       }
106       if (treatAsNotHidden) {    // Request pa    106       if (treatAsNotHidden) {    // Request pass for non-hidden markers...
107         fThirdPassForNonHiddenMarkersRequested    107         fThirdPassForNonHiddenMarkersRequested = true;
108       }                                           108       }
109       // On first pass, transparent objects an    109       // On first pass, transparent objects and non-hidden markers are not drawn...
110       if (treatAsTransparent || treatAsNotHidd    110       if (treatAsTransparent || treatAsNotHidden) {
111         return false;                             111         return false;
112       }                                           112       }
113     }                                             113     }
114                                                   114     
115     // On second pass, only transparent object    115     // On second pass, only transparent objects are drawn...
116     if (fSecondPassForTransparency) {             116     if (fSecondPassForTransparency) {
117       if (!treatAsTransparent) {                  117       if (!treatAsTransparent) {
118         return false;                             118         return false;
119       }                                           119       }
120     }                                             120     }
121                                                   121     
122     // On third pass, only non-hidden markers     122     // On third pass, only non-hidden markers are drawn...
123     if (fThirdPassForNonHiddenMarkers) {          123     if (fThirdPassForNonHiddenMarkers) {
124       if (!treatAsNotHidden) {                    124       if (!treatAsNotHidden) {
125         return false;                             125         return false;
126       }                                           126       }
127     }                                             127     }
128   }  // fThreePassCapable                         128   }  // fThreePassCapable
129                                                   129   
130   // Loads G4Atts for picking...                  130   // Loads G4Atts for picking...
131   if (fpViewer->GetViewParameters().IsPicking(    131   if (fpViewer->GetViewParameters().IsPicking()) {
132     glLoadName(++fPickName);                      132     glLoadName(++fPickName);
133     G4AttHolder* holder = new G4AttHolder;        133     G4AttHolder* holder = new G4AttHolder;
134     LoadAtts(visible, holder);                    134     LoadAtts(visible, holder);
135     fPickMap[fPickName] = holder;                 135     fPickMap[fPickName] = holder;
136   }                                               136   }
137                                                   137 
138   if (transparency_enabled) {                     138   if (transparency_enabled) {
139     glColor4d(c.GetRed(),c.GetGreen(),c.GetBlu    139     glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
140   } else {                                        140   } else {
141     glColor3d(c.GetRed(),c.GetGreen(),c.GetBlu    141     glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());    
142   }                                               142   }
143                                                   143 
144   return true;                                    144   return true;
145 }                                                 145 }
146                                                   146 
147 void G4OpenGLImmediateSceneHandler::AddPrimiti    147 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
148 {                                                 148 {
149   G4bool furtherprocessing = AddPrimitivePream    149   G4bool furtherprocessing = AddPrimitivePreamble(polyline);
150   if (furtherprocessing) {                        150   if (furtherprocessing) {
151     G4OpenGLSceneHandler::AddPrimitive(polylin    151     G4OpenGLSceneHandler::AddPrimitive(polyline);
152   }                                               152   }
153 }                                                 153 }
154                                                   154 
155 void G4OpenGLImmediateSceneHandler::AddPrimiti    155 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
156 {                                                 156 {
157   G4bool furtherprocessing = AddPrimitivePream    157   G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
158   if (furtherprocessing) {                        158   if (furtherprocessing) {
159     G4OpenGLSceneHandler::AddPrimitive(polymar    159     G4OpenGLSceneHandler::AddPrimitive(polymarker);
160   }                                               160   }
161 }                                                 161 }
162                                                   162 
163 void G4OpenGLImmediateSceneHandler::AddPrimiti    163 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
164 {                                                 164 {
165   // Note: colour is still handled in             165   // Note: colour is still handled in
166   // G4OpenGLSceneHandler::AddPrimitive(const     166   // G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
167   G4bool furtherprocessing = AddPrimitivePream    167   G4bool furtherprocessing = AddPrimitivePreamble(text);
168   if (furtherprocessing) {                        168   if (furtherprocessing) {
169     G4OpenGLSceneHandler::AddPrimitive(text);     169     G4OpenGLSceneHandler::AddPrimitive(text);
170   }                                               170   }
171 }                                                 171 }
172                                                   172 
173 void G4OpenGLImmediateSceneHandler::AddPrimiti    173 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
174 {                                                 174 {
175   G4bool furtherprocessing = AddPrimitivePream    175   G4bool furtherprocessing = AddPrimitivePreamble(circle);
176   if (furtherprocessing) {                        176   if (furtherprocessing) {
177     G4OpenGLSceneHandler::AddPrimitive(circle)    177     G4OpenGLSceneHandler::AddPrimitive(circle);
178   }                                               178   }
179 }                                                 179 }
180                                                   180 
181 void G4OpenGLImmediateSceneHandler::AddPrimiti    181 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
182 {                                                 182 {
183   G4bool furtherprocessing = AddPrimitivePream    183   G4bool furtherprocessing = AddPrimitivePreamble(square);
184   if (furtherprocessing) {                        184   if (furtherprocessing) {
185     G4OpenGLSceneHandler::AddPrimitive(square)    185     G4OpenGLSceneHandler::AddPrimitive(square);
186   }                                               186   }
187 }                                                 187 }
188                                                   188 
189 void G4OpenGLImmediateSceneHandler::AddPrimiti    189 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
190 {                                                 190 {
191   // Note: colour is still handled in             191   // Note: colour is still handled in
192   // G4OpenGLSceneHandler::AddPrimitive(const     192   // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
193   G4bool furtherprocessing = AddPrimitivePream    193   G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
194   if (furtherprocessing) {                        194   if (furtherprocessing) {
195     G4OpenGLSceneHandler::AddPrimitive(polyhed    195     G4OpenGLSceneHandler::AddPrimitive(polyhedron);
196   }                                               196   }
197 }                                                 197 }
198                                                   198 
199 void G4OpenGLImmediateSceneHandler::BeginPrimi    199 void G4OpenGLImmediateSceneHandler::BeginPrimitives
200 (const G4Transform3D& objectTransformation)       200 (const G4Transform3D& objectTransformation)
201 {                                                 201 {
202   G4OpenGLSceneHandler::BeginPrimitives (objec    202   G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
203                                                   203 
204   G4OpenGLTransform3D oglt (objectTransformati    204   G4OpenGLTransform3D oglt (objectTransformation);
205                                                   205 
206   glPushMatrix();                                 206   glPushMatrix();
207                                                   207 
208   /*************************** Check matrix.      208   /*************************** Check matrix.
209   const GLdouble* m = oglt.GetGLMatrix ();        209   const GLdouble* m = oglt.GetGLMatrix ();
210   G4cout << "G4OpenGLTransform3D matrix:";        210   G4cout << "G4OpenGLTransform3D matrix:";
211   for (int i = 0; i < 16; i++) {                  211   for (int i = 0; i < 16; i++) {
212     if ((i % 4) == 0) G4cout << '\n';             212     if ((i % 4) == 0) G4cout << '\n';
213     G4cout << std::setw (15) << m[i];             213     G4cout << std::setw (15) << m[i];
214   }                                               214   }
215   G4cout << G4endl;                               215   G4cout << G4endl;
216   *****************************************/      216   *****************************************/
217                                                   217 
218   glMultMatrixd (oglt.GetGLMatrix ());            218   glMultMatrixd (oglt.GetGLMatrix ());
219 }                                                 219 }
220                                                   220 
221 void G4OpenGLImmediateSceneHandler::EndPrimiti    221 void G4OpenGLImmediateSceneHandler::EndPrimitives ()
222 {                                                 222 {
223   glPopMatrix();                                  223   glPopMatrix();
224                                                   224 
225   // See all primitives immediately...  At lea    225   // See all primitives immediately...  At least soon...
226   ScaledFlush();                                  226   ScaledFlush();
227                                                   227 
228   G4OpenGLSceneHandler::EndPrimitives ();         228   G4OpenGLSceneHandler::EndPrimitives ();
229 }                                                 229 }
230                                                   230 
231 void G4OpenGLImmediateSceneHandler::BeginPrimi    231 void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
232 (const G4Transform3D& objectTransformation)       232 (const G4Transform3D& objectTransformation)
233 {                                                 233 {
234   G4OpenGLSceneHandler::BeginPrimitives2D(obje    234   G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
235                                                   235 
236   // Push current 3D world matrices and load i    236   // Push current 3D world matrices and load identity to define screen
237   // coordinates...                               237   // coordinates...
238   glMatrixMode (GL_PROJECTION);                   238   glMatrixMode (GL_PROJECTION);
239   glPushMatrix();                                 239   glPushMatrix();
240   glLoadIdentity();                               240   glLoadIdentity();
241   G4OpenGLViewer* pViewer = dynamic_cast<G4Ope    241   G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
242   if (pViewer) {                                  242   if (pViewer) {
243     pViewer->g4GlOrtho (-1., 1., -1., 1., -G4O    243     pViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
244   }                                               244   }
245   glMatrixMode (GL_MODELVIEW);                    245   glMatrixMode (GL_MODELVIEW);
246   glPushMatrix();                                 246   glPushMatrix();
247   glLoadIdentity();                               247   glLoadIdentity();
248   G4OpenGLTransform3D oglt (objectTransformati    248   G4OpenGLTransform3D oglt (objectTransformation);
249   glMultMatrixd (oglt.GetGLMatrix ());            249   glMultMatrixd (oglt.GetGLMatrix ());
250   glDisable(GL_DEPTH_TEST);  // But see parent    250   glDisable(GL_DEPTH_TEST);  // But see parent scene handler!!  In
                                                   >> 251 #ifndef G4OPENGL_VERSION_2
251   glDisable (GL_LIGHTING);   // some cases, we    252   glDisable (GL_LIGHTING);   // some cases, we need to re-iterate this.
                                                   >> 253 #endif
252 }                                                 254 }
253                                                   255 
254 void G4OpenGLImmediateSceneHandler::EndPrimiti    256 void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
255 {                                                 257 {
256   // Pop current 3D world matrices back again.    258   // Pop current 3D world matrices back again...
257   glMatrixMode (GL_PROJECTION);                   259   glMatrixMode (GL_PROJECTION);
258   glPopMatrix();                                  260   glPopMatrix();
259   glMatrixMode (GL_MODELVIEW);                    261   glMatrixMode (GL_MODELVIEW);
260   glPopMatrix();                                  262   glPopMatrix();
261                                                   263 
262   // See all primitives immediately...  At lea    264   // See all primitives immediately...  At least soon...
263   ScaledFlush();                                  265   ScaledFlush();
264                                                   266 
265   G4OpenGLSceneHandler::EndPrimitives2D ();       267   G4OpenGLSceneHandler::EndPrimitives2D ();
266 }                                                 268 }
267                                                   269 
268 void G4OpenGLImmediateSceneHandler::BeginModel    270 void G4OpenGLImmediateSceneHandler::BeginModeling () {
269   G4VSceneHandler::BeginModeling();               271   G4VSceneHandler::BeginModeling();
270 }                                                 272 }
271                                                   273 
272 void G4OpenGLImmediateSceneHandler::EndModelin    274 void G4OpenGLImmediateSceneHandler::EndModeling () {
273   G4VSceneHandler::EndModeling ();                275   G4VSceneHandler::EndModeling ();
274 }                                                 276 }
275                                                   277 
276 void G4OpenGLImmediateSceneHandler::ClearTrans    278 void G4OpenGLImmediateSceneHandler::ClearTransientStore ()
277 {                                                 279 {
278   // Nothing to do except redraw the scene rea    280   // Nothing to do except redraw the scene ready for the next event.
279   if (fpViewer) {                                 281   if (fpViewer) {
280     fpViewer -> SetView ();                       282     fpViewer -> SetView ();
281     fpViewer -> ClearView ();                     283     fpViewer -> ClearView ();
282     fpViewer -> DrawView ();                      284     fpViewer -> DrawView ();
283   }                                               285   }
284 }                                                 286 }
285                                                   287 
286 G4int G4OpenGLImmediateSceneHandler::fSceneIdC    288 G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
287                                                   289