Geant4 Cross Reference

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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 9.5)


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 26 //                                                 26 //
                                                   >>  27 // $Id: G4OpenGLImmediateSceneHandler.cc,v 1.35 2010-06-03 20:35:19 allison Exp $
                                                   >>  28 // GEANT4 tag $Name: not supported by cvs2svn $
 27 //                                                 29 //
 28 //                                                 30 // 
 29 // Andrew Walkden  10th February 1997              31 // Andrew Walkden  10th February 1997
 30 // OpenGL immediate scene - draws immediately      32 // OpenGL immediate scene - draws immediately to buffer
 31 //                           (saving space on      33 //                           (saving space on server).
 32                                                    34 
                                                   >>  35 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  36 
                                                   >>  37 // Included here - problems with HP compiler if not before other includes?
                                                   >>  38 #include "G4NURBS.hh"
                                                   >>  39 
                                                   >>  40 // Here follows a special for Mesa, the OpenGL emulator.  Does not affect
                                                   >>  41 // other OpenGL's, as far as I'm aware.   John Allison 18/9/96.
                                                   >>  42 #define CENTERLINE_CLPP  /* CenterLine C++ workaround: */
                                                   >>  43 // Also seems to be required for HP's CC and AIX xlC, at least.
                                                   >>  44 
 33 #include "G4OpenGLImmediateSceneHandler.hh"        45 #include "G4OpenGLImmediateSceneHandler.hh"
 34                                                    46 
 35 #include "G4OpenGLViewer.hh"                       47 #include "G4OpenGLViewer.hh"
 36 #include "G4OpenGLTransform3D.hh"                  48 #include "G4OpenGLTransform3D.hh"
 37 #include "G4Polyline.hh"                           49 #include "G4Polyline.hh"
 38 #include "G4Polymarker.hh"                         50 #include "G4Polymarker.hh"
 39 #include "G4Text.hh"                               51 #include "G4Text.hh"
 40 #include "G4Circle.hh"                             52 #include "G4Circle.hh"
 41 #include "G4Square.hh"                             53 #include "G4Square.hh"
                                                   >>  54 #include "G4Scale.hh"
 42 #include "G4Polyhedron.hh"                         55 #include "G4Polyhedron.hh"
 43 #include "G4AttHolder.hh"                      << 
 44                                                << 
 45 #include <typeinfo>                            << 
 46                                                    56 
 47 G4OpenGLImmediateSceneHandler::G4OpenGLImmedia     57 G4OpenGLImmediateSceneHandler::G4OpenGLImmediateSceneHandler
 48 (G4VGraphicsSystem& system,const G4String& nam     58 (G4VGraphicsSystem& system,const G4String& name):
 49   G4OpenGLSceneHandler (system, fSceneIdCount+     59   G4OpenGLSceneHandler (system, fSceneIdCount++, name)
 50 {}                                                 60 {}
 51                                                    61 
 52 G4OpenGLImmediateSceneHandler::~G4OpenGLImmedi     62 G4OpenGLImmediateSceneHandler::~G4OpenGLImmediateSceneHandler ()
 53 {}                                                 63 {}
 54                                                    64 
 55 #include <iomanip>                                 65 #include <iomanip>
 56                                                    66 
 57 G4bool G4OpenGLImmediateSceneHandler::AddPrimi <<  67 void G4OpenGLImmediateSceneHandler::AddPrimitivePreamble(const G4Visible& visible)
 58 {                                                  68 {
 59     return AddPrimitivePreambleInternal(visibl << 
 60 }                                              << 
 61 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 
 62 {                                              << 
 63   return AddPrimitivePreambleInternal(visible, << 
 64 }                                              << 
 65 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 
 66 {                                              << 
 67   return AddPrimitivePreambleInternal(visible, << 
 68 }                                              << 
 69                                                << 
 70 G4bool G4OpenGLImmediateSceneHandler::AddPrimi << 
 71 {                                              << 
 72   // Get applicable vis attributes for all pri << 
 73   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
 74   const G4Colour& c = GetColour ();            << 
 75   G4double opacity = c.GetAlpha ();            << 
 76                                                << 
 77   G4bool transparency_enabled = true;          << 
 78   G4bool isMarkerNotHidden = true;             << 
 79   G4OpenGLViewer* pViewer = dynamic_cast<G4Ope << 
 80   if (pViewer) {                               << 
 81     transparency_enabled = pViewer->transparen << 
 82     isMarkerNotHidden = pViewer->fVP.IsMarkerN << 
 83   }                                            << 
 84                                                << 
 85   G4bool isMarkerOrPolyline = isMarker || isPo << 
 86   G4bool treatAsTransparent = transparency_ena << 
 87   G4bool treatAsNotHidden = isMarkerNotHidden  << 
 88                                                << 
 89   if (fProcessing2D) glDisable (GL_DEPTH_TEST) << 
 90   else {                                       << 
 91     if (isMarkerOrPolyline && isMarkerNotHidde << 
 92       glDisable (GL_DEPTH_TEST);               << 
 93     else {glEnable (GL_DEPTH_TEST); glDepthFun << 
 94   }                                            << 
 95                                                << 
 96   if (fThreePassCapable) {                     << 
 97                                                << 
 98     // Ensure transparent objects are drawn op << 
 99     // non-hidden markers.  The problem of ble << 
100     // is quite a tricky one - see History of  << 
101     if (!(fSecondPassForTransparency || fThird << 
102       // First pass...                         << 
103       if (treatAsTransparent) {  // Request pa << 
104         fSecondPassForTransparencyRequested =  << 
105       }                                        << 
106       if (treatAsNotHidden) {    // Request pa << 
107         fThirdPassForNonHiddenMarkersRequested << 
108       }                                        << 
109       // On first pass, transparent objects an << 
110       if (treatAsTransparent || treatAsNotHidd << 
111         return false;                          << 
112       }                                        << 
113     }                                          << 
114                                                << 
115     // On second pass, only transparent object << 
116     if (fSecondPassForTransparency) {          << 
117       if (!treatAsTransparent) {               << 
118         return false;                          << 
119       }                                        << 
120     }                                          << 
121                                                << 
122     // On third pass, only non-hidden markers  << 
123     if (fThirdPassForNonHiddenMarkers) {       << 
124       if (!treatAsNotHidden) {                 << 
125         return false;                          << 
126       }                                        << 
127     }                                          << 
128   }  // fThreePassCapable                      << 
129                                                << 
130   // Loads G4Atts for picking...               << 
131   if (fpViewer->GetViewParameters().IsPicking(     69   if (fpViewer->GetViewParameters().IsPicking()) {
132     glLoadName(++fPickName);                       70     glLoadName(++fPickName);
133     G4AttHolder* holder = new G4AttHolder;     <<  71     fPickMap[fPickName] = 0;
134     LoadAtts(visible, holder);                 << 
135     fPickMap[fPickName] = holder;              << 
136   }                                                72   }
137                                                    73 
138   if (transparency_enabled) {                  <<  74   const G4Colour& c = GetColour (visible);
139     glColor4d(c.GetRed(),c.GetGreen(),c.GetBlu <<  75   glColor3d (c.GetRed (), c.GetGreen (), c.GetBlue ());
140   } else {                                     << 
141     glColor3d(c.GetRed(),c.GetGreen(),c.GetBlu << 
142   }                                            << 
143                                                << 
144   return true;                                 << 
145 }                                                  76 }
146                                                    77 
147 void G4OpenGLImmediateSceneHandler::AddPrimiti     78 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyline& polyline)
148 {                                                  79 {
149   G4bool furtherprocessing = AddPrimitivePream <<  80   AddPrimitivePreamble(polyline);
150   if (furtherprocessing) {                     <<  81   G4OpenGLSceneHandler::AddPrimitive(polyline);
151     G4OpenGLSceneHandler::AddPrimitive(polylin << 
152   }                                            << 
153 }                                                  82 }
154                                                    83 
155 void G4OpenGLImmediateSceneHandler::AddPrimiti     84 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
156 {                                                  85 {
157   G4bool furtherprocessing = AddPrimitivePream <<  86   AddPrimitivePreamble(polymarker);
158   if (furtherprocessing) {                     <<  87   G4OpenGLSceneHandler::AddPrimitive(polymarker);
159     G4OpenGLSceneHandler::AddPrimitive(polymar << 
160   }                                            << 
161 }                                                  88 }
162                                                    89 
163 void G4OpenGLImmediateSceneHandler::AddPrimiti     90 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Text& text)
164 {                                                  91 {
165   // Note: colour is still handled in              92   // Note: colour is still handled in
166   // G4OpenGLSceneHandler::AddPrimitive(const      93   // G4OpenGLSceneHandler::AddPrimitive(const G4Text&).
167   G4bool furtherprocessing = AddPrimitivePream <<  94   AddPrimitivePreamble(text);
168   if (furtherprocessing) {                     <<  95   G4OpenGLSceneHandler::AddPrimitive(text);
169     G4OpenGLSceneHandler::AddPrimitive(text);  << 
170   }                                            << 
171 }                                                  96 }
172                                                    97 
173 void G4OpenGLImmediateSceneHandler::AddPrimiti     98 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Circle& circle)
174 {                                                  99 {
175   G4bool furtherprocessing = AddPrimitivePream << 100   AddPrimitivePreamble(circle);
176   if (furtherprocessing) {                     << 101   G4OpenGLSceneHandler::AddPrimitive(circle);
177     G4OpenGLSceneHandler::AddPrimitive(circle) << 
178   }                                            << 
179 }                                                 102 }
180                                                   103 
181 void G4OpenGLImmediateSceneHandler::AddPrimiti    104 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Square& square)
182 {                                                 105 {
183   G4bool furtherprocessing = AddPrimitivePream << 106   AddPrimitivePreamble(square);
184   if (furtherprocessing) {                     << 107   G4OpenGLSceneHandler::AddPrimitive(square);
185     G4OpenGLSceneHandler::AddPrimitive(square) << 108 }
186   }                                            << 109 
                                                   >> 110 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Scale& scale)
                                                   >> 111 {
                                                   >> 112   AddPrimitivePreamble(scale);
                                                   >> 113   G4OpenGLSceneHandler::AddPrimitive(scale);
187 }                                                 114 }
188                                                   115 
189 void G4OpenGLImmediateSceneHandler::AddPrimiti    116 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
190 {                                                 117 {
191   // Note: colour is still handled in             118   // Note: colour is still handled in
192   // G4OpenGLSceneHandler::AddPrimitive(const     119   // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&).
193   G4bool furtherprocessing = AddPrimitivePream << 120   AddPrimitivePreamble(polyhedron);
194   if (furtherprocessing) {                     << 121   G4OpenGLSceneHandler::AddPrimitive(polyhedron);
195     G4OpenGLSceneHandler::AddPrimitive(polyhed << 122 }
196   }                                            << 123 
                                                   >> 124 void G4OpenGLImmediateSceneHandler::AddPrimitive (const G4NURBS& nurbs)
                                                   >> 125 {
                                                   >> 126   // Note: colour is still handled in
                                                   >> 127   // G4OpenGLSceneHandler::AddPrimitive(const G4NURBS&).
                                                   >> 128   AddPrimitivePreamble(nurbs);
                                                   >> 129   G4OpenGLSceneHandler::AddPrimitive(nurbs);
197 }                                                 130 }
198                                                   131 
199 void G4OpenGLImmediateSceneHandler::BeginPrimi    132 void G4OpenGLImmediateSceneHandler::BeginPrimitives
200 (const G4Transform3D& objectTransformation)       133 (const G4Transform3D& objectTransformation)
201 {                                                 134 {
202   G4OpenGLSceneHandler::BeginPrimitives (objec    135   G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
203                                                   136 
204   G4OpenGLTransform3D oglt (objectTransformati    137   G4OpenGLTransform3D oglt (objectTransformation);
205                                                   138 
206   glPushMatrix();                                 139   glPushMatrix();
207                                                   140 
208   /*************************** Check matrix.      141   /*************************** Check matrix.
209   const GLdouble* m = oglt.GetGLMatrix ();        142   const GLdouble* m = oglt.GetGLMatrix ();
210   G4cout << "G4OpenGLTransform3D matrix:";        143   G4cout << "G4OpenGLTransform3D matrix:";
211   for (int i = 0; i < 16; i++) {                  144   for (int i = 0; i < 16; i++) {
212     if ((i % 4) == 0) G4cout << '\n';             145     if ((i % 4) == 0) G4cout << '\n';
213     G4cout << std::setw (15) << m[i];             146     G4cout << std::setw (15) << m[i];
214   }                                               147   }
215   G4cout << G4endl;                               148   G4cout << G4endl;
216   *****************************************/      149   *****************************************/
217                                                   150 
218   glMultMatrixd (oglt.GetGLMatrix ());            151   glMultMatrixd (oglt.GetGLMatrix ());
219 }                                                 152 }
220                                                   153 
221 void G4OpenGLImmediateSceneHandler::EndPrimiti    154 void G4OpenGLImmediateSceneHandler::EndPrimitives ()
222 {                                                 155 {
223   glPopMatrix();                                  156   glPopMatrix();
224                                                   157 
225   // See all primitives immediately...  At lea    158   // See all primitives immediately...  At least soon...
226   ScaledFlush();                                  159   ScaledFlush();
227                                                   160 
228   G4OpenGLSceneHandler::EndPrimitives ();         161   G4OpenGLSceneHandler::EndPrimitives ();
229 }                                                 162 }
230                                                   163 
231 void G4OpenGLImmediateSceneHandler::BeginPrimi    164 void G4OpenGLImmediateSceneHandler::BeginPrimitives2D
232 (const G4Transform3D& objectTransformation)       165 (const G4Transform3D& objectTransformation)
233 {                                                 166 {
234   G4OpenGLSceneHandler::BeginPrimitives2D(obje    167   G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
235                                                   168 
236   // Push current 3D world matrices and load i    169   // Push current 3D world matrices and load identity to define screen
237   // coordinates...                               170   // coordinates...
238   glMatrixMode (GL_PROJECTION);                   171   glMatrixMode (GL_PROJECTION);
239   glPushMatrix();                                 172   glPushMatrix();
240   glLoadIdentity();                               173   glLoadIdentity();
241   G4OpenGLViewer* pViewer = dynamic_cast<G4Ope << 174   glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
242   if (pViewer) {                               << 
243     pViewer->g4GlOrtho (-1., 1., -1., 1., -G4O << 
244   }                                            << 
245   glMatrixMode (GL_MODELVIEW);                    175   glMatrixMode (GL_MODELVIEW);
246   glPushMatrix();                                 176   glPushMatrix();
247   glLoadIdentity();                               177   glLoadIdentity();
248   G4OpenGLTransform3D oglt (objectTransformati    178   G4OpenGLTransform3D oglt (objectTransformation);
249   glMultMatrixd (oglt.GetGLMatrix ());            179   glMultMatrixd (oglt.GetGLMatrix ());
250   glDisable(GL_DEPTH_TEST);  // But see parent << 
251   glDisable (GL_LIGHTING);   // some cases, we << 
252 }                                                 180 }
253                                                   181 
254 void G4OpenGLImmediateSceneHandler::EndPrimiti    182 void G4OpenGLImmediateSceneHandler::EndPrimitives2D()
255 {                                                 183 {
256   // Pop current 3D world matrices back again.    184   // Pop current 3D world matrices back again...
257   glMatrixMode (GL_PROJECTION);                   185   glMatrixMode (GL_PROJECTION);
258   glPopMatrix();                                  186   glPopMatrix();
259   glMatrixMode (GL_MODELVIEW);                    187   glMatrixMode (GL_MODELVIEW);
260   glPopMatrix();                                  188   glPopMatrix();
261                                                   189 
262   // See all primitives immediately...  At lea << 190   // See all primitives immediately...
263   ScaledFlush();                               << 191   glFlush ();
264                                                   192 
265   G4OpenGLSceneHandler::EndPrimitives2D ();       193   G4OpenGLSceneHandler::EndPrimitives2D ();
266 }                                                 194 }
267                                                   195 
268 void G4OpenGLImmediateSceneHandler::BeginModel    196 void G4OpenGLImmediateSceneHandler::BeginModeling () {
269   G4VSceneHandler::BeginModeling();               197   G4VSceneHandler::BeginModeling();
270 }                                                 198 }
271                                                   199 
272 void G4OpenGLImmediateSceneHandler::EndModelin    200 void G4OpenGLImmediateSceneHandler::EndModeling () {
273   G4VSceneHandler::EndModeling ();                201   G4VSceneHandler::EndModeling ();
274 }                                                 202 }
275                                                   203 
276 void G4OpenGLImmediateSceneHandler::ClearTrans << 204 void G4OpenGLImmediateSceneHandler::ClearTransientStore () {
277 {                                              << 205 
278   // Nothing to do except redraw the scene rea << 206   G4VSceneHandler::ClearTransientStore ();
                                                   >> 207 
                                                   >> 208   // Make sure screen corresponds to graphical database...
279   if (fpViewer) {                                 209   if (fpViewer) {
280     fpViewer -> SetView ();                       210     fpViewer -> SetView ();
281     fpViewer -> ClearView ();                     211     fpViewer -> ClearView ();
282     fpViewer -> DrawView ();                      212     fpViewer -> DrawView ();
283   }                                               213   }
284 }                                                 214 }
285                                                   215 
                                                   >> 216 void G4OpenGLImmediateSceneHandler::RequestPrimitives (const G4VSolid& solid)
                                                   >> 217 {
                                                   >> 218   if (fReadyForTransients) {
                                                   >> 219     // Always draw transient solids, e.g., hits represented as solids.
                                                   >> 220     // (As we have no control over the order of drawing of transient
                                                   >> 221     // objects, we cannot do anything about transparent ones, as
                                                   >> 222     // below, so always draw them.)
                                                   >> 223     G4VSceneHandler::RequestPrimitives (solid);
                                                   >> 224     return;
                                                   >> 225   }
                                                   >> 226 
                                                   >> 227   // For non-transient (run-duration) objects, ensure transparent
                                                   >> 228   // objects are drawn last.  The problem of
                                                   >> 229   // blending/transparency/alpha is quite a tricky one - see History
                                                   >> 230   // of opengl-V07-01-01/2/3.
                                                   >> 231   // Get vis attributes - pick up defaults if none.
                                                   >> 232   const G4VisAttributes* pVA =
                                                   >> 233     fpViewer -> GetApplicableVisAttributes(fpVisAttribs);
                                                   >> 234   const G4Colour& c = pVA -> GetColour ();
                                                   >> 235   G4double opacity = c.GetAlpha ();
                                                   >> 236 
                                                   >> 237   if (!fSecondPass) {
                                                   >> 238     G4bool transparency_enabled = true;
                                                   >> 239     G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
                                                   >> 240     if (pViewer) transparency_enabled = pViewer->transparency_enabled;
                                                   >> 241     if (transparency_enabled && opacity < 1.) {
                                                   >> 242       // On first pass, transparent objects are not drawn, but flag is set...
                                                   >> 243       fSecondPassRequested = true;
                                                   >> 244       return;
                                                   >> 245     }
                                                   >> 246   }
                                                   >> 247 
                                                   >> 248   // On second pass, opaque objects are not drwan...
                                                   >> 249   if (fSecondPass && opacity >= 1.) return;
                                                   >> 250 
                                                   >> 251   // Else invoke base class method...
                                                   >> 252   G4VSceneHandler::RequestPrimitives (solid);
                                                   >> 253 }
                                                   >> 254 
286 G4int G4OpenGLImmediateSceneHandler::fSceneIdC    255 G4int G4OpenGLImmediateSceneHandler::fSceneIdCount = 0;
                                                   >> 256 
                                                   >> 257 #endif
287                                                   258