Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc

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Differences between /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 11.3.0) and /visualization/OpenGL/src/G4OpenGLStoredSceneHandler.cc (Version 10.1.p2)


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 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4OpenGLStoredSceneHandler.cc 87164 2014-11-26 08:48:31Z gcosmo $
 27 //                                                 28 //
 28 //                                                 29 // 
 29 // Andrew Walkden  10th February 1997              30 // Andrew Walkden  10th February 1997
 30 // OpenGL stored scene - creates OpenGL displa     31 // OpenGL stored scene - creates OpenGL display lists.
 31                                                    32 
                                                   >>  33 #ifdef G4VIS_BUILD_OPENGL_DRIVER
                                                   >>  34 
 32 #include "G4OpenGLStoredSceneHandler.hh"           35 #include "G4OpenGLStoredSceneHandler.hh"
 33                                                    36 
 34 #include "G4PhysicalVolumeModel.hh"                37 #include "G4PhysicalVolumeModel.hh"
 35 #include "G4LogicalVolumeModel.hh"                 38 #include "G4LogicalVolumeModel.hh"
 36 #include "G4VPhysicalVolume.hh"                    39 #include "G4VPhysicalVolume.hh"
 37 #include "G4LogicalVolume.hh"                      40 #include "G4LogicalVolume.hh"
 38 #include "G4Polyline.hh"                           41 #include "G4Polyline.hh"
 39 #include "G4Polymarker.hh"                         42 #include "G4Polymarker.hh"
 40 #include "G4Text.hh"                               43 #include "G4Text.hh"
 41 #include "G4Circle.hh"                             44 #include "G4Circle.hh"
 42 #include "G4Square.hh"                             45 #include "G4Square.hh"
 43 #include "G4Polyhedron.hh"                         46 #include "G4Polyhedron.hh"
 44 #include "G4AttHolder.hh"                          47 #include "G4AttHolder.hh"
 45 #include "G4OpenGLTransform3D.hh"                  48 #include "G4OpenGLTransform3D.hh"
 46 #include "G4OpenGLViewer.hh"                       49 #include "G4OpenGLViewer.hh"
 47 #include "G4AttHolder.hh"                          50 #include "G4AttHolder.hh"
 48                                                    51 
 49 #include <typeinfo>                                52 #include <typeinfo>
 50                                                    53 
 51 G4int G4OpenGLStoredSceneHandler::fSceneIdCoun << 
 52                                                << 
 53 G4int  G4OpenGLStoredSceneHandler::fDisplayLis << 
 54                                                << 
 55 G4OpenGLStoredSceneHandler::PO::PO():              54 G4OpenGLStoredSceneHandler::PO::PO():
 56   fDisplayListId(0),                               55   fDisplayListId(0),
 57   fPickName(0),                                    56   fPickName(0),
 58   fpG4TextPlus(0),                                 57   fpG4TextPlus(0),
 59   fMarkerOrPolyline(false)                         58   fMarkerOrPolyline(false)
 60 {}                                                 59 {}
 61                                                    60 
 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope     61 G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po):
 63   fDisplayListId(po.fDisplayListId),               62   fDisplayListId(po.fDisplayListId),
 64   fTransform(po.fTransform),                       63   fTransform(po.fTransform),
 65   fPickName(po.fPickName),                         64   fPickName(po.fPickName),
 66   fColour(po.fColour),                             65   fColour(po.fColour),
 67   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus     66   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0),
 68   fMarkerOrPolyline(po.fMarkerOrPolyline)          67   fMarkerOrPolyline(po.fMarkerOrPolyline)
 69 {}                                                 68 {}
 70                                                    69 
 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c     70 G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr):
 72   fDisplayListId(id),                              71   fDisplayListId(id),
 73   fTransform(tr),                                  72   fTransform(tr),
 74   fPickName(0),                                    73   fPickName(0),
 75   fpG4TextPlus(0),                                 74   fpG4TextPlus(0),
 76   fMarkerOrPolyline(false)                         75   fMarkerOrPolyline(false)
 77 {}                                                 76 {}
 78                                                    77 
 79 G4OpenGLStoredSceneHandler::PO::~PO()              78 G4OpenGLStoredSceneHandler::PO::~PO()
 80 {                                                  79 {
 81   delete fpG4TextPlus;                             80   delete fpG4TextPlus;
 82 }                                                  81 }
 83                                                    82 
 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored     83 G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator=
 85   (const G4OpenGLStoredSceneHandler::PO& rhs)      84   (const G4OpenGLStoredSceneHandler::PO& rhs)
 86 {                                                  85 {
 87   if (&rhs == this) return *this;                  86   if (&rhs == this) return *this;
 88   fDisplayListId = rhs.fDisplayListId;             87   fDisplayListId = rhs.fDisplayListId;
 89   fTransform = rhs.fTransform;                     88   fTransform = rhs.fTransform;
 90   fPickName = rhs.fPickName;                       89   fPickName = rhs.fPickName;
 91   fColour = rhs.fColour;                           90   fColour = rhs.fColour;
 92   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP     91   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
 93   fMarkerOrPolyline = rhs.fMarkerOrPolyline;       92   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
 94   return *this;                                    93   return *this;
 95 }                                                  94 }
 96                                                    95 
 97 G4OpenGLStoredSceneHandler::TO::TO():              96 G4OpenGLStoredSceneHandler::TO::TO():
 98   fDisplayListId(0),                               97   fDisplayListId(0),
 99   fPickName(0),                                    98   fPickName(0),
100   fStartTime(-G4VisAttributes::fVeryLongTime), <<  99   fStartTime(-DBL_MAX),
101   fEndTime(G4VisAttributes::fVeryLongTime),    << 100   fEndTime(DBL_MAX),
102   fpG4TextPlus(0),                                101   fpG4TextPlus(0),
103   fMarkerOrPolyline(false)                        102   fMarkerOrPolyline(false)
104 {}                                                103 {}
105                                                   104 
106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope    105 G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to):
107   fDisplayListId(to.fDisplayListId),              106   fDisplayListId(to.fDisplayListId),
108   fTransform(to.fTransform),                      107   fTransform(to.fTransform),
109   fPickName(to.fPickName),                        108   fPickName(to.fPickName),
110   fStartTime(to.fStartTime),                      109   fStartTime(to.fStartTime),
111   fEndTime(to.fEndTime),                          110   fEndTime(to.fEndTime),
112   fColour(to.fColour),                            111   fColour(to.fColour),
113   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus    112   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0),
114   fMarkerOrPolyline(to.fMarkerOrPolyline)         113   fMarkerOrPolyline(to.fMarkerOrPolyline)
115 {}                                                114 {}
116                                                   115 
117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c    116 G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr):
118   fDisplayListId(id),                             117   fDisplayListId(id),
119   fTransform(tr),                                 118   fTransform(tr),
120   fPickName(0),                                   119   fPickName(0),
121   fStartTime(-G4VisAttributes::fVeryLongTime), << 120   fStartTime(-DBL_MAX),
122   fEndTime(G4VisAttributes::fVeryLongTime),    << 121   fEndTime(DBL_MAX),
123   fpG4TextPlus(0),                                122   fpG4TextPlus(0),
124   fMarkerOrPolyline(false)                        123   fMarkerOrPolyline(false)
125 {}                                                124 {}
126                                                   125 
127 G4OpenGLStoredSceneHandler::TO::~TO()             126 G4OpenGLStoredSceneHandler::TO::~TO()
128 {                                                 127 {
129   delete fpG4TextPlus;                            128   delete fpG4TextPlus;
130 }                                                 129 }
131                                                   130 
132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored    131 G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator=
133   (const G4OpenGLStoredSceneHandler::TO& rhs)     132   (const G4OpenGLStoredSceneHandler::TO& rhs)
134 {                                                 133 {
135   if (&rhs == this) return *this;                 134   if (&rhs == this) return *this;
136   fDisplayListId = rhs.fDisplayListId;            135   fDisplayListId = rhs.fDisplayListId;
137   fTransform = rhs.fTransform;                    136   fTransform = rhs.fTransform;
138   fPickName = rhs.fPickName;                      137   fPickName = rhs.fPickName;
139   fStartTime = rhs.fStartTime;                    138   fStartTime = rhs.fStartTime;
140   fEndTime = rhs.fEndTime;                        139   fEndTime = rhs.fEndTime;
141   fColour = rhs.fColour;                          140   fColour = rhs.fColour;
142   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP    141   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
143   fMarkerOrPolyline = rhs.fMarkerOrPolyline;      142   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
144   return *this;                                   143   return *this;
145 }                                                 144 }
146                                                   145 
147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen    146 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
148 (G4VGraphicsSystem& system,                       147 (G4VGraphicsSystem& system,
149  const G4String& name):                           148  const G4String& name):
150 G4OpenGLSceneHandler (system, fSceneIdCount++,    149 G4OpenGLSceneHandler (system, fSceneIdCount++, name),
151 fDoNotUseDisplayList(false),                   << 
152 fTopPODL (0)                                      150 fTopPODL (0)
153 {}                                                151 {}
154                                                   152 
155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce    153 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
156 {}                                                154 {}
157                                                   155 
158 void G4OpenGLStoredSceneHandler::BeginPrimitiv    156 void G4OpenGLStoredSceneHandler::BeginPrimitives
159 (const G4Transform3D& objectTransformation)       157 (const G4Transform3D& objectTransformation)
160 {                                                 158 {  
161   G4OpenGLSceneHandler::BeginPrimitives (objec    159   G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
162   if (fReadyForTransients) glDrawBuffer (GL_FR    160   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
163   // Display list setup moved to AddPrimitiveP    161   // Display list setup moved to AddPrimitivePreamble.  See notes there.
164 }                                                 162 }
165                                                   163 
166 void G4OpenGLStoredSceneHandler::EndPrimitives    164 void G4OpenGLStoredSceneHandler::EndPrimitives ()
167 {                                                 165 {
168   // See all primitives immediately...  At lea    166   // See all primitives immediately...  At least soon...
169   ScaledFlush();                                  167   ScaledFlush();
170   glDrawBuffer (GL_BACK);                         168   glDrawBuffer (GL_BACK);
171   G4OpenGLSceneHandler::EndPrimitives ();         169   G4OpenGLSceneHandler::EndPrimitives ();
172 }                                                 170 }
173                                                   171 
174 void G4OpenGLStoredSceneHandler::BeginPrimitiv    172 void G4OpenGLStoredSceneHandler::BeginPrimitives2D
175 (const G4Transform3D& objectTransformation)       173 (const G4Transform3D& objectTransformation)
176 {                                                 174 {
177   G4OpenGLSceneHandler::BeginPrimitives2D(obje    175   G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
178   if (fReadyForTransients) glDrawBuffer (GL_FR    176   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
179 }                                                 177 }
180                                                   178 
181 void G4OpenGLStoredSceneHandler::EndPrimitives    179 void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
182 {                                                 180 {
183   // See all primitives immediately...  At lea    181   // See all primitives immediately...  At least soon...
184   ScaledFlush();                                  182   ScaledFlush();
185   glDrawBuffer (GL_BACK);                         183   glDrawBuffer (GL_BACK);
186   G4OpenGLSceneHandler::EndPrimitives2D ();       184   G4OpenGLSceneHandler::EndPrimitives2D ();
187 }                                                 185 }
188                                                   186 
189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    187 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
190 {                                                 188 {
191   return AddPrimitivePreambleInternal(visible,    189   return AddPrimitivePreambleInternal(visible, true, false);
192 }                                                 190 }
193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    191 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
194 {                                                 192 {
195   return AddPrimitivePreambleInternal(visible,    193   return AddPrimitivePreambleInternal(visible, false, true);
196 }                                                 194 }
197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    195 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
198 {                                                 196 {
199   return AddPrimitivePreambleInternal(visible,    197   return AddPrimitivePreambleInternal(visible, false, false);
200 }                                                 198 }
201                                                   199 
202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 200 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline)
203 (const G4Visible& visible, bool isMarker, bool << 
204 {                                                 201 {
205 // Get applicable vis attributes for all primi << 202   const G4Colour& c = GetColour (visible);
206   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
207   const G4Colour& c = GetColour ();            << 
208   G4double opacity = c.GetAlpha ();               203   G4double opacity = c.GetAlpha ();
209                                                   204 
210   G4bool transparency_enabled = true;             205   G4bool transparency_enabled = true;
211   G4bool isMarkerNotHidden = true;                206   G4bool isMarkerNotHidden = true;
212   G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 207   G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
213   if (pOGLViewer) {                            << 208   if (pViewer) {
214     transparency_enabled = pOGLViewer->transpa << 209     transparency_enabled = pViewer->transparency_enabled;
215     isMarkerNotHidden = pOGLViewer->fVP.IsMark << 210     isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
216   }                                               211   }
217                                                   212   
218   G4bool isTransparent = opacity < 1.;            213   G4bool isTransparent = opacity < 1.;
219   G4bool isMarkerOrPolyline = isMarker || isPo    214   G4bool isMarkerOrPolyline = isMarker || isPolyline;
220   G4bool treatAsTransparent = transparency_ena    215   G4bool treatAsTransparent = transparency_enabled && isTransparent;
221   G4bool treatAsNotHidden = isMarkerNotHidden     216   G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline;
222                                                   217   
223   if (fProcessing2D) glDisable (GL_DEPTH_TEST)    218   if (fProcessing2D) glDisable (GL_DEPTH_TEST);
224   else {                                          219   else {
225     if (isMarkerOrPolyline && isMarkerNotHidde    220     if (isMarkerOrPolyline && isMarkerNotHidden)
226       glDisable (GL_DEPTH_TEST);                  221       glDisable (GL_DEPTH_TEST);
227     else {glEnable (GL_DEPTH_TEST); glDepthFun    222     else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
228   }                                               223   }
229                                                   224 
230   if (fThreePassCapable) {                        225   if (fThreePassCapable) {
231                                                   226     
232     // Ensure transparent objects are drawn *a << 227     // Ensure transparent objects are drawn opaque ones and before
233     // non-hidden markers.  The problem of ble    228     // non-hidden markers.  The problem of blending/transparency/alpha
234     // is quite a tricky one - see History of     229     // is quite a tricky one - see History of opengl-V07-01-01/2/3.
235     if (!(fSecondPassForTransparency || fThird    230     if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
236       // First pass...                            231       // First pass...
237       if (treatAsTransparent) {  // Request pa    232       if (treatAsTransparent) {  // Request pass for transparent objects...
238         fSecondPassForTransparencyRequested =     233         fSecondPassForTransparencyRequested = true;
239       }                                           234       }
240       if (treatAsNotHidden) {    // Request pa    235       if (treatAsNotHidden) {    // Request pass for non-hidden markers...
241         fThirdPassForNonHiddenMarkersRequested    236         fThirdPassForNonHiddenMarkersRequested = true;
242       }                                           237       }
243       // On first pass, transparent objects an    238       // On first pass, transparent objects and non-hidden markers are not drawn...
244       if (treatAsTransparent || treatAsNotHidd    239       if (treatAsTransparent || treatAsNotHidden) {
245         return false;  // No further processin    240         return false;  // No further processing.
246       }                                           241       }
247     }                                             242     }
248                                                   243     
249     // On second pass, only transparent object    244     // On second pass, only transparent objects are drawn...
250     if (fSecondPassForTransparency) {             245     if (fSecondPassForTransparency) {
251       if (!treatAsTransparent) {                  246       if (!treatAsTransparent) {
252         return false;  // No further processin    247         return false;  // No further processing.
253       }                                           248       }
254     }                                             249     }
255                                                   250     
256     // On third pass, only non-hidden markers     251     // On third pass, only non-hidden markers are drawn...
257     if (fThirdPassForNonHiddenMarkers) {          252     if (fThirdPassForNonHiddenMarkers) {
258       if (!treatAsNotHidden) {                    253       if (!treatAsNotHidden) {
259         return false;  // No further processin    254         return false;  // No further processing.
                                                   >> 255         
260       }                                           256       }
261     }                                             257     }
262   }  // fThreePassCapable                         258   }  // fThreePassCapable
263                                                   259   
264   // Loads G4Atts for picking...                  260   // Loads G4Atts for picking...
265   G4bool isPicking = false;                       261   G4bool isPicking = false;
266   if (fpViewer->GetViewParameters().IsPicking(    262   if (fpViewer->GetViewParameters().IsPicking()) {
267     isPicking = true;                             263     isPicking = true;
268     glLoadName(++fPickName);                      264     glLoadName(++fPickName);
269     G4AttHolder* holder = new G4AttHolder;        265     G4AttHolder* holder = new G4AttHolder;
270     LoadAtts(visible, holder);                    266     LoadAtts(visible, holder);
271     fPickMap[fPickName] = holder;                 267     fPickMap[fPickName] = holder;
272   }                                               268   }
                                                   >> 269   
                                                   >> 270   // Can we re-use a display list?
                                                   >> 271   const G4VSolid* pSolid = 0;
                                                   >> 272   G4PhysicalVolumeModel* pPVModel =
                                                   >> 273   dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
                                                   >> 274   if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size())
                                                   >> 275     // Touchables have been modified - don't risk re-using display list.
                                                   >> 276     goto end_of_display_list_reuse_test;
                                                   >> 277   if (pPVModel) {
                                                   >> 278     // Check that it isn't a G4LogicalVolumeModel (which is a sub-class of
                                                   >> 279     // G4PhysicalVolumeModel).
                                                   >> 280     G4LogicalVolumeModel* pLVModel =
                                                   >> 281     dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
                                                   >> 282     if (pLVModel)
                                                   >> 283       // Logical volume model - don't re-use.
                                                   >> 284       goto end_of_display_list_reuse_test;
                                                   >> 285     // If part of the geometry hierarchy, i.e., from a
                                                   >> 286     // G4PhysicalVolumeModel, check if a display list already exists for
                                                   >> 287     // this solid, re-use it if possible.  We could be smarter, and
                                                   >> 288     // recognise repeated branches of the geometry hierarchy, for
                                                   >> 289     // example.  But this algorithm should be secure, I think...
                                                   >> 290     G4VPhysicalVolume* pPV = pPVModel->GetCurrentPV();
                                                   >> 291     if (!pPV)
                                                   >> 292       // It's probably a dummy model, e.g., for a user-drawn hit?
                                                   >> 293       goto end_of_display_list_reuse_test;
                                                   >> 294     G4LogicalVolume* pLV = pPV->GetLogicalVolume();
                                                   >> 295     if (!pLV)
                                                   >> 296       // Dummy model again?
                                                   >> 297       goto end_of_display_list_reuse_test;
                                                   >> 298     pSolid = pLV->GetSolid();
                                                   >> 299     EAxis axis = kRho;
                                                   >> 300     G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
                                                   >> 301     if (pCurrentPV -> IsReplicated ()) {
                                                   >> 302       G4int nReplicas;
                                                   >> 303       G4double width;
                                                   >> 304       G4double offset;
                                                   >> 305       G4bool consuming;
                                                   >> 306       pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
                                                   >> 307     }
                                                   >> 308     // Provided it is not parametrised (because if so, the
                                                   >> 309     // solid's parameters might have been changed)...
                                                   >> 310     if (!(pCurrentPV -> IsParameterised ()) &&
                                                   >> 311         // Provided it is not replicated radially (because if so, the
                                                   >> 312         // solid's parameters will have been changed)...
                                                   >> 313         !(pCurrentPV -> IsReplicated () && axis == kRho) &&
                                                   >> 314         // ...and if the solid has already been rendered...
                                                   >> 315         (fSolidMap.find (pSolid) != fSolidMap.end ())) {
                                                   >> 316       fDisplayListId = fSolidMap [pSolid];
                                                   >> 317       PO po(fDisplayListId,fObjectTransformation);
                                                   >> 318       if (isPicking) po.fPickName = fPickName;
                                                   >> 319       po.fColour = c;
                                                   >> 320       po.fMarkerOrPolyline = isMarkerOrPolyline;
                                                   >> 321       fPOList.push_back(po);
                                                   >> 322       // No need to test if gl commands are used (result of
                                                   >> 323       // ExtraPOProcessing) because we have already decided they will
                                                   >> 324       // not, at least not here.  Also, pass a dummy G4Visible since
                                                   >> 325       // not relevant for G4PhysicalVolumeModel.
                                                   >> 326       (void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1);
                                                   >> 327       return false;  // No further processing.
                                                   >> 328     }
                                                   >> 329   }
                                                   >> 330 end_of_display_list_reuse_test:
273                                                   331 
274   // Because of our need to control colour of     332   // Because of our need to control colour of transients (display by
275   // time fading), display lists may only cove    333   // time fading), display lists may only cover a single primitive.
276   // So display list setup is here.               334   // So display list setup is here.
277                                                << 335   
278   if (fDoNotUseDisplayList) {                  << 336   if (fMemoryForDisplayLists) {
279                                                << 
280     glPushMatrix();                            << 
281     G4OpenGLTransform3D oglt (fObjectTransform << 
282     glMultMatrixd (oglt.GetGLMatrix ());       << 
283     if (transparency_enabled) {                << 
284       glColor4d(c.GetRed(),c.GetGreen(),c.GetB << 
285     } else {                                   << 
286       glColor3d(c.GetRed(),c.GetGreen(),c.GetB << 
287     }                                          << 
288                                                << 
289   } else {                                     << 
290                                                << 
291     fDisplayListId = glGenLists (1);              337     fDisplayListId = glGenLists (1);
292     if (glGetError() == GL_OUT_OF_MEMORY) {    << 338     if (glGetError() == GL_OUT_OF_MEMORY ||
293       static G4int errorCount = 0;             << 339   fDisplayListId > fDisplayListLimit) {
294       if (errorCount < 5) {                    << 340       G4cout <<
295         errorCount++;                          << 341       "********************* WARNING! ********************"
296         G4ExceptionDescription ed;             << 342       "\n*  Display list limit reached in OpenGL."
297         ed <<                                  << 343       "\n*  Continuing drawing WITHOUT STORING. Scene only partially refreshable."
298         "Error attempting to create an OpenGL  << 344       "\n*  Current limit: " << fDisplayListLimit <<
299         "\nCurrent display list id: " << fDisp << 345       ".  Change with \"/vis/ogl/set/displayListLimit\"."
300         "\nMaybe out of memory?";              << 346       "\n***************************************************"
301         G4Exception                            << 347       << G4endl;
302         ("G4OpenGLStoredSceneHandler::AddPrimi << 348       fMemoryForDisplayLists = false;
303          JustWarning,ed);                      << 
304       }                                        << 
305       return false;                            << 
306     }                                             349     }
                                                   >> 350   }
                                                   >> 351   
                                                   >> 352   if (pSolid) fSolidMap [pSolid] = fDisplayListId;
                                                   >> 353 
                                                   >> 354   if (fMemoryForDisplayLists) {
307     if (fReadyForTransients) {                    355     if (fReadyForTransients) {
308       TO to(fDisplayListId, fObjectTransformat    356       TO to(fDisplayListId, fObjectTransformation);
309       if (isPicking) to.fPickName = fPickName;    357       if (isPicking) to.fPickName = fPickName;
310       to.fColour = c;                             358       to.fColour = c;
311       to.fStartTime = fpVisAttribs->GetStartTi << 359       const G4VisAttributes* pVA =
312       to.fEndTime = fpVisAttribs->GetEndTime() << 360   fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
                                                   >> 361       to.fStartTime = pVA->GetStartTime();
                                                   >> 362       to.fEndTime = pVA->GetEndTime();
313       to.fMarkerOrPolyline = isMarkerOrPolylin    363       to.fMarkerOrPolyline = isMarkerOrPolyline;
314       fTOList.push_back(to);                      364       fTOList.push_back(to);
315       // For transient objects, colour, transf    365       // For transient objects, colour, transformation, are kept in
316       // the TO, so should *not* be in the dis    366       // the TO, so should *not* be in the display list.  As mentioned
317       // above, in some cases (display-by-time    367       // above, in some cases (display-by-time fading) we need to have
318       // independent control of colour.  But f    368       // independent control of colour.  But for now transform and set
319       // colour for immediate display.            369       // colour for immediate display.
320       glPushMatrix();                             370       glPushMatrix();
321       G4OpenGLTransform3D oglt (fObjectTransfo    371       G4OpenGLTransform3D oglt (fObjectTransformation);
322       glMultMatrixd (oglt.GetGLMatrix ());        372       glMultMatrixd (oglt.GetGLMatrix ());
323       if (transparency_enabled) {                 373       if (transparency_enabled) {
324         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    374         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
325       } else {                                    375       } else {
326         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    376         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
327       }                                           377       }
328       (void) ExtraTOProcessing(visible, fTOLis    378       (void) ExtraTOProcessing(visible, fTOList.size() - 1);
329       // Ignore return value of the above.  If    379       // Ignore return value of the above.  If this visible does not use
330       // gl commands, a display list is create    380       // gl commands, a display list is created that is empty and not
331       // used.                                    381       // used.
332       glNewList (fDisplayListId, GL_COMPILE_AN    382       glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
333     } else {                                      383     } else {
334       PO po(fDisplayListId, fObjectTransformat    384       PO po(fDisplayListId, fObjectTransformation);
335       if (isPicking) po.fPickName = fPickName;    385       if (isPicking) po.fPickName = fPickName;
336       po.fColour = c;                             386       po.fColour = c;
337       po.fMarkerOrPolyline = isMarkerOrPolylin    387       po.fMarkerOrPolyline = isMarkerOrPolyline;
338       fPOList.push_back(po);                      388       fPOList.push_back(po);
339       // For permanent objects, colour is kept    389       // For permanent objects, colour is kept in the PO, so should
340       // *not* be in the display list.  This i    390       // *not* be in the display list.  This is so that sub-classes
341       // may implement colour modifications ac    391       // may implement colour modifications according to their own
342       // criteria, e.g., scene tree slider in  << 392       // criteria, e.g., scen tree slider in Qt.  But for now set
343       // colour for immediate display.            393       // colour for immediate display.
344       if (transparency_enabled) {                 394       if (transparency_enabled) {
345         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    395         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
346       } else {                                    396       } else {
347         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    397         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
348       }                                           398       }
349       G4bool usesGLCommands = ExtraPOProcessin    399       G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1);
350       // Transients are displayed as they come    400       // Transients are displayed as they come (GL_COMPILE_AND_EXECUTE
351       // above) but persistents are compiled i    401       // above) but persistents are compiled into display lists
352       // (GL_COMPILE only) and then drawn from    402       // (GL_COMPILE only) and then drawn from the display lists with
353       // their fObjectTransformation as stored    403       // their fObjectTransformation as stored in fPOList.  Thus,
354       // there is no need to do glMultMatrixd     404       // there is no need to do glMultMatrixd here.  If
355       // ExtraPOProcessing says the visible ob    405       // ExtraPOProcessing says the visible object does not use gl
356       // commands, simply return and abandon f    406       // commands, simply return and abandon further processing.  It
357       // is assumed that all relevant informat    407       // is assumed that all relevant information is kept in the
358       // POList.                                  408       // POList.
359       if (!usesGLCommands) return false;          409       if (!usesGLCommands) return false;
360       glNewList (fDisplayListId, GL_COMPILE);     410       glNewList (fDisplayListId, GL_COMPILE);
361     }                                             411     }
                                                   >> 412   } else {  // Out of memory (or being used when display lists not required).
                                                   >> 413     glDrawBuffer (GL_FRONT);
                                                   >> 414     glPushMatrix();
                                                   >> 415     G4OpenGLTransform3D oglt (fObjectTransformation);
                                                   >> 416     glMultMatrixd (oglt.GetGLMatrix ());
                                                   >> 417     if (transparency_enabled) {
                                                   >> 418       glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 419     } else {
                                                   >> 420       glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 421     }
362   }                                               422   }
363                                                   423 
364   if (fProcessing2D) {                            424   if (fProcessing2D) {
365     // Push current 3D world matrices and load    425     // Push current 3D world matrices and load identity to define screen
366     // coordinates...                             426     // coordinates...
367     glMatrixMode (GL_PROJECTION);                 427     glMatrixMode (GL_PROJECTION);
368     glPushMatrix();                               428     glPushMatrix();
369     glLoadIdentity();                             429     glLoadIdentity();
370     if (pOGLViewer) {                          << 430     glOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
371       pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 
372     }                                          << 
373     glMatrixMode (GL_MODELVIEW);                  431     glMatrixMode (GL_MODELVIEW);
374     glPushMatrix();                               432     glPushMatrix();
375     glLoadIdentity();                             433     glLoadIdentity();
376     G4OpenGLTransform3D oglt (fObjectTransform    434     G4OpenGLTransform3D oglt (fObjectTransformation);
377     glMultMatrixd (oglt.GetGLMatrix ());          435     glMultMatrixd (oglt.GetGLMatrix ());
378     glDisable (GL_LIGHTING);                      436     glDisable (GL_LIGHTING);
379   } else {                                        437   } else {
380     if (isMarker) {                            << 438     glEnable (GL_LIGHTING);
381       glDisable (GL_LIGHTING);                 << 
382     } else {                                   << 
383       glEnable (GL_LIGHTING);                  << 
384     }                                          << 
385   }                                               439   }
386                                                   440 
387   return true;                                    441   return true;
388 }                                                 442 }
389                                                   443 
390 void G4OpenGLStoredSceneHandler::AddPrimitiveP    444 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
391 {                                                 445 {
392   if (fProcessing2D) {                            446   if (fProcessing2D) {
393     // Pop current 3D world matrices back agai    447     // Pop current 3D world matrices back again...
394     glMatrixMode (GL_PROJECTION);                 448     glMatrixMode (GL_PROJECTION);
395     glPopMatrix();                                449     glPopMatrix();
396     glMatrixMode (GL_MODELVIEW);                  450     glMatrixMode (GL_MODELVIEW);
397     glPopMatrix();                                451     glPopMatrix();
398   }                                               452   }
399                                                   453 
400   //  if ((glGetError() == GL_TABLE_TOO_LARGE)    454   //  if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) {  // Could close?
401   if (glGetError() == GL_OUT_OF_MEMORY) {  //     455   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
402     G4cerr <<                                     456     G4cerr <<
403       "ERROR: G4OpenGLStoredSceneHandler::AddP    457       "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
404       "  to allocate display List for fTopPODL    458       "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
405            << G4endl;                             459            << G4endl;
406   }                                               460   }
407   if (!fDoNotUseDisplayList) {                 << 461   if (fMemoryForDisplayLists) {
408     glEndList();                                  462     glEndList();
409     if (glGetError() == GL_OUT_OF_MEMORY) {  /    463     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
410       G4cerr <<                                   464       G4cerr <<
411         "ERROR: G4OpenGLStoredSceneHandler::Ad    465         "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
412   "  to allocate display List for fTopPODL - t    466   "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
413              << G4endl;                           467              << G4endl;
414     }                                             468     }
415   }                                               469   }
416   if (fReadyForTransients || fDoNotUseDisplayL << 470   if (fReadyForTransients || !fMemoryForDisplayLists) {
417     glPopMatrix();                                471     glPopMatrix();
418   }                                               472   }
419 }                                                 473 }
420                                                   474 
421 void G4OpenGLStoredSceneHandler::AddPrimitive     475 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
422 {                                                 476 {
423   G4bool furtherprocessing = AddPrimitivePream    477   G4bool furtherprocessing = AddPrimitivePreamble(polyline);
424   if (furtherprocessing) {                        478   if (furtherprocessing) {
425     G4OpenGLSceneHandler::AddPrimitive(polylin    479     G4OpenGLSceneHandler::AddPrimitive(polyline);
426     AddPrimitivePostamble();                      480     AddPrimitivePostamble();
427   }                                               481   }
428 }                                                 482 }
429                                                   483 
430 void G4OpenGLStoredSceneHandler::AddPrimitive     484 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
431 {                                                 485 {
432   G4bool furtherprocessing = AddPrimitivePream    486   G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
433   if (furtherprocessing) {                        487   if (furtherprocessing) {
434     G4OpenGLSceneHandler::AddPrimitive(polymar    488     G4OpenGLSceneHandler::AddPrimitive(polymarker);
435     AddPrimitivePostamble();                      489     AddPrimitivePostamble();
436   }                                               490   }
437 }                                                 491 }
438                                                   492 
439 void G4OpenGLStoredSceneHandler::AddPrimitive     493 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
440 {                                                 494 {
441   // Note: colour is still handled in             495   // Note: colour is still handled in
442   // G4OpenGLSceneHandler::AddPrimitive(const     496   // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
443   // gets into the display list                   497   // gets into the display list
444   G4bool furtherprocessing = AddPrimitivePream    498   G4bool furtherprocessing = AddPrimitivePreamble(text);
445   if (furtherprocessing) {                        499   if (furtherprocessing) {
446     G4OpenGLSceneHandler::AddPrimitive(text);     500     G4OpenGLSceneHandler::AddPrimitive(text);
447     AddPrimitivePostamble();                      501     AddPrimitivePostamble();
448   }                                               502   }
449 }                                                 503 }
450                                                   504 
451 void G4OpenGLStoredSceneHandler::AddPrimitive     505 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
452 {                                                 506 {
453   G4bool furtherprocessing = AddPrimitivePream    507   G4bool furtherprocessing = AddPrimitivePreamble(circle);
454   if (furtherprocessing) {                        508   if (furtherprocessing) {
455     G4OpenGLSceneHandler::AddPrimitive(circle)    509     G4OpenGLSceneHandler::AddPrimitive(circle);
456     AddPrimitivePostamble();                      510     AddPrimitivePostamble();
457   }                                               511   }
458 }                                                 512 }
459                                                   513 
460 void G4OpenGLStoredSceneHandler::AddPrimitive     514 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
461 {                                                 515 {
462   G4bool furtherprocessing = AddPrimitivePream    516   G4bool furtherprocessing = AddPrimitivePreamble(square);
463   if (furtherprocessing) {                        517   if (furtherprocessing) {
464     G4OpenGLSceneHandler::AddPrimitive(square)    518     G4OpenGLSceneHandler::AddPrimitive(square);
465     AddPrimitivePostamble();                      519     AddPrimitivePostamble();
466   }                                               520   }
467 }                                                 521 }
468                                                   522 
                                                   >> 523 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
                                                   >> 524 {
                                                   >> 525   // Let base class split into primitives.
                                                   >> 526   G4OpenGLSceneHandler::AddPrimitive(scale);
                                                   >> 527 }
                                                   >> 528 
469 void G4OpenGLStoredSceneHandler::AddPrimitive     529 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
470 {                                                 530 {
471   // Note: colour is still handled in             531   // Note: colour is still handled in
472   // G4OpenGLSceneHandler::AddPrimitive(const     532   // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
473   // gets into the display list                   533   // gets into the display list
474   G4bool furtherprocessing = AddPrimitivePream    534   G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
475   if (furtherprocessing) {                        535   if (furtherprocessing) {
476     G4OpenGLSceneHandler::AddPrimitive(polyhed    536     G4OpenGLSceneHandler::AddPrimitive(polyhedron);
477     AddPrimitivePostamble();                      537     AddPrimitivePostamble();
478   }                                               538   }
479 }                                                 539 }
480                                                   540 
481 void G4OpenGLStoredSceneHandler::BeginModeling    541 void G4OpenGLStoredSceneHandler::BeginModeling () {
482   G4VSceneHandler::BeginModeling();               542   G4VSceneHandler::BeginModeling();
483   /* Debug...                                     543   /* Debug...
484   fDisplayListId = glGenLists (1);                544   fDisplayListId = glGenLists (1);
485   G4cout << "OGL::fDisplayListId (start): " <<    545   G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
486   */                                              546   */
487 }                                                 547 }
488                                                   548 
489 void G4OpenGLStoredSceneHandler::EndModeling (    549 void G4OpenGLStoredSceneHandler::EndModeling () {
490   // Make a List which calls the other lists.     550   // Make a List which calls the other lists.
491   fTopPODL = glGenLists (1);                      551   fTopPODL = glGenLists (1);
492   if (glGetError() == GL_OUT_OF_MEMORY) {  //     552   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
493     G4cerr <<                                     553     G4cerr <<
494       "ERROR: G4OpenGLStoredSceneHandler::EndM    554       "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
495       "  display List for fTopPODL - try OpenG    555       "  display List for fTopPODL - try OpenGL Immediated mode."
496      << G4endl;                                   556      << G4endl;
497   } else {                                        557   } else {
498                                                   558 
499     glNewList (fTopPODL, GL_COMPILE); {           559     glNewList (fTopPODL, GL_COMPILE); {
500       for (size_t i = 0; i < fPOList.size ();     560       for (size_t i = 0; i < fPOList.size (); i++) {
501   glPushMatrix();                                 561   glPushMatrix();
502   G4OpenGLTransform3D oglt (fPOList[i].fTransf    562   G4OpenGLTransform3D oglt (fPOList[i].fTransform);
503   glMultMatrixd (oglt.GetGLMatrix ());            563   glMultMatrixd (oglt.GetGLMatrix ());
504   if (fpViewer->GetViewParameters().IsPicking(    564   if (fpViewer->GetViewParameters().IsPicking())
505     glLoadName(fPOList[i].fPickName);             565     glLoadName(fPOList[i].fPickName);
506   glCallList (fPOList[i].fDisplayListId);         566   glCallList (fPOList[i].fDisplayListId);
507   glPopMatrix();                                  567   glPopMatrix();
508       }                                           568       }
509     }                                             569     }
510     glEndList ();                                 570     glEndList ();
511                                                   571 
512     if (glGetError() == GL_OUT_OF_MEMORY) {  /    572     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
513       G4cerr <<                                   573       G4cerr <<
514         "ERROR: G4OpenGLStoredSceneHandler::En    574         "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
515         "  display List for fTopPODL - try Ope    575         "  display List for fTopPODL - try OpenGL Immediated mode."
516              << G4endl;                           576              << G4endl;
517     }                                             577     }
518   }                                               578   }
519                                                   579 
520   G4VSceneHandler::EndModeling ();                580   G4VSceneHandler::EndModeling ();
521 }                                                 581 }
522                                                   582 
523 void G4OpenGLStoredSceneHandler::ClearStore ()    583 void G4OpenGLStoredSceneHandler::ClearStore () {
524                                                   584 
525   //G4cout << "G4OpenGLStoredSceneHandler::Cle    585   //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
526                                                   586 
527   G4VSceneHandler::ClearStore ();  // Sets nee    587   G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
528                                                   588 
529   // Delete OpenGL permanent display lists.       589   // Delete OpenGL permanent display lists.
530   for (size_t i = 0; i < fPOList.size (); i++)    590   for (size_t i = 0; i < fPOList.size (); i++)
531     glDeleteLists (fPOList[i].fDisplayListId,     591     glDeleteLists (fPOList[i].fDisplayListId, 1);
532   if (fTopPODL) glDeleteLists (fTopPODL, 1);      592   if (fTopPODL) glDeleteLists (fTopPODL, 1);
533   fTopPODL = 0;                                   593   fTopPODL = 0;
534                                                   594 
535   // Clear other lists, dictionary, etc.          595   // Clear other lists, dictionary, etc.
536   fPOList.clear ();                               596   fPOList.clear ();
537   fSolidMap.clear ();                             597   fSolidMap.clear ();
538   ClearAndDestroyAtts();                          598   ClearAndDestroyAtts();
539                                                   599 
540   // ...and clear transient store...              600   // ...and clear transient store...
541   for (size_t i = 0; i < fTOList.size (); i++)    601   for (size_t i = 0; i < fTOList.size (); i++)
542     glDeleteLists(fTOList[i].fDisplayListId, 1    602     glDeleteLists(fTOList[i].fDisplayListId, 1);
543   fTOList.clear ();                               603   fTOList.clear ();
                                                   >> 604 
                                                   >> 605   fMemoryForDisplayLists = true;
544 }                                                 606 }
545                                                   607 
546 void G4OpenGLStoredSceneHandler::ClearTransien    608 void G4OpenGLStoredSceneHandler::ClearTransientStore ()
547 {                                                 609 {
548   //G4cout << "G4OpenGLStoredSceneHandler::Cle    610   //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
549                                                   611 
550   // Delete OpenGL transient display lists and    612   // Delete OpenGL transient display lists and Transient Objects themselves.
551   for (size_t i = 0; i < fTOList.size (); i++)    613   for (size_t i = 0; i < fTOList.size (); i++)
552     glDeleteLists(fTOList[i].fDisplayListId, 1    614     glDeleteLists(fTOList[i].fDisplayListId, 1);
553   fTOList.clear ();                               615   fTOList.clear ();
554                                                   616 
                                                   >> 617   fMemoryForDisplayLists = true;
                                                   >> 618 
555   // Redraw the scene ready for the next event    619   // Redraw the scene ready for the next event.
556   if (fpViewer) {                                 620   if (fpViewer) {
557     fpViewer -> SetView ();                       621     fpViewer -> SetView ();
558     fpViewer -> ClearView ();                     622     fpViewer -> ClearView ();
559     fpViewer -> DrawView ();                      623     fpViewer -> DrawView ();
560   }                                               624   }
561 }                                                 625 }
                                                   >> 626 
                                                   >> 627 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
                                                   >> 628 
                                                   >> 629 G4int  G4OpenGLStoredSceneHandler::fDisplayListId = 0;
                                                   >> 630 G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
                                                   >> 631 G4int  G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
                                                   >> 632 
                                                   >> 633 #endif
562                                                   634