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 10.3)


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 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4OpenGLStoredSceneHandler.cc 99312 2016-09-13 09:47:18Z 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     54 G4int G4OpenGLStoredSceneHandler::fSceneIdCount = 0;
 52                                                    55 
 53 G4int  G4OpenGLStoredSceneHandler::fDisplayLis     56 G4int  G4OpenGLStoredSceneHandler::fDisplayListId = 0;
                                                   >>  57 G4bool G4OpenGLStoredSceneHandler::fMemoryForDisplayLists = true;
                                                   >>  58 G4int  G4OpenGLStoredSceneHandler::fDisplayListLimit = 50000;
 54                                                    59 
 55 G4OpenGLStoredSceneHandler::PO::PO():              60 G4OpenGLStoredSceneHandler::PO::PO():
 56   fDisplayListId(0),                               61   fDisplayListId(0),
 57   fPickName(0),                                    62   fPickName(0),
 58   fpG4TextPlus(0),                                 63   fpG4TextPlus(0),
 59   fMarkerOrPolyline(false)                         64   fMarkerOrPolyline(false)
 60 {}                                                 65 {}
 61                                                    66 
 62 G4OpenGLStoredSceneHandler::PO::PO(const G4Ope     67 G4OpenGLStoredSceneHandler::PO::PO(const G4OpenGLStoredSceneHandler::PO& po):
 63   fDisplayListId(po.fDisplayListId),               68   fDisplayListId(po.fDisplayListId),
 64   fTransform(po.fTransform),                       69   fTransform(po.fTransform),
 65   fPickName(po.fPickName),                         70   fPickName(po.fPickName),
 66   fColour(po.fColour),                             71   fColour(po.fColour),
 67   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus     72   fpG4TextPlus(po.fpG4TextPlus? new G4TextPlus(*po.fpG4TextPlus): 0),
 68   fMarkerOrPolyline(po.fMarkerOrPolyline)          73   fMarkerOrPolyline(po.fMarkerOrPolyline)
 69 {}                                                 74 {}
 70                                                    75 
 71 G4OpenGLStoredSceneHandler::PO::PO(G4int id, c     76 G4OpenGLStoredSceneHandler::PO::PO(G4int id, const G4Transform3D& tr):
 72   fDisplayListId(id),                              77   fDisplayListId(id),
 73   fTransform(tr),                                  78   fTransform(tr),
 74   fPickName(0),                                    79   fPickName(0),
 75   fpG4TextPlus(0),                                 80   fpG4TextPlus(0),
 76   fMarkerOrPolyline(false)                         81   fMarkerOrPolyline(false)
 77 {}                                                 82 {}
 78                                                    83 
 79 G4OpenGLStoredSceneHandler::PO::~PO()              84 G4OpenGLStoredSceneHandler::PO::~PO()
 80 {                                                  85 {
 81   delete fpG4TextPlus;                             86   delete fpG4TextPlus;
 82 }                                                  87 }
 83                                                    88 
 84 G4OpenGLStoredSceneHandler::PO& G4OpenGLStored     89 G4OpenGLStoredSceneHandler::PO& G4OpenGLStoredSceneHandler::PO::operator=
 85   (const G4OpenGLStoredSceneHandler::PO& rhs)      90   (const G4OpenGLStoredSceneHandler::PO& rhs)
 86 {                                                  91 {
 87   if (&rhs == this) return *this;                  92   if (&rhs == this) return *this;
 88   fDisplayListId = rhs.fDisplayListId;             93   fDisplayListId = rhs.fDisplayListId;
 89   fTransform = rhs.fTransform;                     94   fTransform = rhs.fTransform;
 90   fPickName = rhs.fPickName;                       95   fPickName = rhs.fPickName;
 91   fColour = rhs.fColour;                           96   fColour = rhs.fColour;
 92   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP     97   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
 93   fMarkerOrPolyline = rhs.fMarkerOrPolyline;       98   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
 94   return *this;                                    99   return *this;
 95 }                                                 100 }
 96                                                   101 
 97 G4OpenGLStoredSceneHandler::TO::TO():             102 G4OpenGLStoredSceneHandler::TO::TO():
 98   fDisplayListId(0),                              103   fDisplayListId(0),
 99   fPickName(0),                                   104   fPickName(0),
100   fStartTime(-G4VisAttributes::fVeryLongTime), << 105   fStartTime(-DBL_MAX),
101   fEndTime(G4VisAttributes::fVeryLongTime),    << 106   fEndTime(DBL_MAX),
102   fpG4TextPlus(0),                                107   fpG4TextPlus(0),
103   fMarkerOrPolyline(false)                        108   fMarkerOrPolyline(false)
104 {}                                                109 {}
105                                                   110 
106 G4OpenGLStoredSceneHandler::TO::TO(const G4Ope    111 G4OpenGLStoredSceneHandler::TO::TO(const G4OpenGLStoredSceneHandler::TO& to):
107   fDisplayListId(to.fDisplayListId),              112   fDisplayListId(to.fDisplayListId),
108   fTransform(to.fTransform),                      113   fTransform(to.fTransform),
109   fPickName(to.fPickName),                        114   fPickName(to.fPickName),
110   fStartTime(to.fStartTime),                      115   fStartTime(to.fStartTime),
111   fEndTime(to.fEndTime),                          116   fEndTime(to.fEndTime),
112   fColour(to.fColour),                            117   fColour(to.fColour),
113   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus    118   fpG4TextPlus(to.fpG4TextPlus? new G4TextPlus(*to.fpG4TextPlus): 0),
114   fMarkerOrPolyline(to.fMarkerOrPolyline)         119   fMarkerOrPolyline(to.fMarkerOrPolyline)
115 {}                                                120 {}
116                                                   121 
117 G4OpenGLStoredSceneHandler::TO::TO(G4int id, c    122 G4OpenGLStoredSceneHandler::TO::TO(G4int id, const G4Transform3D& tr):
118   fDisplayListId(id),                             123   fDisplayListId(id),
119   fTransform(tr),                                 124   fTransform(tr),
120   fPickName(0),                                   125   fPickName(0),
121   fStartTime(-G4VisAttributes::fVeryLongTime), << 126   fStartTime(-DBL_MAX),
122   fEndTime(G4VisAttributes::fVeryLongTime),    << 127   fEndTime(DBL_MAX),
123   fpG4TextPlus(0),                                128   fpG4TextPlus(0),
124   fMarkerOrPolyline(false)                        129   fMarkerOrPolyline(false)
125 {}                                                130 {}
126                                                   131 
127 G4OpenGLStoredSceneHandler::TO::~TO()             132 G4OpenGLStoredSceneHandler::TO::~TO()
128 {                                                 133 {
129   delete fpG4TextPlus;                            134   delete fpG4TextPlus;
130 }                                                 135 }
131                                                   136 
132 G4OpenGLStoredSceneHandler::TO& G4OpenGLStored    137 G4OpenGLStoredSceneHandler::TO& G4OpenGLStoredSceneHandler::TO::operator=
133   (const G4OpenGLStoredSceneHandler::TO& rhs)     138   (const G4OpenGLStoredSceneHandler::TO& rhs)
134 {                                                 139 {
135   if (&rhs == this) return *this;                 140   if (&rhs == this) return *this;
136   fDisplayListId = rhs.fDisplayListId;            141   fDisplayListId = rhs.fDisplayListId;
137   fTransform = rhs.fTransform;                    142   fTransform = rhs.fTransform;
138   fPickName = rhs.fPickName;                      143   fPickName = rhs.fPickName;
139   fStartTime = rhs.fStartTime;                    144   fStartTime = rhs.fStartTime;
140   fEndTime = rhs.fEndTime;                        145   fEndTime = rhs.fEndTime;
141   fColour = rhs.fColour;                          146   fColour = rhs.fColour;
142   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextP    147   fpG4TextPlus = rhs.fpG4TextPlus? new G4TextPlus(*rhs.fpG4TextPlus): 0;
143   fMarkerOrPolyline = rhs.fMarkerOrPolyline;      148   fMarkerOrPolyline = rhs.fMarkerOrPolyline;
144   return *this;                                   149   return *this;
145 }                                                 150 }
146                                                   151 
147 G4OpenGLStoredSceneHandler::G4OpenGLStoredScen    152 G4OpenGLStoredSceneHandler::G4OpenGLStoredSceneHandler
148 (G4VGraphicsSystem& system,                       153 (G4VGraphicsSystem& system,
149  const G4String& name):                           154  const G4String& name):
150 G4OpenGLSceneHandler (system, fSceneIdCount++,    155 G4OpenGLSceneHandler (system, fSceneIdCount++, name),
151 fDoNotUseDisplayList(false),                   << 
152 fTopPODL (0)                                      156 fTopPODL (0)
153 {}                                                157 {}
154                                                   158 
155 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSce    159 G4OpenGLStoredSceneHandler::~G4OpenGLStoredSceneHandler ()
156 {}                                                160 {}
157                                                   161 
158 void G4OpenGLStoredSceneHandler::BeginPrimitiv    162 void G4OpenGLStoredSceneHandler::BeginPrimitives
159 (const G4Transform3D& objectTransformation)       163 (const G4Transform3D& objectTransformation)
160 {                                                 164 {  
161   G4OpenGLSceneHandler::BeginPrimitives (objec    165   G4OpenGLSceneHandler::BeginPrimitives (objectTransformation);
162   if (fReadyForTransients) glDrawBuffer (GL_FR    166   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
163   // Display list setup moved to AddPrimitiveP    167   // Display list setup moved to AddPrimitivePreamble.  See notes there.
164 }                                                 168 }
165                                                   169 
166 void G4OpenGLStoredSceneHandler::EndPrimitives    170 void G4OpenGLStoredSceneHandler::EndPrimitives ()
167 {                                                 171 {
168   // See all primitives immediately...  At lea    172   // See all primitives immediately...  At least soon...
169   ScaledFlush();                                  173   ScaledFlush();
170   glDrawBuffer (GL_BACK);                         174   glDrawBuffer (GL_BACK);
171   G4OpenGLSceneHandler::EndPrimitives ();         175   G4OpenGLSceneHandler::EndPrimitives ();
172 }                                                 176 }
173                                                   177 
174 void G4OpenGLStoredSceneHandler::BeginPrimitiv    178 void G4OpenGLStoredSceneHandler::BeginPrimitives2D
175 (const G4Transform3D& objectTransformation)       179 (const G4Transform3D& objectTransformation)
176 {                                                 180 {
177   G4OpenGLSceneHandler::BeginPrimitives2D(obje    181   G4OpenGLSceneHandler::BeginPrimitives2D(objectTransformation);
178   if (fReadyForTransients) glDrawBuffer (GL_FR    182   if (fReadyForTransients) glDrawBuffer (GL_FRONT);
179 }                                                 183 }
180                                                   184 
181 void G4OpenGLStoredSceneHandler::EndPrimitives    185 void G4OpenGLStoredSceneHandler::EndPrimitives2D ()
182 {                                                 186 {
183   // See all primitives immediately...  At lea    187   // See all primitives immediately...  At least soon...
184   ScaledFlush();                                  188   ScaledFlush();
185   glDrawBuffer (GL_BACK);                         189   glDrawBuffer (GL_BACK);
186   G4OpenGLSceneHandler::EndPrimitives2D ();       190   G4OpenGLSceneHandler::EndPrimitives2D ();
187 }                                                 191 }
188                                                   192 
189 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    193 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4VMarker& visible)
190 {                                                 194 {
191   return AddPrimitivePreambleInternal(visible,    195   return AddPrimitivePreambleInternal(visible, true, false);
192 }                                                 196 }
193 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    197 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyline& visible)
194 {                                                 198 {
195   return AddPrimitivePreambleInternal(visible,    199   return AddPrimitivePreambleInternal(visible, false, true);
196 }                                                 200 }
197 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv    201 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreamble(const G4Polyhedron& visible)
198 {                                                 202 {
199   return AddPrimitivePreambleInternal(visible,    203   return AddPrimitivePreambleInternal(visible, false, false);
200 }                                                 204 }
201                                                   205 
202 G4bool G4OpenGLStoredSceneHandler::AddPrimitiv << 206 G4bool G4OpenGLStoredSceneHandler::AddPrimitivePreambleInternal(const G4Visible& visible, bool isMarker, bool isPolyline)
203 (const G4Visible& visible, bool isMarker, bool << 
204 {                                                 207 {
205 // Get applicable vis attributes for all primi    208 // Get applicable vis attributes for all primitives.
206   fpVisAttribs = fpViewer->GetApplicableVisAtt    209   fpVisAttribs = fpViewer->GetApplicableVisAttributes(visible.GetVisAttributes());
207   const G4Colour& c = GetColour ();               210   const G4Colour& c = GetColour ();
208   G4double opacity = c.GetAlpha ();               211   G4double opacity = c.GetAlpha ();
209                                                   212 
210   G4bool transparency_enabled = true;             213   G4bool transparency_enabled = true;
211   G4bool isMarkerNotHidden = true;                214   G4bool isMarkerNotHidden = true;
212   G4OpenGLViewer* pOGLViewer = dynamic_cast<G4 << 215   G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
213   if (pOGLViewer) {                            << 216   if (pViewer) {
214     transparency_enabled = pOGLViewer->transpa << 217     transparency_enabled = pViewer->transparency_enabled;
215     isMarkerNotHidden = pOGLViewer->fVP.IsMark << 218     isMarkerNotHidden = pViewer->fVP.IsMarkerNotHidden();
216   }                                               219   }
217                                                   220   
218   G4bool isTransparent = opacity < 1.;            221   G4bool isTransparent = opacity < 1.;
219   G4bool isMarkerOrPolyline = isMarker || isPo    222   G4bool isMarkerOrPolyline = isMarker || isPolyline;
220   G4bool treatAsTransparent = transparency_ena    223   G4bool treatAsTransparent = transparency_enabled && isTransparent;
221   G4bool treatAsNotHidden = isMarkerNotHidden     224   G4bool treatAsNotHidden = isMarkerNotHidden && isMarkerOrPolyline;
222                                                   225   
223   if (fProcessing2D) glDisable (GL_DEPTH_TEST)    226   if (fProcessing2D) glDisable (GL_DEPTH_TEST);
224   else {                                          227   else {
225     if (isMarkerOrPolyline && isMarkerNotHidde    228     if (isMarkerOrPolyline && isMarkerNotHidden)
226       glDisable (GL_DEPTH_TEST);                  229       glDisable (GL_DEPTH_TEST);
227     else {glEnable (GL_DEPTH_TEST); glDepthFun    230     else {glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL);}
228   }                                               231   }
229                                                   232 
230   if (fThreePassCapable) {                        233   if (fThreePassCapable) {
231                                                   234     
232     // Ensure transparent objects are drawn *a << 235     // Ensure transparent objects are drawn opaque ones and before
233     // non-hidden markers.  The problem of ble    236     // non-hidden markers.  The problem of blending/transparency/alpha
234     // is quite a tricky one - see History of     237     // is quite a tricky one - see History of opengl-V07-01-01/2/3.
235     if (!(fSecondPassForTransparency || fThird    238     if (!(fSecondPassForTransparency || fThirdPassForNonHiddenMarkers)) {
236       // First pass...                            239       // First pass...
237       if (treatAsTransparent) {  // Request pa    240       if (treatAsTransparent) {  // Request pass for transparent objects...
238         fSecondPassForTransparencyRequested =     241         fSecondPassForTransparencyRequested = true;
239       }                                           242       }
240       if (treatAsNotHidden) {    // Request pa    243       if (treatAsNotHidden) {    // Request pass for non-hidden markers...
241         fThirdPassForNonHiddenMarkersRequested    244         fThirdPassForNonHiddenMarkersRequested = true;
242       }                                           245       }
243       // On first pass, transparent objects an    246       // On first pass, transparent objects and non-hidden markers are not drawn...
244       if (treatAsTransparent || treatAsNotHidd    247       if (treatAsTransparent || treatAsNotHidden) {
245         return false;  // No further processin    248         return false;  // No further processing.
246       }                                           249       }
247     }                                             250     }
248                                                   251     
249     // On second pass, only transparent object    252     // On second pass, only transparent objects are drawn...
250     if (fSecondPassForTransparency) {             253     if (fSecondPassForTransparency) {
251       if (!treatAsTransparent) {                  254       if (!treatAsTransparent) {
252         return false;  // No further processin    255         return false;  // No further processing.
253       }                                           256       }
254     }                                             257     }
255                                                   258     
256     // On third pass, only non-hidden markers     259     // On third pass, only non-hidden markers are drawn...
257     if (fThirdPassForNonHiddenMarkers) {          260     if (fThirdPassForNonHiddenMarkers) {
258       if (!treatAsNotHidden) {                    261       if (!treatAsNotHidden) {
259         return false;  // No further processin    262         return false;  // No further processing.
                                                   >> 263         
260       }                                           264       }
261     }                                             265     }
262   }  // fThreePassCapable                         266   }  // fThreePassCapable
263                                                   267   
264   // Loads G4Atts for picking...                  268   // Loads G4Atts for picking...
265   G4bool isPicking = false;                       269   G4bool isPicking = false;
266   if (fpViewer->GetViewParameters().IsPicking(    270   if (fpViewer->GetViewParameters().IsPicking()) {
267     isPicking = true;                             271     isPicking = true;
268     glLoadName(++fPickName);                      272     glLoadName(++fPickName);
269     G4AttHolder* holder = new G4AttHolder;        273     G4AttHolder* holder = new G4AttHolder;
270     LoadAtts(visible, holder);                    274     LoadAtts(visible, holder);
271     fPickMap[fPickName] = holder;                 275     fPickMap[fPickName] = holder;
272   }                                               276   }
                                                   >> 277   
                                                   >> 278   // Can we re-use a display list?
                                                   >> 279   const G4VSolid* pSolid = 0;
                                                   >> 280   G4PhysicalVolumeModel* pPVModel =
                                                   >> 281   dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
                                                   >> 282   if (fpViewer->GetViewParameters().GetVisAttributesModifiers().size())
                                                   >> 283     // Touchables have been modified - don't risk re-using display list.
                                                   >> 284     goto end_of_display_list_reuse_test;
                                                   >> 285   if (pPVModel) {
                                                   >> 286     // Check that it isn't a G4LogicalVolumeModel (which is a sub-class of
                                                   >> 287     // G4PhysicalVolumeModel).
                                                   >> 288     G4LogicalVolumeModel* pLVModel =
                                                   >> 289     dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
                                                   >> 290     if (pLVModel)
                                                   >> 291       // Logical volume model - don't re-use.
                                                   >> 292       goto end_of_display_list_reuse_test;
                                                   >> 293     // If part of the geometry hierarchy, i.e., from a
                                                   >> 294     // G4PhysicalVolumeModel, check if a display list already exists for
                                                   >> 295     // this solid, re-use it if possible.  We could be smarter, and
                                                   >> 296     // recognise repeated branches of the geometry hierarchy, for
                                                   >> 297     // example.  But this algorithm should be secure, I think...
                                                   >> 298     G4VPhysicalVolume* pPV = pPVModel->GetCurrentPV();
                                                   >> 299     if (!pPV)
                                                   >> 300       // It's probably a dummy model, e.g., for a user-drawn hit?
                                                   >> 301       goto end_of_display_list_reuse_test;
                                                   >> 302     G4LogicalVolume* pLV = pPV->GetLogicalVolume();
                                                   >> 303     if (!pLV)
                                                   >> 304       // Dummy model again?
                                                   >> 305       goto end_of_display_list_reuse_test;
                                                   >> 306     pSolid = pLV->GetSolid();
                                                   >> 307     EAxis axis = kRho;
                                                   >> 308     G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
                                                   >> 309     if (pCurrentPV -> IsReplicated ()) {
                                                   >> 310       G4int nReplicas;
                                                   >> 311       G4double width;
                                                   >> 312       G4double offset;
                                                   >> 313       G4bool consuming;
                                                   >> 314       pCurrentPV->GetReplicationData(axis,nReplicas,width,offset,consuming);
                                                   >> 315     }
                                                   >> 316     // Provided it is not parametrised (because if so, the
                                                   >> 317     // solid's parameters might have been changed)...
                                                   >> 318     if (!(pCurrentPV -> IsParameterised ()) &&
                                                   >> 319         // Provided it is not replicated radially (because if so, the
                                                   >> 320         // solid's parameters will have been changed)...
                                                   >> 321         !(pCurrentPV -> IsReplicated () && axis == kRho) &&
                                                   >> 322         // ...and if the solid has already been rendered...
                                                   >> 323         (fSolidMap.find (pSolid) != fSolidMap.end ())) {
                                                   >> 324       fDisplayListId = fSolidMap [pSolid];
                                                   >> 325       PO po(fDisplayListId,fObjectTransformation);
                                                   >> 326       if (isPicking) po.fPickName = fPickName;
                                                   >> 327       po.fColour = c;
                                                   >> 328       po.fMarkerOrPolyline = isMarkerOrPolyline;
                                                   >> 329       fPOList.push_back(po);
                                                   >> 330       // No need to test if gl commands are used (result of
                                                   >> 331       // ExtraPOProcessing) because we have already decided they will
                                                   >> 332       // not, at least not here.  Also, pass a dummy G4Visible since
                                                   >> 333       // not relevant for G4PhysicalVolumeModel.
                                                   >> 334       (void) ExtraPOProcessing(G4Visible(), fPOList.size() - 1);
                                                   >> 335       return false;  // No further processing.
                                                   >> 336     }
                                                   >> 337   }
                                                   >> 338 end_of_display_list_reuse_test:
273                                                   339 
274   // Because of our need to control colour of     340   // Because of our need to control colour of transients (display by
275   // time fading), display lists may only cove    341   // time fading), display lists may only cover a single primitive.
276   // So display list setup is here.               342   // So display list setup is here.
277                                                << 343   
278   if (fDoNotUseDisplayList) {                  << 344   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);              345     fDisplayListId = glGenLists (1);
292     if (glGetError() == GL_OUT_OF_MEMORY) {    << 346     if (glGetError() == GL_OUT_OF_MEMORY ||
293       static G4int errorCount = 0;             << 347   fDisplayListId > fDisplayListLimit) {
294       if (errorCount < 5) {                    << 348       G4cout <<
295         errorCount++;                          << 349       "********************* WARNING! ********************"
296         G4ExceptionDescription ed;             << 350       "\n*  Display list limit reached in OpenGL."
297         ed <<                                  << 351       "\n*  Continuing drawing WITHOUT STORING. Scene only partially refreshable."
298         "Error attempting to create an OpenGL  << 352       "\n*  Current limit: " << fDisplayListLimit <<
299         "\nCurrent display list id: " << fDisp << 353       ".  Change with \"/vis/ogl/set/displayListLimit\"."
300         "\nMaybe out of memory?";              << 354       "\n***************************************************"
301         G4Exception                            << 355       << G4endl;
302         ("G4OpenGLStoredSceneHandler::AddPrimi << 356       fMemoryForDisplayLists = false;
303          JustWarning,ed);                      << 
304       }                                        << 
305       return false;                            << 
306     }                                             357     }
                                                   >> 358   }
                                                   >> 359   
                                                   >> 360   if (pSolid) fSolidMap [pSolid] = fDisplayListId;
                                                   >> 361 
                                                   >> 362   if (fMemoryForDisplayLists) {
307     if (fReadyForTransients) {                    363     if (fReadyForTransients) {
308       TO to(fDisplayListId, fObjectTransformat    364       TO to(fDisplayListId, fObjectTransformation);
309       if (isPicking) to.fPickName = fPickName;    365       if (isPicking) to.fPickName = fPickName;
310       to.fColour = c;                             366       to.fColour = c;
311       to.fStartTime = fpVisAttribs->GetStartTi    367       to.fStartTime = fpVisAttribs->GetStartTime();
312       to.fEndTime = fpVisAttribs->GetEndTime()    368       to.fEndTime = fpVisAttribs->GetEndTime();
313       to.fMarkerOrPolyline = isMarkerOrPolylin    369       to.fMarkerOrPolyline = isMarkerOrPolyline;
314       fTOList.push_back(to);                      370       fTOList.push_back(to);
315       // For transient objects, colour, transf    371       // For transient objects, colour, transformation, are kept in
316       // the TO, so should *not* be in the dis    372       // the TO, so should *not* be in the display list.  As mentioned
317       // above, in some cases (display-by-time    373       // above, in some cases (display-by-time fading) we need to have
318       // independent control of colour.  But f    374       // independent control of colour.  But for now transform and set
319       // colour for immediate display.            375       // colour for immediate display.
320       glPushMatrix();                             376       glPushMatrix();
321       G4OpenGLTransform3D oglt (fObjectTransfo    377       G4OpenGLTransform3D oglt (fObjectTransformation);
322       glMultMatrixd (oglt.GetGLMatrix ());        378       glMultMatrixd (oglt.GetGLMatrix ());
323       if (transparency_enabled) {                 379       if (transparency_enabled) {
324         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    380         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
325       } else {                                    381       } else {
326         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    382         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
327       }                                           383       }
328       (void) ExtraTOProcessing(visible, fTOLis    384       (void) ExtraTOProcessing(visible, fTOList.size() - 1);
329       // Ignore return value of the above.  If    385       // Ignore return value of the above.  If this visible does not use
330       // gl commands, a display list is create    386       // gl commands, a display list is created that is empty and not
331       // used.                                    387       // used.
332       glNewList (fDisplayListId, GL_COMPILE_AN    388       glNewList (fDisplayListId, GL_COMPILE_AND_EXECUTE);
333     } else {                                      389     } else {
334       PO po(fDisplayListId, fObjectTransformat    390       PO po(fDisplayListId, fObjectTransformation);
335       if (isPicking) po.fPickName = fPickName;    391       if (isPicking) po.fPickName = fPickName;
336       po.fColour = c;                             392       po.fColour = c;
337       po.fMarkerOrPolyline = isMarkerOrPolylin    393       po.fMarkerOrPolyline = isMarkerOrPolyline;
338       fPOList.push_back(po);                      394       fPOList.push_back(po);
339       // For permanent objects, colour is kept    395       // For permanent objects, colour is kept in the PO, so should
340       // *not* be in the display list.  This i    396       // *not* be in the display list.  This is so that sub-classes
341       // may implement colour modifications ac    397       // may implement colour modifications according to their own
342       // criteria, e.g., scene tree slider in  << 398       // criteria, e.g., scen tree slider in Qt.  But for now set
343       // colour for immediate display.            399       // colour for immediate display.
344       if (transparency_enabled) {                 400       if (transparency_enabled) {
345         glColor4d(c.GetRed(),c.GetGreen(),c.Ge    401         glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
346       } else {                                    402       } else {
347         glColor3d(c.GetRed(),c.GetGreen(),c.Ge    403         glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
348       }                                           404       }
349       G4bool usesGLCommands = ExtraPOProcessin    405       G4bool usesGLCommands = ExtraPOProcessing(visible, fPOList.size() - 1);
350       // Transients are displayed as they come    406       // Transients are displayed as they come (GL_COMPILE_AND_EXECUTE
351       // above) but persistents are compiled i    407       // above) but persistents are compiled into display lists
352       // (GL_COMPILE only) and then drawn from    408       // (GL_COMPILE only) and then drawn from the display lists with
353       // their fObjectTransformation as stored    409       // their fObjectTransformation as stored in fPOList.  Thus,
354       // there is no need to do glMultMatrixd     410       // there is no need to do glMultMatrixd here.  If
355       // ExtraPOProcessing says the visible ob    411       // ExtraPOProcessing says the visible object does not use gl
356       // commands, simply return and abandon f    412       // commands, simply return and abandon further processing.  It
357       // is assumed that all relevant informat    413       // is assumed that all relevant information is kept in the
358       // POList.                                  414       // POList.
359       if (!usesGLCommands) return false;          415       if (!usesGLCommands) return false;
360       glNewList (fDisplayListId, GL_COMPILE);     416       glNewList (fDisplayListId, GL_COMPILE);
361     }                                             417     }
                                                   >> 418   } else {  // Out of memory (or being used when display lists not required).
                                                   >> 419     glDrawBuffer (GL_FRONT);
                                                   >> 420     glPushMatrix();
                                                   >> 421     G4OpenGLTransform3D oglt (fObjectTransformation);
                                                   >> 422     glMultMatrixd (oglt.GetGLMatrix ());
                                                   >> 423     if (transparency_enabled) {
                                                   >> 424       glColor4d(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
                                                   >> 425     } else {
                                                   >> 426       glColor3d(c.GetRed(),c.GetGreen(),c.GetBlue());
                                                   >> 427     }
362   }                                               428   }
363                                                   429 
364   if (fProcessing2D) {                            430   if (fProcessing2D) {
365     // Push current 3D world matrices and load    431     // Push current 3D world matrices and load identity to define screen
366     // coordinates...                             432     // coordinates...
367     glMatrixMode (GL_PROJECTION);                 433     glMatrixMode (GL_PROJECTION);
368     glPushMatrix();                               434     glPushMatrix();
369     glLoadIdentity();                             435     glLoadIdentity();
370     if (pOGLViewer) {                          << 436     if (pViewer) {
371       pOGLViewer->g4GlOrtho (-1., 1., -1., 1., << 437       pViewer->g4GlOrtho (-1., 1., -1., 1., -G4OPENGL_FLT_BIG, G4OPENGL_FLT_BIG);
372     }                                             438     }
373     glMatrixMode (GL_MODELVIEW);                  439     glMatrixMode (GL_MODELVIEW);
374     glPushMatrix();                               440     glPushMatrix();
375     glLoadIdentity();                             441     glLoadIdentity();
376     G4OpenGLTransform3D oglt (fObjectTransform    442     G4OpenGLTransform3D oglt (fObjectTransformation);
377     glMultMatrixd (oglt.GetGLMatrix ());          443     glMultMatrixd (oglt.GetGLMatrix ());
378     glDisable (GL_LIGHTING);                      444     glDisable (GL_LIGHTING);
379   } else {                                        445   } else {
380     if (isMarker) {                            << 446     glEnable (GL_LIGHTING);
381       glDisable (GL_LIGHTING);                 << 
382     } else {                                   << 
383       glEnable (GL_LIGHTING);                  << 
384     }                                          << 
385   }                                               447   }
386                                                   448 
387   return true;                                    449   return true;
388 }                                                 450 }
389                                                   451 
390 void G4OpenGLStoredSceneHandler::AddPrimitiveP    452 void G4OpenGLStoredSceneHandler::AddPrimitivePostamble()
391 {                                                 453 {
392   if (fProcessing2D) {                            454   if (fProcessing2D) {
393     // Pop current 3D world matrices back agai    455     // Pop current 3D world matrices back again...
394     glMatrixMode (GL_PROJECTION);                 456     glMatrixMode (GL_PROJECTION);
395     glPopMatrix();                                457     glPopMatrix();
396     glMatrixMode (GL_MODELVIEW);                  458     glMatrixMode (GL_MODELVIEW);
397     glPopMatrix();                                459     glPopMatrix();
398   }                                               460   }
399                                                   461 
400   //  if ((glGetError() == GL_TABLE_TOO_LARGE)    462   //  if ((glGetError() == GL_TABLE_TOO_LARGE) || (glGetError() == GL_OUT_OF_MEMORY)) {  // Could close?
401   if (glGetError() == GL_OUT_OF_MEMORY) {  //     463   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
402     G4cerr <<                                     464     G4cerr <<
403       "ERROR: G4OpenGLStoredSceneHandler::AddP    465       "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
404       "  to allocate display List for fTopPODL    466       "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
405            << G4endl;                             467            << G4endl;
406   }                                               468   }
407   if (!fDoNotUseDisplayList) {                 << 469   if (fMemoryForDisplayLists) {
408     glEndList();                                  470     glEndList();
409     if (glGetError() == GL_OUT_OF_MEMORY) {  /    471     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
410       G4cerr <<                                   472       G4cerr <<
411         "ERROR: G4OpenGLStoredSceneHandler::Ad    473         "ERROR: G4OpenGLStoredSceneHandler::AddPrimitivePostamble: Failure"
412   "  to allocate display List for fTopPODL - t    474   "  to allocate display List for fTopPODL - try OpenGL Immediated mode."
413              << G4endl;                           475              << G4endl;
414     }                                             476     }
415   }                                               477   }
416   if (fReadyForTransients || fDoNotUseDisplayL << 478   if (fReadyForTransients || !fMemoryForDisplayLists) {
417     glPopMatrix();                                479     glPopMatrix();
418   }                                               480   }
419 }                                                 481 }
420                                                   482 
421 void G4OpenGLStoredSceneHandler::AddPrimitive     483 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyline& polyline)
422 {                                                 484 {
423   G4bool furtherprocessing = AddPrimitivePream    485   G4bool furtherprocessing = AddPrimitivePreamble(polyline);
424   if (furtherprocessing) {                        486   if (furtherprocessing) {
425     G4OpenGLSceneHandler::AddPrimitive(polylin    487     G4OpenGLSceneHandler::AddPrimitive(polyline);
426     AddPrimitivePostamble();                      488     AddPrimitivePostamble();
427   }                                               489   }
428 }                                                 490 }
429                                                   491 
430 void G4OpenGLStoredSceneHandler::AddPrimitive     492 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
431 {                                                 493 {
432   G4bool furtherprocessing = AddPrimitivePream    494   G4bool furtherprocessing = AddPrimitivePreamble(polymarker);
433   if (furtherprocessing) {                        495   if (furtherprocessing) {
434     G4OpenGLSceneHandler::AddPrimitive(polymar    496     G4OpenGLSceneHandler::AddPrimitive(polymarker);
435     AddPrimitivePostamble();                      497     AddPrimitivePostamble();
436   }                                               498   }
437 }                                                 499 }
438                                                   500 
439 void G4OpenGLStoredSceneHandler::AddPrimitive     501 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Text& text)
440 {                                                 502 {
441   // Note: colour is still handled in             503   // Note: colour is still handled in
442   // G4OpenGLSceneHandler::AddPrimitive(const     504   // G4OpenGLSceneHandler::AddPrimitive(const G4Text&), so it still
443   // gets into the display list                   505   // gets into the display list
444   G4bool furtherprocessing = AddPrimitivePream    506   G4bool furtherprocessing = AddPrimitivePreamble(text);
445   if (furtherprocessing) {                        507   if (furtherprocessing) {
446     G4OpenGLSceneHandler::AddPrimitive(text);     508     G4OpenGLSceneHandler::AddPrimitive(text);
447     AddPrimitivePostamble();                      509     AddPrimitivePostamble();
448   }                                               510   }
449 }                                                 511 }
450                                                   512 
451 void G4OpenGLStoredSceneHandler::AddPrimitive     513 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Circle& circle)
452 {                                                 514 {
453   G4bool furtherprocessing = AddPrimitivePream    515   G4bool furtherprocessing = AddPrimitivePreamble(circle);
454   if (furtherprocessing) {                        516   if (furtherprocessing) {
455     G4OpenGLSceneHandler::AddPrimitive(circle)    517     G4OpenGLSceneHandler::AddPrimitive(circle);
456     AddPrimitivePostamble();                      518     AddPrimitivePostamble();
457   }                                               519   }
458 }                                                 520 }
459                                                   521 
460 void G4OpenGLStoredSceneHandler::AddPrimitive     522 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Square& square)
461 {                                                 523 {
462   G4bool furtherprocessing = AddPrimitivePream    524   G4bool furtherprocessing = AddPrimitivePreamble(square);
463   if (furtherprocessing) {                        525   if (furtherprocessing) {
464     G4OpenGLSceneHandler::AddPrimitive(square)    526     G4OpenGLSceneHandler::AddPrimitive(square);
465     AddPrimitivePostamble();                      527     AddPrimitivePostamble();
466   }                                               528   }
467 }                                                 529 }
468                                                   530 
                                                   >> 531 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Scale& scale)
                                                   >> 532 {
                                                   >> 533   // Let base class split into primitives.
                                                   >> 534   G4OpenGLSceneHandler::AddPrimitive(scale);
                                                   >> 535 }
                                                   >> 536 
469 void G4OpenGLStoredSceneHandler::AddPrimitive     537 void G4OpenGLStoredSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron)
470 {                                                 538 {
471   // Note: colour is still handled in             539   // Note: colour is still handled in
472   // G4OpenGLSceneHandler::AddPrimitive(const     540   // G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&), so it still
473   // gets into the display list                   541   // gets into the display list
474   G4bool furtherprocessing = AddPrimitivePream    542   G4bool furtherprocessing = AddPrimitivePreamble(polyhedron);
475   if (furtherprocessing) {                        543   if (furtherprocessing) {
476     G4OpenGLSceneHandler::AddPrimitive(polyhed    544     G4OpenGLSceneHandler::AddPrimitive(polyhedron);
477     AddPrimitivePostamble();                      545     AddPrimitivePostamble();
478   }                                               546   }
479 }                                                 547 }
480                                                   548 
481 void G4OpenGLStoredSceneHandler::BeginModeling    549 void G4OpenGLStoredSceneHandler::BeginModeling () {
482   G4VSceneHandler::BeginModeling();               550   G4VSceneHandler::BeginModeling();
483   /* Debug...                                     551   /* Debug...
484   fDisplayListId = glGenLists (1);                552   fDisplayListId = glGenLists (1);
485   G4cout << "OGL::fDisplayListId (start): " <<    553   G4cout << "OGL::fDisplayListId (start): " << fDisplayListId << G4endl;
486   */                                              554   */
487 }                                                 555 }
488                                                   556 
489 void G4OpenGLStoredSceneHandler::EndModeling (    557 void G4OpenGLStoredSceneHandler::EndModeling () {
490   // Make a List which calls the other lists.     558   // Make a List which calls the other lists.
491   fTopPODL = glGenLists (1);                      559   fTopPODL = glGenLists (1);
492   if (glGetError() == GL_OUT_OF_MEMORY) {  //     560   if (glGetError() == GL_OUT_OF_MEMORY) {  // Could pre-allocate?
493     G4cerr <<                                     561     G4cerr <<
494       "ERROR: G4OpenGLStoredSceneHandler::EndM    562       "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
495       "  display List for fTopPODL - try OpenG    563       "  display List for fTopPODL - try OpenGL Immediated mode."
496      << G4endl;                                   564      << G4endl;
497   } else {                                        565   } else {
498                                                   566 
499     glNewList (fTopPODL, GL_COMPILE); {           567     glNewList (fTopPODL, GL_COMPILE); {
500       for (size_t i = 0; i < fPOList.size ();     568       for (size_t i = 0; i < fPOList.size (); i++) {
501   glPushMatrix();                                 569   glPushMatrix();
502   G4OpenGLTransform3D oglt (fPOList[i].fTransf    570   G4OpenGLTransform3D oglt (fPOList[i].fTransform);
503   glMultMatrixd (oglt.GetGLMatrix ());            571   glMultMatrixd (oglt.GetGLMatrix ());
504   if (fpViewer->GetViewParameters().IsPicking(    572   if (fpViewer->GetViewParameters().IsPicking())
505     glLoadName(fPOList[i].fPickName);             573     glLoadName(fPOList[i].fPickName);
506   glCallList (fPOList[i].fDisplayListId);         574   glCallList (fPOList[i].fDisplayListId);
507   glPopMatrix();                                  575   glPopMatrix();
508       }                                           576       }
509     }                                             577     }
510     glEndList ();                                 578     glEndList ();
511                                                   579 
512     if (glGetError() == GL_OUT_OF_MEMORY) {  /    580     if (glGetError() == GL_OUT_OF_MEMORY) {  // Could close?
513       G4cerr <<                                   581       G4cerr <<
514         "ERROR: G4OpenGLStoredSceneHandler::En    582         "ERROR: G4OpenGLStoredSceneHandler::EndModeling: Failure to allocate"
515         "  display List for fTopPODL - try Ope    583         "  display List for fTopPODL - try OpenGL Immediated mode."
516              << G4endl;                           584              << G4endl;
517     }                                             585     }
518   }                                               586   }
519                                                   587 
520   G4VSceneHandler::EndModeling ();                588   G4VSceneHandler::EndModeling ();
521 }                                                 589 }
522                                                   590 
523 void G4OpenGLStoredSceneHandler::ClearStore ()    591 void G4OpenGLStoredSceneHandler::ClearStore () {
524                                                   592 
525   //G4cout << "G4OpenGLStoredSceneHandler::Cle    593   //G4cout << "G4OpenGLStoredSceneHandler::ClearStore" << G4endl;
526                                                   594 
527   G4VSceneHandler::ClearStore ();  // Sets nee    595   G4VSceneHandler::ClearStore ();  // Sets need kernel visit, etc.
528                                                   596 
529   // Delete OpenGL permanent display lists.       597   // Delete OpenGL permanent display lists.
530   for (size_t i = 0; i < fPOList.size (); i++)    598   for (size_t i = 0; i < fPOList.size (); i++)
531     glDeleteLists (fPOList[i].fDisplayListId,     599     glDeleteLists (fPOList[i].fDisplayListId, 1);
532   if (fTopPODL) glDeleteLists (fTopPODL, 1);      600   if (fTopPODL) glDeleteLists (fTopPODL, 1);
533   fTopPODL = 0;                                   601   fTopPODL = 0;
534                                                   602 
535   // Clear other lists, dictionary, etc.          603   // Clear other lists, dictionary, etc.
536   fPOList.clear ();                               604   fPOList.clear ();
537   fSolidMap.clear ();                             605   fSolidMap.clear ();
538   ClearAndDestroyAtts();                          606   ClearAndDestroyAtts();
539                                                   607 
540   // ...and clear transient store...              608   // ...and clear transient store...
541   for (size_t i = 0; i < fTOList.size (); i++)    609   for (size_t i = 0; i < fTOList.size (); i++)
542     glDeleteLists(fTOList[i].fDisplayListId, 1    610     glDeleteLists(fTOList[i].fDisplayListId, 1);
543   fTOList.clear ();                               611   fTOList.clear ();
                                                   >> 612 
                                                   >> 613   fMemoryForDisplayLists = true;
544 }                                                 614 }
545                                                   615 
546 void G4OpenGLStoredSceneHandler::ClearTransien    616 void G4OpenGLStoredSceneHandler::ClearTransientStore ()
547 {                                                 617 {
548   //G4cout << "G4OpenGLStoredSceneHandler::Cle    618   //G4cout << "G4OpenGLStoredSceneHandler::ClearTransientStore" << G4endl;
549                                                   619 
550   // Delete OpenGL transient display lists and    620   // Delete OpenGL transient display lists and Transient Objects themselves.
551   for (size_t i = 0; i < fTOList.size (); i++)    621   for (size_t i = 0; i < fTOList.size (); i++)
552     glDeleteLists(fTOList[i].fDisplayListId, 1    622     glDeleteLists(fTOList[i].fDisplayListId, 1);
553   fTOList.clear ();                               623   fTOList.clear ();
554                                                   624 
                                                   >> 625   fMemoryForDisplayLists = true;
                                                   >> 626 
555   // Redraw the scene ready for the next event    627   // Redraw the scene ready for the next event.
556   if (fpViewer) {                                 628   if (fpViewer) {
557     fpViewer -> SetView ();                       629     fpViewer -> SetView ();
558     fpViewer -> ClearView ();                     630     fpViewer -> ClearView ();
559     fpViewer -> DrawView ();                      631     fpViewer -> DrawView ();
560   }                                               632   }
561 }                                                 633 }
                                                   >> 634 
                                                   >> 635 
                                                   >> 636 #endif
562                                                   637