#include <vtkOpenGLContextDevice2DPrivate.h>
◆ Private()
| vtkOpenGLContextDevice2D::Private::Private |
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inline |
◆ ~Private()
| vtkOpenGLContextDevice2D::Private::~Private |
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inline |
◆ SaveGLState()
| void vtkOpenGLContextDevice2D::Private::SaveGLState |
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vtkOpenGLState * |
ostate, |
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bool |
colorBuffer = false |
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inline |
◆ RestoreGLState()
| void vtkOpenGLContextDevice2D::Private::RestoreGLState |
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vtkOpenGLState * |
ostate, |
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bool |
colorBuffer = false |
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inline |
◆ TexCoords()
| float* vtkOpenGLContextDevice2D::Private::TexCoords |
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float * |
f, |
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int |
n |
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) |
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inline |
◆ FindPowerOfTwo()
◆ TextureFromImage() [1/2]
◆ TextureFromImage() [2/2]
| GLuint vtkOpenGLContextDevice2D::Private::TextureFromImage |
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vtkImageData * |
image | ) |
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inline |
◆ Texture
| vtkTexture* vtkOpenGLContextDevice2D::Private::Texture |
◆ TextureProperties
| unsigned int vtkOpenGLContextDevice2D::Private::TextureProperties |
◆ SpriteTexture
| vtkTexture* vtkOpenGLContextDevice2D::Private::SpriteTexture |
◆ SavedDepthTest
| bool vtkOpenGLContextDevice2D::Private::SavedDepthTest |
◆ SavedStencilTest
| bool vtkOpenGLContextDevice2D::Private::SavedStencilTest |
◆ SavedBlend
| bool vtkOpenGLContextDevice2D::Private::SavedBlend |
◆ SavedDrawBuffer
| GLint vtkOpenGLContextDevice2D::Private::SavedDrawBuffer |
◆ SavedClearColor
| GLfloat vtkOpenGLContextDevice2D::Private::SavedClearColor[4] |
◆ TextCounter
| int vtkOpenGLContextDevice2D::Private::TextCounter |
◆ Dim
◆ Offset
◆ GLExtensionsLoaded
| bool vtkOpenGLContextDevice2D::Private::GLExtensionsLoaded |
◆ GLSL
| bool vtkOpenGLContextDevice2D::Private::GLSL |
◆ PowerOfTwoTextures
| bool vtkOpenGLContextDevice2D::Private::PowerOfTwoTextures |
◆ TextTextureCache
Cache for text images.
Generating texture for strings is expensive, we cache the textures here for a faster reuse.
Definition at line 501 of file vtkOpenGLContextDevice2DPrivate.h.
◆ MathTextTextureCache
The documentation for this class was generated from the following file: