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GlsRSOLoader API
1.3.2
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Namespace for loading RSOs. More...
Classes | |
| class | Culler |
| class | GlsResourceFilter |
| class | OpenGLMatrices |
| class | ResourceMethodCallback |
| class | RSOReference |
| class | Timer |
Functions | |
| RSOReference * | LoadRSO (const char *fileName, const char *className=0, bool absolutePlacement=true) |
| void | DestroyRSO (RSOReference *) |
| void | SetOpenGLDefaultState (bool pushState) |
| void | RestoreOpenGLState () |
| template<class Class > | |
| disti::RSOInterface4::ResourceObserver * | CreateResourceMethodCallback (Class *const obj, const typename ResourceMethodCallback< Class >::Callback method) |
Namespace for loading RSOs.
| disti::RSOInterface4::ResourceObserver* GlsRSOLoader::CreateResourceMethodCallback | ( | Class *const | obj, |
| const typename ResourceMethodCallback< Class >::Callback | method | ||
| ) |
Create an ResourceObserver that will call a class method whenever the attribute changes.
| obj | the object to call the method on |
| method | a class method pointer |
| void GlsRSOLoader::DestroyRSO | ( | RSOReference * | ) |
Delete an RSO reference
| RSOReference* GlsRSOLoader::LoadRSO | ( | const char * | fileName, |
| const char * | className = 0, |
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| bool | absolutePlacement = true |
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| ) |
Create RSO static This will load the specified DLL and try to create the specified class. It will return the RSO1Reference* on success, and NULL on failure.
| fileName | The name of the DLL |
| className | The class name to create. If NULL, the default class will be created. |
| absolutePlacement | Initial value of AbsolutePlacement |
| void GlsRSOLoader::RestoreOpenGLState | ( | ) |
Call this after calling SetOpenGLDefaultState with saveVal == true. DO NOT call this after calling SetOpenGLDefaultState with saveVal == false because this will pop the attribute stack.
| void GlsRSOLoader::SetOpenGLDefaultState | ( | bool | pushState | ) |
Sets up the OpenGL Pipeline to the state expected by RSO drawing.
| pushState | Whether or not to save values. If true, this will call glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS) and glPushAttrib(GL_ALL_ATTRIB_BITS). You should call RestoreOpenGLState() after drawing to pop the attributes. |