| GlsRSOLoader API
    1.5.0
    | 
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, | ||
| bool | absolutePlacement = true | ||
| ) | 
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. |