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Method Update

Rendering/OpenGL2/vtkOpenGLCellToVTKCellMap.cxx:273–291  ·  view source on GitHub ↗

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271}
272
273void vtkOpenGLCellToVTKCellMap::Update(vtkCellArray** prims, int representation, vtkPoints* points)
274{
275 this->TempState.Clear();
276 this->TempState.Append(prims[0]->GetNumberOfCells() ? prims[0]->GetMTime() : 0, "verts");
277 this->TempState.Append(prims[1]->GetNumberOfCells() ? prims[1]->GetMTime() : 0, "lines");
278 this->TempState.Append(prims[2]->GetNumberOfCells() ? prims[2]->GetMTime() : 0, "polys");
279 this->TempState.Append(prims[3]->GetNumberOfCells() ? prims[3]->GetMTime() : 0, "strips");
280 this->TempState.Append(representation, "representation");
281 this->TempState.Append(points ? points->GetMTime() : 0, "points");
282
283 // ensure StartOffset is considered when deciding whether to rebuild
284 this->TempState.Append(this->StartOffset, "startOffset");
285
286 if (this->MapBuildState != this->TempState)
287 {
288 this->MapBuildState = this->TempState;
289 this->BuildCellSupportArrays(prims, representation, points);
290 }
291}
292
293vtkIdType vtkOpenGLCellToVTKCellMap::ConvertOpenGLCellIdToVTKCellId(
294 bool pointPicking, vtkIdType openGLId)

Callers 15

RenderDelegateMethod · 0.45
RenderPieceMethod · 0.45
AppendCellTexturesMethod · 0.45
GetNoiseTextureUnitMethod · 0.45
PopulateCellCellMapMethod · 0.45
DeviceRenderMethod · 0.45
RenderMethod · 0.45
UpdateVBOMethod · 0.45

Calls 5

ClearMethod · 0.45
AppendMethod · 0.45
GetNumberOfCellsMethod · 0.45
GetMTimeMethod · 0.45

Tested by 15

TestFluidMapperFunction · 0.36
TestUserShaderFunction · 0.36
TestSSAOPassFunction · 0.36
TestSetZBufferFunction · 0.36
TestEDLPassFunction · 0.36