r3dc
oops/r3dc.h
r3oops
Draw context base class. Defines interface for real-time 2D/3D rendering.
r3Root
R3CLID_ROOT
r3Drawcontext
R3CLID_DRAWCONTEXT - 267
ENABLEBUFFERS, GETOPTIONS, BITSPERPIXEL, CLEAR, SHOWBACKDROP, SETCOLORRGBA, SETCOLORINDEX, SETDRAWMODE, SETDRAWPATTERN, RECT, RECTFILL, LINE, TEXT, POINT, POLY, POLYFILL, BLIT, SCANLINEBEGIN, SCANLINEEND, SCANLINE8, SCANLINE24, SWAPBUFFERS, GETPALETTEINDEX, GETCOLORFORINDEX, TRANSFORMATION, PUSHSCREENTRANSFORMATI, POPSCREENTRANSFORMATIO, PUSHMATRIX, POPMATRIX, POLY3D, POINTS3D, VERTEX3D, NORMAL3D, BEGIN3D, END3D, SETSHADED, LIGHTAMBIENT, LIGHTPOINT, LIGHTDISTANT, LIGHTSPOT, RGBTEXTURE, VERTEXCOLOR, VERTEXSPECULAR, VERTEXSHININESS, VERTEXEMISSION, VERTEXTEXTURECOORD, NEWDISPLAYLIST, ENDDISPLAYLIST, CALLDISPLAYLIST, DELETEDISPLAYLISTS, GENDISPLAYLISTS, ISDISPLAYLIST, DISABLELIGHTING, ENABLELIGHTING, DISABLEDEPTHTEST, ENABLEDEPTHTEST, PUSHTEXTUREMATRIX, POPTEXTUREMATRIX, SPHEREMAP, DRAWICON, DISABLEBUFFERS, PREPAREIMAGE, IMAGE, UNPREPAREIMAGE, BACKUPRECTANGLE, RESTORERECTANGLE, CANCELRECTANGLE, GETENABLEDBUFFERS, GETDRAWMODE, SETLINEWIDTH, GETLINEWIDTH, BEGINMOTION, ENDMOTION, BEGINFRAME, ENDFRAME, BEGINSAMPLE, ENDSAMPLE, PROJECTPOINTS, UNPROJECTPOINTS, ISPOINTVISIBLE, DRAWICON3D, LIGHTPOINTEXT, LIGHTDISTANTEXT, LIGHTSPOTEXT, GETCHANNELREADINGOPTIO, BEGINREADCHANNEL, ENDREADCHANNEL, READCHANNELROWBYTE, READCHANNELROWFLOAT, ENABLEBLEND, DISABLEBLEND, GETOWNERTHREAD, SETSPECULARCOLORRGBA, DRAWPOLYINDIRECT, ENABLETEXTURE, DISABLETEXTURE, RESETLIGHTS, RESTOREFROMBACKUP, SETPOINTSIZE, ARRAYQUADSETSHADED, ARRAYTRISETSHADED, ARRAYQUADSETFACESSHADE, ARRAYTRISETFACESSHADED, ARRAYQUADSET, ARRAYTRISET, POINTARRAY, POINTARRAYSHADED, SETFRONTFACE, ARRAYQUADSETFACESSHADE, ARRAYTRISETFACESSHADED, DRAWFACEARRAY, SETEMISSIONCOLORRGBA,
Font, Shaded, CoordSys, Scale, Width, Height, Perspective, DoubleBuffer, Overlay, DoubleBufferOverlays, BackDrop, BackUp, ClipMinX, ClipMinY, ClipMaxX, ClipMaxY, Depth, MinClipDist, MaxClipDist, GlobalAlpha, NoVertPersp, PixelAspect, BackgroundColor,
int R3RegisterDrawContextClass(R3APP *app);
R3DCM_ENABLEBUFFERS
ENABLEBUFFERS
R3DCM_ENABLEBUFFERS
obj.ENABLEBUFFERS();
Enable certain buffers for rendering. See ENABLEBUFFER flags below
R3DCM_GETOPTIONS
GETOPTIONS
R3DCM_GETOPTIONS
obj.GETOPTIONS();
Fetch drawing options. This method is provided only for backward compability. Please use the attribute R3DCA_Options, to get and set these.
R3DCM_BITSPERPIXEL
BITSPERPIXEL
R3DCM_BITSPERPIXEL
obj.BITSPERPIXEL();
Unused
R3DCM_CLEAR
CLEAR
R3DCM_CLEAR
R3INT, color index
obj.CLEAR(p3);
Clear canvas with given color.
R3DCM_SHOWBACKDROP
SHOWBACKDROP
R3DCM_SHOWBACKDROP
obj.SHOWBACKDROP();
Copy backdrop image into the visible buffer.
R3DCM_SETCOLORRGBA
SETCOLORRGBA
R3DCM_SETCOLORRGBA
R3FLOATCOLOR, rgba values for the current color
obj.SETCOLORRGBA(p3);
Set current color
R3DCM_SETCOLORINDEX
SETCOLORINDEX
R3DCM_SETCOLORINDEX
R3INT, index
obj.SETCOLORINDEX(p3);
Set current color by color index.
R3DCM_SETDRAWMODE
SETDRAWMODE
R3DCM_SETDRAWMODE
R3INT, draw mode to be set
obj.SETDRAWMODE(p3);
Set current rendering mode. See draw modes below.
R3DCM_SETDRAWPATTERN
SETDRAWPATTERN
R3DCM_SETDRAWPATTERN
R3INT, see drawing patterns below
obj.SETDRAWPATTERN(p3);
Set current rendering pattern
R3DCM_RECT
RECT
R3DCM_RECT
obj.RECT();
Render rectangle
R3DCM_RECTFILL
RECTFILL
R3DCM_RECTFILL
obj.RECTFILL();
Render filled rectangle
R3DCM_LINE
LINE
R3DCM_LINE
obj.LINE();
Render line consisting of two points
R3DCM_TEXT
TEXT
R3DCM_TEXT
char*, string to be printed
obj.TEXT(p3);
Not implemented yet
R3DCM_POINT
POINT
R3DCM_POINT
R3INT, number of points to be rendered
R3FLOATCOLOR, colors for points, if null, drawn with current color
obj.POINT(p1, p2, 0);
Render given number of points
R3DCM_POLY
POLY
R3DCM_POLY
R3INT, number of points in the polygon
obj.POLY(p1, 0);
Render polygon
R3DCM_POLYFILL
POLYFILL
R3DCM_POLYFILL
R3INT, number of points in the polygon
obj.POLYFILL(p1, 0);
Render polygon
R3DCM_BLIT
BLIT
R3DCM_BLIT
R3INT, position for the left
R3INT, position for the top edge
R3OBJ*, image object to be blitted
obj.BLIT(p1, p2, p3);
Blit an image to the dc
R3DCM_SCANLINEBEGIN
SCANLINEBEGIN
R3DCM_SCANLINEBEGIN
R3INT, width of the line to be rendered
obj.SCANLINEBEGIN(p3);
Initialize DC for scanline rendering
R3DCM_SCANLINEEND
SCANLINEEND
R3DCM_SCANLINEEND
obj.SCANLINEEND();
tell window that there will be no more scanlines.
R3DCM_SCANLINE8
SCANLINE8
R3DCM_SCANLINE8
R3INT, offset_x
R3INT, y coordinate
R3UBYTE*, array of 'width' palette indexes.
obj.SCANLINE8(p1, p2, p3);
Write one line of palette indexes into the draw context
R3DCM_SCANLINE24
SCANLINE24
R3DCM_SCANLINE24
R3INT, offset_x
R3INT, y coordinate
obj.SCANLINE24(p1, p2, 0);
Write one line of true color values into the draw context
R3DCM_SWAPBUFFERS
SWAPBUFFERS
R3DCM_SWAPBUFFERS
obj.SWAPBUFFERS();
Do swap buffers for double buffered draw context
R3DCM_GETPALETTEINDEX
GETPALETTEINDEX
R3DCM_GETPALETTEINDEX
R3INT, palette index
R3FLOATCOLOR, color
rc = obj.GETPALETTEINDEX(p3);
Fetch palette index for the given color.
R3DCM_GETCOLORFORINDEX
GETCOLORFORINDEX
R3DCM_GETCOLORFORINDEX
R3BOOL, true if succeeded
R3INT, color index
R3FLOATCOLOR, color
rc = obj.GETCOLORFORINDEX(p1, p3);
Fetch color for given palette index
R3DCM_TRANSFORMATION
TRANSFORMATION
R3DCM_TRANSFORMATION
obj.TRANSFORMATION();
Obsolete
R3DCM_PUSHSCREENTRANSFORMATI
PUSHSCREENTRANSFORMATI
R3DCM_PUSHSCREENTRANSFORMATI
obj.PUSHSCREENTRANSFORMATI();
Push screen transformation on transformation stack.
R3DCM_POPSCREENTRANSFORMATIO
POPSCREENTRANSFORMATIO
R3DCM_POPSCREENTRANSFORMATIO
obj.POPSCREENTRANSFORMATIO();
Fetch screen transformation off the stack.
R3DCM_PUSHMATRIX
PUSHMATRIX
R3DCM_PUSHMATRIX
R3MATRIX
obj.PUSHMATRIX(p3);
Push given 4x4 matrix onto the stack
R3DCM_POPMATRIX
POPMATRIX
R3DCM_POPMATRIX
obj.POPMATRIX();
Fetch matrix off the stack
R3DCM_POLY3D
POLY3D
R3DCM_POLY3D
R3INT, number of points
R3BOOL, closed if TRUE
R3VECTOR, array of points defining polygon
obj.POLY3D(p1, p2, p3);
Render 3D polygon.
R3DCM_POINTS3D
POINTS3D
R3DCM_POINTS3D
R3INT, number of points to be renderer
R3VECTOR, point array
obj.POINTS3D(p1, p3);
Render given number of points.
R3DCM_VERTEX3D
VERTEX3D
R3DCM_VERTEX3D
R3VECTOR, vertex to be defined.
obj.VERTEX3D(p3);
Define 3D vertex for primitive defined by R3DCM_BEGIN3D.
R3DCM_NORMAL3D
NORMAL3D
R3DCM_NORMAL3D
obj.NORMAL3D();
Define surface normal for primitive to be renderer. See R3DCM_BEGIN3D method.
R3DCM_BEGIN3D
BEGIN3D
R3DCM_BEGIN3D
obj.BEGIN3D();
Begin definition of 3D geometry.
R3DCM_END3D
END3D
R3DCM_END3D
obj.END3D();
Ends definition of geometric object. See R3DCM_BEGIN3D,
R3DCM_SETSHADED
SETSHADED
R3DCM_SETSHADED
R3BOOL, TRUE sets shaded mode, FALSE resets.
obj.SETSHADED(p3);
Set shaded mode.
R3DCM_LIGHTAMBIENT
LIGHTAMBIENT
R3DCM_LIGHTAMBIENT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color of the ambient light
rc = obj.LIGHTAMBIENT(p1, p2, 0);
Define ambient light source. This has no geometry.
R3DCM_LIGHTPOINT
LIGHTPOINT
R3DCM_LIGHTPOINT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
R3VECTOR, position
rc = obj.LIGHTPOINT(p1, p2, p3);
Define point light. See also R3DCM_LIGHTPOINTEXT
R3DCM_LIGHTDISTANT
LIGHTDISTANT
R3DCM_LIGHTDISTANT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
R3VECTOR, direction
rc = obj.LIGHTDISTANT(p1, p2, p3);
Define distant light. See also R3DCM_LIGHTDISTANTEXT
R3DCM_LIGHTSPOT
LIGHTSPOT
R3DCM_LIGHTSPOT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
rc = obj.LIGHTSPOT(p1, p2, 0);
Define spot light. See also R3DCM_LIGHTSPOTEXT
R3DCM_RGBTEXTURE
RGBTEXTURE
R3DCM_RGBTEXTURE
R3INT, width
R3INT, height
obj.RGBTEXTURE(p1, p2, 0);
Define texture map
R3DCM_VERTEXCOLOR
VERTEXCOLOR
R3DCM_VERTEXCOLOR
R3FLOATCOLOR, color for the vertex
obj.VERTEXCOLOR(p3);
Define color for vertex defined using R3DCM_VERTEX3D.
R3DCM_VERTEXSPECULAR
VERTEXSPECULAR
R3DCM_VERTEXSPECULAR
R3FLOATCOLOR, specular color for the vertex
obj.VERTEXSPECULAR(p3);
Define specularity for vertex
R3DCM_VERTEXSHININESS
VERTEXSHININESS
R3DCM_VERTEXSHININESS
R3FLOAT, shininess
obj.VERTEXSHININESS(p3);
Define shininess for vertex
R3DCM_VERTEXEMISSION
VERTEXEMISSION
R3DCM_VERTEXEMISSION
R3FLOATCOLOR, emission color for the vertex
obj.VERTEXEMISSION(p3);
Define emission color for vertex
R3DCM_VERTEXTEXTURECOORD
VERTEXTEXTURECOORD
R3DCM_VERTEXTEXTURECOORD
obj.VERTEXTEXTURECOORD();
Define U/V coordinates for the current vertex
R3DCM_NEWDISPLAYLIST
NEWDISPLAYLIST
R3DCM_NEWDISPLAYLIST
R3INT, identifier (name) for the display list
obj.NEWDISPLAYLIST(p3);
Begin definition of display list
R3DCM_ENDDISPLAYLIST
ENDDISPLAYLIST
R3DCM_ENDDISPLAYLIST
obj.ENDDISPLAYLIST();
End definition of display list
R3DCM_CALLDISPLAYLIST
CALLDISPLAYLIST
R3DCM_CALLDISPLAYLIST
R3INT, indentifier of the list to be called
obj.CALLDISPLAYLIST(p3);
Execute given display list.
R3DCM_DELETEDISPLAYLISTS
DELETEDISPLAYLISTS
R3DCM_DELETEDISPLAYLISTS
R3INT, list to be deleted
R3INT, number of lists to be deleted.
obj.DELETEDISPLAYLISTS(p1, p3);
Delete given display list
R3DCM_GENDISPLAYLISTS
GENDISPLAYLISTS
R3DCM_GENDISPLAYLISTS
R3INT, range
obj.GENDISPLAYLISTS(p3);
Create a continuous set of display lists
R3DCM_ISDISPLAYLIST
ISDISPLAYLIST
R3DCM_ISDISPLAYLIST
R3BOOL, TRUE if exists.
R3INT, list to be tested
rc = obj.ISDISPLAYLIST(p3);
Test for display list existence.
R3DCM_DISABLELIGHTING
DISABLELIGHTING
R3DCM_DISABLELIGHTING
obj.DISABLELIGHTING();
Disable lighiting if shaded mode is set
R3DCM_ENABLELIGHTING
ENABLELIGHTING
R3DCM_ENABLELIGHTING
obj.ENABLELIGHTING();
Enable lighiting again if shaded mode is set
R3DCM_DISABLEDEPTHTEST
DISABLEDEPTHTEST
R3DCM_DISABLEDEPTHTEST
obj.DISABLEDEPTHTEST();
Disable depth test if shaded mode is set
R3DCM_ENABLEDEPTHTEST
ENABLEDEPTHTEST
R3DCM_ENABLEDEPTHTEST
obj.ENABLEDEPTHTEST();
enable depth test again if shaded mode is set
R3DCM_PUSHTEXTUREMATRIX
PUSHTEXTUREMATRIX
R3DCM_PUSHTEXTUREMATRIX
R3MATRIX
obj.PUSHTEXTUREMATRIX(p3);
Push given 4x4 matrix onto the stack
R3DCM_POPTEXTUREMATRIX
POPTEXTUREMATRIX
R3DCM_POPTEXTUREMATRIX
obj.POPTEXTUREMATRIX();
Pop the topmost matrix off the stack
R3DCM_SPHEREMAP
SPHEREMAP
R3DCM_SPHEREMAP
obj.SPHEREMAP();
Use spherical mapping to define uv texture coordinates
R3DCM_DRAWICON
DRAWICON
R3DCM_DRAWICON
R3INT, left coordinate
R3INT, top
R3OBJ*, icon object
obj.DRAWICON(p1, p2, p3);
Draw icon
R3DCM_DISABLEBUFFERS
DISABLEBUFFERS
R3DCM_DISABLEBUFFERS
R3INT, buffers to be disabled, see the buffer flags
obj.DISABLEBUFFERS(p3);
Disable buffers
R3DCM_PREPAREIMAGE
PREPAREIMAGE
R3DCM_PREPAREIMAGE
void*, image buffer
R3INT, width of the image
R3INT, height of the image
rc = obj.PREPAREIMAGE(p1, p2, 0);
Creates an image buffer for fast drawing
R3DCM_IMAGE
IMAGE
R3DCM_IMAGE
R3INT, position for the left edge
R3INT, position for the top edge
void*, image to be blitted
obj.IMAGE(p1, p2, p3);
Draws an image prepared by the R3DCM_PREPAREIMAGE method
R3DCM_UNPREPAREIMAGE
UNPREPAREIMAGE
R3DCM_UNPREPAREIMAGE
void*, image buffer
obj.UNPREPAREIMAGE(p3);
Free resources allocated by the R3DCM_PREPAREIMAGE method
R3DCM_BACKUPRECTANGLE
BACKUPRECTANGLE
R3DCM_BACKUPRECTANGLE
void*, buffer containing the backed-up rectangle
rc = obj.BACKUPRECTANGLE();
Backs up a rectangle. Either R3DCM_RESTORERECTANGLE or R3DCM_CANCELRECTANGLE * (but not both) must be called to free resources allocated by this method.
R3DCM_RESTORERECTANGLE
RESTORERECTANGLE
R3DCM_RESTORERECTANGLE
R3INT, TRUE
void*, buffer containing the backed-up rectangle
rc = obj.RESTORERECTANGLE(p3);
Restores the rectangle and frees resources allocated by the R3DCM_BACKUPRECTANGLE method
R3DCM_CANCELRECTANGLE
CANCELRECTANGLE
R3DCM_CANCELRECTANGLE
R3INT, TRUE
void*, buffer containing the backed-up rectangle
rc = obj.CANCELRECTANGLE(p3);
Frees resources allocated by the R3DCM_BACKUPRECTANGLE method but does not restore the rectangle onto the canvas.
R3DCM_GETENABLEDBUFFERS
GETENABLEDBUFFERS
R3DCM_GETENABLEDBUFFERS
R3INT, flags
rc = obj.GETENABLEDBUFFERS();
Return enabled buffer flags. See ENABLEBUFFER flags below
R3DCM_GETDRAWMODE
GETDRAWMODE
R3DCM_GETDRAWMODE
R3INT, draw mode
rc = obj.GETDRAWMODE();
Get current rendering mode. See draw modes below.
R3DCM_SETLINEWIDTH
SETLINEWIDTH
R3DCM_SETLINEWIDTH
R3FLOAT, line width in pixels
obj.SETLINEWIDTH(p3);
Set line width
R3DCM_GETLINEWIDTH
GETLINEWIDTH
R3DCM_GETLINEWIDTH
R3FLOAT, line width
obj.GETLINEWIDTH(p3);
Get current line width
R3DCM_BEGINMOTION
BEGINMOTION
R3DCM_BEGINMOTION
R3INT, number of samples per frame
obj.BEGINMOTION(p3);
Begin motion blur rendering
R3DCM_ENDMOTION
ENDMOTION
R3DCM_ENDMOTION
obj.ENDMOTION();
R3DCM_BEGINFRAME
BEGINFRAME
R3DCM_BEGINFRAME
R3INT, frame to be rendered
obj.BEGINFRAME(p3);
Begin frame rendering. Subsequent swap buffers are taken as samples for the frame
R3DCM_ENDFRAME
ENDFRAME
R3DCM_ENDFRAME
obj.ENDFRAME();
Show motion blurred frame.
R3DCM_BEGINSAMPLE
BEGINSAMPLE
R3DCM_BEGINSAMPLE
R3INT, sample to be rendered, must be between 0 ... samples/frame-1
obj.BEGINSAMPLE(p3);
Begin sample
R3DCM_ENDSAMPLE
ENDSAMPLE
R3DCM_ENDSAMPLE
obj.ENDSAMPLE();
R3DCM_PROJECTPOINTS
PROJECTPOINTS
R3DCM_PROJECTPOINTS
R3INT, number of points in the array
obj.PROJECTPOINTS(0, p2, 0);
Project given 3d points on screen using the * current canvas model-view transformaton. Only 3D * canvases support this method.
R3DCM_UNPROJECTPOINTS
UNPROJECTPOINTS
R3DCM_UNPROJECTPOINTS
R3INT, number of points in the array
obj.UNPROJECTPOINTS(0, p2, 0);
Project given screen points to 3d using the * canvases model-view inverse transformaton. Only 3D * canvases support this method.
R3DCM_ISPOINTVISIBLE
ISPOINTVISIBLE
R3DCM_ISPOINTVISIBLE
R3BOOL, true if visible
R3VECTOR, point to be studied
rc = obj.ISPOINTVISIBLE(p3);
See if the given point is visible in the canavas * Only 3D canvases support this method.
R3DCM_DRAWICON3D
DRAWICON3D
R3DCM_DRAWICON3D
R3VECTOR, position in obj space
R3VECTOR, position in screen coordinates
R3OBJ*, icon object
obj.DRAWICON3D(p1, p2, p3);
Draw icon
R3DCM_LIGHTPOINTEXT
LIGHTPOINTEXT
R3DCM_LIGHTPOINTEXT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
rc = obj.LIGHTPOINTEXT(p1, p2, 0);
Define point light with extended atttributes
R3DCM_LIGHTDISTANTEXT
LIGHTDISTANTEXT
R3DCM_LIGHTDISTANTEXT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
rc = obj.LIGHTDISTANTEXT(p1, p2, 0);
Define distant light with extended atttributes
R3DCM_LIGHTSPOTEXT
LIGHTSPOTEXT
R3DCM_LIGHTSPOTEXT
R3BOOL, TRUE if succeeded
R3FLOAT, intensity
R3FLOATCOLOR, color
rc = obj.LIGHTSPOTEXT(p1, p2, 0);
Define spot light with extended atttributes
R3DCM_GETCHANNELREADINGOPTIO
GETCHANNELREADINGOPTIO
R3DCM_GETCHANNELREADINGOPTIO
R3INT, TRUE if the specified channel can be read
R3CLID, channel to query for (see canvas channels below)
rc = obj.GETCHANNELREADINGOPTIO(p3);
queries whether a channel can be read from the canvas using * the R3DCM_READCHANNELROWBYTE and R3DCM_READCHANNELROWFLOAT methods
R3DCM_BEGINREADCHANNEL
BEGINREADCHANNEL
R3DCM_BEGINREADCHANNEL
R3INT, void *, handle to be passed to R3DCM_READCHANNELROWBYTE, R3DCM_READCHANNELROWFLOAT * and R3DCM_BEGINREADCHANNEL methods. NULL if the method fails.
R3INT, channel to read (see canvas channels below)
rc = obj.BEGINREADCHANNEL(p3);
prepares to read the selected channel from the canvas.
R3DCM_ENDREADCHANNEL
ENDREADCHANNEL
R3DCM_ENDREADCHANNEL
R3INT, TRUE if successful
void*, handle allocated by R3DCM_BEGINREADCHANNEL method.
rc = obj.ENDREADCHANNEL(p3);
frees resources allocated by R3DCM_BEGINREADCHANNEL method.
R3DCM_READCHANNELROWBYTE
READCHANNELROWBYTE
R3DCM_READCHANNELROWBYTE
R3INT, TRUE if successful
void*, handle allocated by R3DCM_BEGINREADCHANNEL method.
R3INT, index of the row to read
void*, buffer to read to
rc = obj.READCHANNELROWBYTE(p1, p2, p3);
read a row of the selected channel from the canvas as bytes.
R3DCM_READCHANNELROWFLOAT
READCHANNELROWFLOAT
R3DCM_READCHANNELROWFLOAT
R3INT, TRUE if successful
void*, handle allocated by R3DCM_BEGINREADCHANNEL method.
R3INT, index of the row to read
void*, buffer to read to
rc = obj.READCHANNELROWFLOAT(p1, p2, p3);
read a row of the selected channel from the canvas as R3FLOATs.
R3DCM_ENABLEBLEND
ENABLEBLEND
R3DCM_ENABLEBLEND
R3FLOAT, global alpha
obj.ENABLEBLEND(p3);
Enable alpha blending
R3DCM_DISABLEBLEND
DISABLEBLEND
R3DCM_DISABLEBLEND
obj.DISABLEBLEND();
Disable alpha blending
R3DCM_GETOWNERTHREAD
GETOWNERTHREAD
R3DCM_GETOWNERTHREAD
R3OBJ*, owner thread.
rc = obj.GETOWNERTHREAD();
Returns the owner thread object. Note: DC provides threads a port to rendering to windows. Only the owner thread (the thread that created the dc) is allowed to render to it.
R3DCM_SETSPECULARCOLORRGBA
SETSPECULARCOLORRGBA
R3DCM_SETSPECULARCOLORRGBA
R3FLOATCOLOR, rgba
obj.SETSPECULARCOLORRGBA(p3);
Set current specular color
R3DCM_DRAWPOLYINDIRECT
DRAWPOLYINDIRECT
R3DCM_DRAWPOLYINDIRECT
R3VECTOR, vertices
R3INT, number of indices
R3INT*, array of vertex indices
obj.DRAWPOLYINDIRECT(p1, p2, p3);
Draw a polygon through vertex index array
R3DCM_ENABLETEXTURE
ENABLETEXTURE
R3DCM_ENABLETEXTURE
obj.ENABLETEXTURE();
Enable texture mapping
R3DCM_DISABLETEXTURE
DISABLETEXTURE
R3DCM_DISABLETEXTURE
obj.DISABLETEXTURE();
Disable texture mapping
R3DCM_RESETLIGHTS
RESETLIGHTS
R3DCM_RESETLIGHTS
obj.RESETLIGHTS();
Reset light sources
R3DCM_RESTOREFROMBACKUP
RESTOREFROMBACKUP
R3DCM_RESTOREFROMBACKUP
R3BOOL, FALSE if failed
rc = obj.RESTOREFROMBACKUP();
Ask drawing context to restore the contents of the damaged window.
R3DCM_SETPOINTSIZE
SETPOINTSIZE
R3DCM_SETPOINTSIZE
R3INT, point size
obj.SETPOINTSIZE(p3);
Set point size
R3DCM_ARRAYQUADSETSHADED
ARRAYQUADSETSHADED
R3DCM_ARRAYQUADSETSHADED
obj.ARRAYQUADSETSHADED();
Render shaded quad set array
R3DCM_ARRAYTRISETSHADED
ARRAYTRISETSHADED
R3DCM_ARRAYTRISETSHADED
obj.ARRAYTRISETSHADED();
Render shaded triset array
R3DCM_ARRAYQUADSETFACESSHADE
ARRAYQUADSETFACESSHADE
R3DCM_ARRAYQUADSETFACESSHADE
obj.ARRAYQUADSETFACESSHADE();
Render shaded quadset array with uv coordinates
R3DCM_ARRAYTRISETFACESSHADED
ARRAYTRISETFACESSHADED
R3DCM_ARRAYTRISETFACESSHADED
obj.ARRAYTRISETFACESSHADED();
Render shaded triset array with uvs
R3DCM_ARRAYQUADSET
ARRAYQUADSET
R3DCM_ARRAYQUADSET
obj.ARRAYQUADSET();
Render quad set array
R3DCM_ARRAYTRISET
ARRAYTRISET
R3DCM_ARRAYTRISET
obj.ARRAYTRISET();
Render triset array
R3DCM_POINTARRAY
POINTARRAY
R3DCM_POINTARRAY
obj.POINTARRAY();
Render points
R3DCM_POINTARRAYSHADED
POINTARRAYSHADED
R3DCM_POINTARRAYSHADED
obj.POINTARRAYSHADED();
Render shaded points
R3DCM_SETFRONTFACE
SETFRONTFACE
R3DCM_SETFRONTFACE
R3INT, either R3DCWINDING_CLOCKWISE or R3DCWINDING_COUNTERCLOCKWISE
obj.SETFRONTFACE(p3);
Sets whether clockwise or counterclockwise winding generates front-facing faces.
R3DCM_ARRAYQUADSETFACESSHADE
ARRAYQUADSETFACESSHADE
R3DCM_ARRAYQUADSETFACESSHADE
R3TAG*, R3DCA_Indices, R3DCA_ActiveIndex, R3DCA_DrawNonTextured
obj.ARRAYQUADSETFACESSHADE(p3);
Render shaded quadset array with uv coordinates
R3DCM_ARRAYTRISETFACESSHADED
ARRAYTRISETFACESSHADED
R3DCM_ARRAYTRISETFACESSHADED
R3TAG*, R3DCA_Indices, R3DCA_ActiveIndex, R3DCA_DrawNonTextured
obj.ARRAYTRISETFACESSHADED(p3);
Render shaded triset array with uv coordinates
R3DCM_DRAWFACEARRAY
DRAWFACEARRAY
R3DCM_DRAWFACEARRAY
obj.DRAWFACEARRAY();
Draw an array of polygons through vertex index arrays
R3DCM_SETEMISSIONCOLORRGBA
SETEMISSIONCOLORRGBA
R3DCM_SETEMISSIONCOLORRGBA
R3FLOATCOLOR, rgba
obj.SETEMISSIONCOLORRGBA(p3);
Set current emission color
Font
Font
R3DCA_Font
Object
R3OBJ*
font to be used
jsobj.SetFont(value);
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3DCA_Font, value, R3TAG_END);
Shaded
Shaded
R3DCA_Shaded
Boolean
R3BOOL
if true shaded otherwise wire frame
jsobj.SetShaded(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_Shaded, value, R3TAG_END);
CoordSys
CoordSys
R3DCA_CoordSys
jsobj.SetCoordSys(value);
R3COORDSYS value = ...;
R3SetAttrs(r3obj, R3DCA_CoordSys, &value, R3TAG_END);
Scale
Scale
R3DCA_Scale
Number
R3FLOAT
jsobj.SetScale(value);
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3DCA_Scale, value, R3TAG_END);
Width
Width
R3DCA_Width
Integer
R3INT
width
jsobj.SetWidth(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_Width, value, R3TAG_END);
Height
Height
R3DCA_Height
Integer
R3INT
height
jsobj.SetHeight(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_Height, value, R3TAG_END);
Perspective
Perspective
R3DCA_Perspective
Boolean
R3BOOL
if true, perspective project, otherwise orthographic
jsobj.SetPerspective(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_Perspective, value, R3TAG_END);
DoubleBuffer
DoubleBuffer
R3DCA_DoubleBuffer
Boolean
R3BOOL
true for doublebuffered, false for singlebuffered
jsobj.SetDoubleBuffer(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_DoubleBuffer, value, R3TAG_END);
Overlay
Overlay
R3DCA_Overlay
Boolean
R3BOOL
request overlay buffers
jsobj.SetOverlay(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_Overlay, value, R3TAG_END);
DoubleBufferOverlays
DoubleBufferOverlays
R3DCA_DoubleBufferOverlays
Boolean
R3BOOL
jsobj.SetDoubleBufferOverlays(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_DoubleBufferOverlays, value, R3TAG_END);
BackDrop
BackDrop
R3DCA_BackDrop
Boolean
R3BOOL
alloc backdrop buffer
jsobj.SetBackDrop(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_BackDrop, value, R3TAG_END);
BackUp
BackUp
R3DCA_BackUp
Boolean
R3BOOL
backing store
jsobj.SetBackUp(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_BackUp, value, R3TAG_END);
ClipMinX
ClipMinX
R3DCA_ClipMinX
Integer
R3INT
clip region
jsobj.SetClipMinX(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_ClipMinX, value, R3TAG_END);
ClipMinY
ClipMinY
R3DCA_ClipMinY
Integer
R3INT
min clip x
jsobj.SetClipMinY(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_ClipMinY, value, R3TAG_END);
ClipMaxX
ClipMaxX
R3DCA_ClipMaxX
Integer
R3INT
max clip x
jsobj.SetClipMaxX(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_ClipMaxX, value, R3TAG_END);
ClipMaxY
ClipMaxY
R3DCA_ClipMaxY
Integer
R3INT
max clip y
jsobj.SetClipMaxY(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_ClipMaxY, value, R3TAG_END);
Depth
Depth
R3DCA_Depth
Integer
R3INT
bits per pixel
jsobj.SetDepth(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_Depth, value, R3TAG_END);
MinClipDist
MinClipDist
R3DCA_MinClipDist
Number
R3FLOAT
near clipping distance
jsobj.SetMinClipDist(value);
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3DCA_MinClipDist, value, R3TAG_END);
MaxClipDist
MaxClipDist
R3DCA_MaxClipDist
Number
R3FLOAT
far clipping distance
jsobj.SetMaxClipDist(value);
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3DCA_MaxClipDist, value, R3TAG_END);
GlobalAlpha
GlobalAlpha
R3DCA_GlobalAlpha
Number
R3FLOAT
current global alpha value
jsobj.SetGlobalAlpha(value);
value = jsobj.GetGlobalAlpha();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3DCA_GlobalAlpha, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3DCA_GlobalAlpha, &value, R3TAG_END);
NoVertPersp
NoVertPersp
R3DCA_NoVertPersp
Boolean
R3BOOL
keep vertical lines parallel
jsobj.SetNoVertPersp(value);
R3BOOL value = ...;
R3SetAttrs(r3obj, R3DCA_NoVertPersp, value, R3TAG_END);
PixelAspect
PixelAspect
R3DCA_PixelAspect
Number
R3FLOAT
pixel h/w
jsobj.SetPixelAspect(value);
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3DCA_PixelAspect, value, R3TAG_END);
BackgroundColor
BackgroundColor
R3DCA_BackgroundColor
Integer
R3INT
background color
jsobj.SetBackgroundColor(value);
R3INT value = ...;
R3SetAttrs(r3obj, R3DCA_BackgroundColor, value, R3TAG_END);
Flags for ENABLEBUFFERS method
Line patterns for SETDRAWPATTERN method
Draw Modes for SETDRAWMODE method
Geometry for spot light
Light source intensity fallof by distance
Flags for Options attribute
canvas channels
4 * facecount
4 * facecount
4 * facecount
4 * facecount, private normal for each face corner
3 * facecount
3 * facecount
3 * facecount
3 * facecount, private normal for each face corner
number of vertices pointed by 'vertices'
size of actual array elements pointed by 'faces'