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There are several routines for setting and querying various attributes of
windows.
public void G_set_double_buffer_state(
Gwindow window,
BOOLEAN flag )
public BOOLEAN G_get_double_buffer_state(
Gwindow window )
-
- These two functions set and get the state of double buffering for
the specified window. A value of TRUE corresponds to double
buffering, while a value of FALSE corresponds to single
buffering. Double buffering is a technique where each frame of
graphical display is first drawn into a buffer which is not visible,
then quickly made visible so that there is no flashing while drawing
is performed and animations are smooth. There may be a penalty of
reduced colour resolution when using double buffered mode.
public void G_set_colour_map_state(
Gwindow window,
BOOLEAN flag )
public BOOLEAN G_get_colour_map_state(
Gwindow window )
-
- These two functions set and get the state of colour mapping in
the given window. A value of TRUE corresponds to colour mapped
mode where colours are specified by indices into a list of colours
called the colour table. A value of FALSE corresponds to RGB
mode, where colours are specified by the three components of red, green, and
blue colour.
public int G_get_n_colour_map_entries(
Gwindow window )
-
- Returns the maximum number of colour map entries for the
specified window, a value which may depend on whether the window is in
single or double buffer mode.
public void G_set_colour_map_entry(
Gwindow window,
int index,
Colour colour )
-
- Sets the colour of the specified colour table index. Any
graphic object drawn with this index as its colour will be displayed
in the colour specified as the last argument to this function.
public void G_set_zbuffer_state(
Gwindow window,
BOOLEAN flag )
public BOOLEAn G_get_zbuffer_state(
Gwindow window )
-
- Sets or queries the state of depth buffering in the specified window.
Depth buffering is the process of rendering solid objects or surfaces
in such a way that any part of an object that is behind another object in the
scene is not displayed in the scene. This effectively imitates the
natural principle of occlusion and provides more realistic 3D images.
public void G_get_window_size(
Gwindow window,
int *x_size,
int *y_size )
-
- Passes back the current size of the specified window, in
pixels.
public void G_get_window_position(
Gwindow window,
int *x_pos,
int *y_pos )
-
- Passes back the current position of the specified window, in
pixels from the bottom left corner of the screen.
public void G_set_background_colour(
Gwindow window,
Colour colour )
-
- Sets the background colour of the specified window, i.e., the
colour that will be used for those portions of the display where
nothing is drawn. If the window is in colour map mode, then the
colour is in the form of an integer index. Otherwise, it is in the
form of a 32 bit, red, green, blue, and opacity colour.
Next: Defining the View
Up: Opening Graphics Windows
Previous: Graphics System Information