Large Display Framework Documentation
Contents
API Documentation (Generated by D-Oxygen)
- LDF 1.2 ZIP
Tips and Tricks
Visualizing "Draw for Picking" - are you picking what you think you are?
In your project cpp file, (i.e. HelloTabletop.cpp), create a boolean (bool displayPicking
, and then in the HelloTabletop::keyPressEvent
have a case for the toggle key of your choice (example shown using F3) such as
// Toggle picking rendering
displayPicking = !displayPicking;
//Changing the background color
if (displayPicking) glClearColor(1.0, 1.0, 1.0, 0.0);
else glClearColor(0.0, 0.0, 0.0, 0.0);
break;
then in your paintGL() function change the renderAll call to:
Pressing this key will change the rendering mode to showing all the pickable objects in varying shades of dark red on a white background. If your object is not there in "pick mode" then you won't be able to pick it!
Visualizing the IBuffers - is it working as you think it is?
Inside the method of a class that creates a buffer, you can call this command:
and the LDF will output an image of your buffer with the different regions displayed. Very handy debugging tool!
FAQ
Once LargeDisplayEvent
objects are created and sent to the LargeDisplayManager
, where are the objects deleted?
It is the responsibly of the event object creator to delete the object once it has been processed, for example, via a call to LargeDisplayManager::processEvent()
.