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Full Discussion: How Will the World End?
The Lounge What is on Your Mind? How Will the World End? Post 302525167 by Neo on Thursday 26th of May 2011 02:44:51 AM
Old 05-26-2011
I think it might be easier to live under the ocean in vast (yet created) undersea ocean habitats than colonize outer space, unless astronomers discover a planet or moon suitable for human habitation. Undersea can be very beautiful and it could be made sustainable giving the proper research, development and funding. Space gets a lot of funding and attention because of the influence of national militarism. Yet, the ocean is vast and beautiful (and full of life and interesting creatures!) and the more time spent in the marine environment, the more interesting it becomes.
 

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SoTextureCoordinateNormalMap(3) 				       Coin					   SoTextureCoordinateNormalMap(3)

NAME
SoTextureCoordinateNormalMap - The SoTextureCoordinateNormalMap class generates texture coordinates by projecting onto a surrounding texture. The texture specifying the enviroment will be mapped around the scenegraph below this node using a sphere. The texture will be mapped onto the scenegraph taking camera position into account. This will lead to an object reflecting its enviroment. SYNOPSIS
#include <Inventor/nodes/SoTextureCoordinateNormalMap.h> Inherits SoTextureCoordinateFunction. Public Member Functions virtual SoType getTypeId (void) const SoTextureCoordinateNormalMap (void) virtual void doAction (SoAction *action) virtual void GLRender (SoGLRenderAction *action) virtual void pick (SoPickAction *action) virtual void callback (SoCallbackAction *action) Static Public Member Functions static SoType getClassTypeId (void) static void initClass (void) Protected Member Functions virtual const SoFieldData * getFieldData (void) const virtual ~SoTextureCoordinateNormalMap () Static Protected Member Functions static const SoFieldData ** getFieldDataPtr (void) Detailed Description The SoTextureCoordinateNormalMap class generates texture coordinates by projecting onto a surrounding texture. The texture specifying the enviroment will be mapped around the scenegraph below this node using a sphere. The texture will be mapped onto the scenegraph taking camera position into account. This will lead to an object reflecting its enviroment. Here is a scenegraph example showing how enviroment mapping can be applied to an object: #Inventor V2.1 ascii Separator { Texture2 { filename 'ocean.jpg' # the enviroment, in this case ocean } TextureCoordinateNormalMap {} Cube {} # the enviromentally mapped object } FILE FORMAT/DEFAULTS: TextureCoordinateNormalMap { } Constructor &; Destructor Documentation SoTextureCoordinateNormalMap::SoTextureCoordinateNormalMap (void) Constructor. SoTextureCoordinateNormalMap::~SoTextureCoordinateNormalMap () [protected], [virtual] Destructor. Member Function Documentation SoType SoTextureCoordinateNormalMap::getClassTypeId (void) [static] This static method returns the SoType object associated with objects of this class. Reimplemented from SoTextureCoordinateFunction. SoType SoTextureCoordinateNormalMap::getTypeId (void) const [virtual] Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example: void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } } For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on. For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups. Reimplemented from SoTextureCoordinateFunction. const SoFieldData ** SoTextureCoordinateNormalMap::getFieldDataPtr (void) [static], [protected] This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. Reimplemented from SoTextureCoordinateFunction. const SoFieldData * SoTextureCoordinateNormalMap::getFieldData (void) const [protected], [virtual] Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL. Reimplemented from SoTextureCoordinateFunction. void SoTextureCoordinateNormalMap::initClass (void) [static] Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system. Reimplemented from SoTextureCoordinateFunction. void SoTextureCoordinateNormalMap::doAction (SoAction *action) [virtual] This function performs the typical operation of a node for any action. Reimplemented from SoNode. void SoTextureCoordinateNormalMap::GLRender (SoGLRenderAction *action) [virtual] Action method for the SoGLRenderAction. This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method. Reimplemented from SoNode. void SoTextureCoordinateNormalMap::pick (SoPickAction *action) [virtual] Action method for SoPickAction. Does common processing for SoPickAction action instances. Reimplemented from SoNode. void SoTextureCoordinateNormalMap::callback (SoCallbackAction *action) [virtual] Action method for SoCallbackAction. Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph. Reimplemented from SoNode. Author Generated automatically by Doxygen for Coin from the source code. Version 3.1.3 Wed May 23 2012 SoTextureCoordinateNormalMap(3)
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