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glutvisibilityfunc(3glut) [redhat man page]

glutVisibilityFunc(3GLUT)					       GLUT						 glutVisibilityFunc(3GLUT)

NAME
glutVisibilityFunc - sets the visibility callback for the current window. SYNTAX
void glutVisibilityFunc(void (*func)(int state)); ARGUMENTS
func The new visibility callback function. DESCRIPTION
glutVisibilityFunc sets the visibility callback for the current window. The visibility callback for a window is called when the visibility of a window changes. The state callback parameter is either GLUT_NOT_VISIBLE or GLUT_VISIBLE depending on the current visibility of the window. GLUT_VISIBLE does not distinguish a window being totally versus partially visible. GLUT_NOT_VISIBLE means no part of the window is visible, i.e., until the window's visibility changes, all further rendering to the window is discarded. GLUT considers a window visible if any pixel of the window is visible or any pixel of any descendant window is visible on the screen. Passing NULL to glutVisibilityFunc disables the generation of the visibility callback. If the visibility callback for a window is disabled and later re-enabled, the visibility status of the window is undefined; any change in window visibility will be reported, that is if you disable a visibility callback and re-enable the callback, you are guaranteed the next visibility change will be reported. SEE ALSO
glutCreateWindow, glutPopWindow AUTHOR
Mark J. Kilgard (mjk@nvidia.com) GLUT
3.7 glutVisibilityFunc(3GLUT)

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glutIdleFunc(3GLUT)						       GLUT						       glutIdleFunc(3GLUT)

NAME
glutIdleFunc - sets the global idle callback. SYNTAX
#include <GLUT/glut.h> void glutIdleFunc(void (*func)(void)); ARGUMENTS
func The new idle callback function. DESCRIPTION
glutIdleFunc sets the global idle callback to be func so a GLUT program can perform background processing tasks or continuous animation when window system events are not being received. If enabled, the idle callback is continuously called when events are not being received. The callback routine has no parameters. The current window and current menu will not be changed before the idle callback. Programs with multiple windows and/or menus should explicitly set the current window and/or current menu and not rely on its current setting. The amount of computation and rendering done in an idle callback should be minimized to avoid affecting the program's interactive response. In general, not more than a single frame of rendering should be done in an idle callback. Passing NULL to glutIdleFunc disables the generation of the idle callback. EXAMPLE
A typical idle callback to animate a window might look like: void idle(void) { time += 0.05; glutSetWindow(window); glutPostRedisplay(); } Notice how the idle callback does not do any actual drawing; it only advances the time scene state global variable. That is left to the window's display callback which will be triggered by the call to glutPostRedisplay. If you use the idle callback for animation, you should be sure to stop rendering when the window is not visible. This is easy to set up with a visibility callback. For example: void visible(int vis) { if (vis == GLUT_VISIBLE) glutIdleFunc(idle); else glutIdleFunc(NULL); } If you do use the idle callback for animation, one thing you should not do is setup the idle callback before calling glutMainLoop. It is much better to use the visibility callback to install idle callback when the window first becomes visible on the screen. SEE ALSO
glutTimerFunc, glutVisibilityFunc AUTHOR
Mark J. Kilgard (mjk@nvidia.com) GLUT
3.7 glutIdleFunc(3GLUT)
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