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NAME

       SoPolygonOffset -

       The SoPolygonOffset class is a node type for 'layering' rendering primitives.

       A common problem with realtime 3D rendering systems is that rendered primitives which are
       at approximately the same depth with regard to the camera viewpoint will appear to
       flicker. I.e.: from one angle one primitive will appear to be closer, while at another
       angle, another primitive will appear closer. When this happens, the rendered graphics at
       that part of the scene will of course look a lot less visually pleasing.

SYNOPSIS

       #include <Inventor/nodes/SoPolygonOffset.h>

       Inherits SoNode.

   Public Types
       enum Style { FILLED = SoPolygonOffsetElement::FILLED, LINES =
           SoPolygonOffsetElement::LINES, POINTS = SoPolygonOffsetElement::POINTS }

   Public Member Functions
       virtual SoType getTypeId (void) const
           Returns the type identification of an object derived from a class inheriting SoBase.
           This is used for run-time type checking and 'downward' casting.
       SoPolygonOffset (void)
       virtual void doAction (SoAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void GLRender (SoGLRenderAction *action)

   Static Public Member Functions
       static SoType getClassTypeId (void)
       static void initClass (void)

   Public Attributes
       SoSFFloat factor
       SoSFFloat units
       SoSFBitMask styles
       SoSFBool on

   Protected Member Functions
       virtual const SoFieldData * getFieldData (void) const
       virtual ~SoPolygonOffset ()

   Static Protected Member Functions
       static const SoFieldData ** getFieldDataPtr (void)

   Additional Inherited Members

Detailed Description

       The SoPolygonOffset class is a node type for 'layering' rendering primitives.

       A common problem with realtime 3D rendering systems is that rendered primitives which are
       at approximately the same depth with regard to the camera viewpoint will appear to
       flicker. I.e.: from one angle one primitive will appear to be closer, while at another
       angle, another primitive will appear closer. When this happens, the rendered graphics at
       that part of the scene will of course look a lot less visually pleasing.

       One common situation where this problem often occurs is when you attempt to put a
       wireframe grid as an outline on top of filled polygons.

       The cause of the problem described above is that the Z-buffer of any render system has a
       limited resolution, often at 16, 24 or 32 bits. Because of this, primitives which are
       close will sometimes get the same depth value in the Z-buffer, even though they are not
       actually at the same depth-coordinate.

       To rectify the flickering problem, this node can be inserted in the scene graph at the
       proper place(s) to explicitly define how polygons, lines and/or points should be offset
       with regard to other primitives.

       As for the details of how the SoPolygonOffset::factor and SoPolygonOffset::units should be
       set, we quote the OpenGL documentation:

           The value of the offset is

               factor * DZ + r * units

           where DZ is a measurement of the change in depth relative to the
           screen area of the polygon, and r is the smallest value that is
           guaranteed to produce a resolvable offset for a given
           implementation. The offset is added before the depth test is
           performed and before the value is written into the depth buffer..fi

       One word of notice with regard to the above quote from the OpenGL documentation: it doesn't really make sense to set 'factor' and 'units' to values with different signs, i.e. 'factor' to a negative value and 'units' to a positive value, or vice versa.

       The pixels would then be 'pushed back' in z-order by one part of the equation, but at the same time be 'pushed forward' by the other part of the equation. This would most likely give very inconsistent results, but which may at first look ok.

       We mention this potential for making a mistake, as it seems to be a quite common error.

       Below is a simple, correct usage example:

       #Inventor V2.1 ascii

       Separator {
          Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }

          Separator {
             BaseColor { rgb 1 1 0 }
             # needs to draw polygons-as-line, and not "real" lines -- see
             # documentation below on why this is so:
             DrawStyle { style LINES }
             # draw two triangles, to get a line crossing the face of the
             # polygon:
             IndexedFaceSet { coordIndex [ 0, 1, 2, -1, 0, 2, 3 -1 ] }
          }

          PolygonOffset {
             styles FILLED
             factor 1.0
             units 1.0
          }

          BaseColor { rgb 0 0.5 0 }
          FaceSet { numVertices [ 4 ] }
       }

       Without the polygonoffset node in the above example, the lines may look irregularly
       stippled with some graphics card drivers, as parts of it will show through the faceset,
       others not. This happen on seemingly random parts, as the z-buffer floating point
       calculations will be fickle with regard to whether or not the polygon or the line will be
       closer to the camera.

       See the API documentation of the SoPolygonOffset::styles field below for a discussion of
       one important limitation of OpenGL's Z-buffer offset mechanism: it only works with
       polygons or polygons rendered in line or point mode, using the SoDrawStyle::style field.

       FILE FORMAT/DEFAULTS:

       PolygonOffset {
           factor 1
           units 1
           styles FILLED
           on TRUE
       }

       Since:
           TGS Inventor 2.5

           Coin 1.0

Member Enumeration Documentation

   enum SoPolygonOffset::Style
       Enumeration of the rendering primitives which can be influenced by an SoPolygonOffset
       node.

Constructor & Destructor Documentation

   SoPolygonOffset::SoPolygonOffset (void)
       Constructor.

   SoPolygonOffset::~SoPolygonOffset () [protected],  [virtual]
       Destructor.

Member Function Documentation

   SoType SoPolygonOffset::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.

       Implements SoBase.

   const SoFieldData * SoPolygonOffset::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 SoFieldContainer.

   void SoPolygonOffset::doAction (SoAction *action) [virtual]
       This function performs the typical operation of a node for any action.

       Reimplemented from SoNode.

   void SoPolygonOffset::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.

   void SoPolygonOffset::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.

Member Data Documentation

   SoSFFloat SoPolygonOffset::factor
       Offset multiplication factor. Scales the variable depth in the z-buffer of the rendered
       primitives.

       See SoPolygonOffset's main class documentation above for detailed information on how the
       factor value is used.

       Default value is 1.0.

   SoSFFloat SoPolygonOffset::units
       Offset translation multiplication factor. Will be multiplied with the value which
       represents the smallest discrete step that can be distinguished with the underlying Z-
       buffer resolution.

       See SoPolygonOffset's main class documentation above for detailed information on how the
       units value is used.

       Note that positive values will push geometry 'away' into the Z-buffer, while negative
       values will 'move' geometry closer.

       Default value is 1.0.

   SoSFBitMask SoPolygonOffset::styles
       The rendering primitive type to be influenced by this node. This is a bitmask variable, so
       you can select several primitive types (out of filled polygons, lines and points) be
       influenced by the offset at the same time.

       There is one very important OpenGL limitation to know about in this regard: Z-buffer
       offsetting can only be done for either polygons, or for polygons rendered as lines or as
       points.

       So attempts at using this node to offset e.g. SoLineSet / SoIndexedLineSet or SoPointSet
       primitives will not work.

       See the comments in the scene graph below for a detailed example on what SoPolygonOffset
       can and can not do:

       #Inventor V2.1 ascii

       Separator {
          # render polygon:

          Coordinate3 { point [ -1.1 -1.1 0, 1.1 -1.1 0, 1.1 1.1 0, -1.1 1.1 0 ] }
          BaseColor { rgb 0 0.5 0 }
          FaceSet { numVertices [ 4 ] }

          # offset polygon-as-lines to be in front of above polygon:

          PolygonOffset {
             styles LINES
             factor -2.0
             units 1.0
          }

          # render lines:

          Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }
          BaseColor { rgb 1 1 0 }

          Switch {
             # change this to '0' to see how glPolygonOffset() does *not* work
             # with "true" lines
             whichChild 1

             DEF child0 Group {
                # can *not* be offset
                IndexedLineSet { coordIndex [ 0, 1, 2, 3, 0, 2, -1, 1, 3 -1 ]
                }
             }

             DEF child1 Group {
                # will be offset
                DrawStyle { style LINES }
                FaceSet { numVertices [ 4 ] }
             }
          }
       }

       Field default value is SoPolygonOffset::FILLED.

   SoSFBool SoPolygonOffset::on
       Whether the offset is on or off. Default is for SoPolygonOffset::on to be TRUE.

Author

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