32#ifdef G4VIS_BUILD_OPENGLWIN32_DRIVER
40G4OpenGLStoredWin32Viewer::G4OpenGLStoredWin32Viewer
41(G4OpenGLStoredSceneHandler& sceneHandler,
43G4OpenGLViewer (sceneHandler),
44G4OpenGLWin32Viewer (sceneHandler),
45G4OpenGLStoredViewer (sceneHandler),
46G4VViewer (sceneHandler, sceneHandler.IncrementViewCount (),
name) {
48 if (fViewId < 0)
return;
51void G4OpenGLStoredWin32Viewer::Initialise () {
55 CreateGLWin32Context ();
63 glDepthFunc (GL_LEQUAL);
64 glDepthMask (GL_TRUE);
67void G4OpenGLStoredWin32Viewer::DrawView () {
69 glViewport (0, 0, getWinWidth(), getWinHeight());
77 if (!fNeedKernelVisit) KernelVisitDecision ();
79 G4bool kernelVisitWasNeeded = fNeedKernelVisit;
98 if (!kernelVisitWasNeeded) {
104 if (fVP.IsCutaway() &&
118void G4OpenGLStoredWin32Viewer::FinishView (
127 glGetIntegerv(GL_RENDER_MODE, &renderMode);
128 if (renderMode == GL_RENDER) ::SwapBuffers(fHDC);
132 while ( ::PeekMessage(&event, NULL, 0, 0, PM_REMOVE) ) {
133 ::TranslateMessage(&event);
134 ::DispatchMessage (&event);
const char * name(G4int ptype)