SALOME_Actor();
~SALOME_Actor();
public:
- vtkTypeMacro(SALOME_Actor,vtkActor);
+ static SALOME_Actor* New();
+
+ vtkTypeMacro(SALOME_Actor,vtkLODActor);
// Description:
// This causes the actor to be rendered. It, in turn, will render the actor`s
// property and then mapper.
- virtual void Render(vtkRenderer *, vtkMapper *);
+ //virtual void Render(vtkRenderer *, vtkMapper *);
// Description:
// This method is used internally by the rendering process.
// We overide the superclass method to properly set the estimated render time.
- virtual int RenderOpaqueGeometry(vtkViewport *viewport);
+ //virtual int RenderOpaqueGeometry(vtkViewport *viewport);
// Description:
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
- virtual void ReleaseGraphicsResources(vtkWindow *);
+ //virtual void ReleaseGraphicsResources(vtkWindow *);
virtual Standard_Boolean hasIO() { return !myIO.IsNull(); }
virtual Handle_SALOME_InteractiveObject getIO() { return myIO; }
virtual void SetMapper(vtkMapper* theMapper);
virtual void SetTransform(SALOME_Transform* theTransform);
+ virtual unsigned long int GetMTime();
+
virtual void SetRepresentation(int theMode);
virtual int GetRepresentation();
+
+ // Infinitive means actor without size (point for example
+ // which is not taken into account in calculation of boundaries of the scene
+ virtual bool IsInfinitive() { return false; }
protected:
vtkProperty *PreviewProperty;
SALOME_Transform *myTransform;
std::vector<SALOME_PassThroughFilter*> myPassFilter;
SALOME_TransformFilter *myTransformFilter;
+ vtkProperty *myProperty;
int myRepresentation;
};