aMatrix->Delete();
} else
this->Device->Render(ren, theMapper);
-
}
void GEOM_Actor::ReleaseGraphicsResources(vtkWindow *)
void GEOM_Actor::SetColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b)
{
// enk:tested OK
- myShadingFaceProp->SetColor(r,g,b);
+ myShadingFaceProp->SetColor(r,g,b); // shading color (Shading)
+ myIsolatedEdgeActor->GetProperty()->SetColor(r,g,b); // standalone edge color (Wireframe)
+ myVertexActor->GetProperty()->SetColor(r,g,b); // vertex actor (Shading/Wireframe)
+ myOneFaceEdgeActor->GetProperty()->SetColor(r,g,b); // standalone face edge color (Wireframe)
+ mySharedEdgeActor->GetProperty()->SetColor(r,g,b); // share edge color (Wireframe)
}
void GEOM_Actor::GetColor(vtkFloatingPointType& r,vtkFloatingPointType& g,vtkFloatingPointType& b)
b = aRGB[2];
}
-bool GEOM_Actor::IsInfinite()
+bool GEOM_Actor::IsInfinitive()
{
return (bool)(myShape.Infinite());
}
void SetColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b);
void GetColor(vtkFloatingPointType& r,vtkFloatingPointType& g,vtkFloatingPointType& b);
- virtual bool IsInfinite();
+ virtual bool IsInfinitive();
// overloaded functions
//! To map current selection to VTK representation