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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"><!--NewPage--><HTML><HEAD><!-- Generated by javadoc (build 1.5.0_06) on Wed Dec 13 16:20:06 PST 2006 --><TITLE>RenderingAttributes (Java 3D 1.5.0)</TITLE><META NAME="keywords" CONTENT="javax.media.j3d.RenderingAttributes class"><LINK REL ="stylesheet" TYPE="text/css" HREF="../../../stylesheet.css" TITLE="Style"><SCRIPT type="text/javascript">function windowTitle(){    parent.document.title="RenderingAttributes (Java 3D 1.5.0)";}</SCRIPT><NOSCRIPT></NOSCRIPT></HEAD><BODY BGCOLOR="white" onload="windowTitle();"><!-- ========= START OF TOP NAVBAR ======= --><A NAME="navbar_top"><!-- --></A><A HREF="#skip-navbar_top" title="Skip navigation links"></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0" SUMMARY=""><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_top_firstrow"><!-- --></A><TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3" SUMMARY="">  <TR ALIGN="center" VALIGN="top">  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> &nbsp;<FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../index-all.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A>&nbsp;</TD>  </TR></TABLE></TD><TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">&nbsp;<A HREF="../../../javax/media/j3d/Raster.html" title="class in javax.media.j3d"><B>PREV CLASS</B></A>&nbsp;&nbsp;<A HREF="../../../javax/media/j3d/RenderingError.html" title="class in javax.media.j3d"><B>NEXT CLASS</B></A></FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">  <A HREF="../../../index.html?javax/media/j3d/RenderingAttributes.html" target="_top"><B>FRAMES</B></A>  &nbsp;&nbsp;<A HREF="RenderingAttributes.html" target="_top"><B>NO FRAMES</B></A>  &nbsp;&nbsp;<SCRIPT type="text/javascript">  <!--  if(window==top) {    document.writeln('<A HREF="../../../allclasses-noframe.html"><B>All Classes</B></A>');  }  //--></SCRIPT><NOSCRIPT>  <A HREF="../../../allclasses-noframe.html"><B>All Classes</B></A></NOSCRIPT></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL:&nbsp;<A HREF="#field_detail">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><A NAME="skip-navbar_top"></A><!-- ========= END OF TOP NAVBAR ========= --><HR><!-- ======== START OF CLASS DATA ======== --><H2><FONT SIZE="-1">javax.media.j3d</FONT><BR>Class RenderingAttributes</H2><PRE>java.lang.Object  <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../javax/media/j3d/SceneGraphObject.html" title="class in javax.media.j3d">javax.media.j3d.SceneGraphObject</A>      <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../javax/media/j3d/NodeComponent.html" title="class in javax.media.j3d">javax.media.j3d.NodeComponent</A>          <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>javax.media.j3d.RenderingAttributes</B></PRE><HR><DL><DT><PRE>public class <B>RenderingAttributes</B><DT>extends <A HREF="../../../javax/media/j3d/NodeComponent.html" title="class in javax.media.j3d">NodeComponent</A></DL></PRE><P>The RenderingAttributes object defines common rendering attributes for all primitive types. The rendering attributes are:<p> <ul> <li>Depth test function - used to compare the incoming (source) depth of each pixel with depth of the pixel stored in frame buffer. If the test passes, the pixel is written, otherwise the pixel is not written. The depth test function is set with the <code>setDepthTestFunction</code> method. By default, LESS_OR_EQUAL is the function used. The depth test function is one of the following:</li><p> <ul> <li>ALWAYS - pixels are always drawn, irrespective of the depth value. This effectively disables depth testing.</li><p> <li>NEVER - pixels are never drawn, irrespective of the depth value.</li><p> <li>EQUAL - pixels are drawn if the incoming pixel depth is equal to the stored pixel depth in the frame buffer.</li><p> <li>NOT_EQUAL - pixels are drawn if the incoming pixel depth is not equal to the stored pixel depth in the frame buffer.</li><p>  <li>LESS - pixels are drawn if the incoming pixel depth is less than the stored pixel depth in the frame buffer.</li><p>  <li>LESS_OR_EQUAL - pixels are drawn if the incoming pixel depth is less than or equal to the stored pixel depth in the frame buffer. This is the default setting.</li><p>  <li>GREATER - pixels are drawn if the incoming pixel depth is greater than the stored pixel depth in the frame buffer.</li><p>  <li>GREATER_OR_EQUAL - pixels are drawn if the incoming pixel depth is greater than or equal to the stored pixel depth in the frame buffer.</li><p> </ul> <li>Alpha test function - used to compare the incoming (source) alpha value of each pixel with the alpha test value. If the test passes, the pixel is written, otherwise the pixel is not written. The alpha test function is set with the <code>setAlphaTestFunction</code> method. The alpha test function is one of the following:</li><p> <ul> <li>ALWAYS - pixels are always drawn, irrespective of the alpha value. This effectively disables alpha testing. This is the default setting.</li><p> <li>NEVER - pixels are never drawn, irrespective of the alpha value.</li><p> <li>EQUAL - pixels are drawn if the incoming pixel alpha value is equal to the alpha test value.</li><p> <li>NOT_EQUAL - pixels are drawn if the incoming pixel alpha value is not equal to the alpha test value.</li><p>  <li>LESS - pixels are drawn if the incoming pixel alpha value is less than the alpha test value.</li><p>  <li>LESS_OR_EQUAL - pixels are drawn if the incoming pixel alpha value is less than or equal to the alpha test value.</li><p>  <li>GREATER - pixels are drawn if the incoming pixel alpha value is greater than the alpha test value.</li><p>  <li>GREATER_OR_EQUAL - pixels are drawn if the incoming pixel alpha value is greater than or equal to the alpha test value.</li><p> </ul> <li>Alpha test value - the test value used by the alpha test function. This value is compared to the alpha value of each rendered pixel. The alpha test value is set with the <code>setAlphaTestValue</code> method. The default alpha test value is 0.0.</li><p>  <li>Raster operation - the raster operation function for this RenderingAttributes component object. The raster operation is set with the <code>setRasterOp</code> method. The raster operation is enabled or disabled with the <code>setRasterOpEnable</code> method. The raster operation is one of the following:</li><p> <ul> <li>ROP_CLEAR - DST = 0.</li> <li>ROP_AND DST = SRC & DST.</li> <li>ROP_AND_REVERSE DST = SRC & ~DST.</li> <li>ROP_COPY - DST = SRC. This is the default operation.</li> <li>ROP_AND_INVERTED - DST = ~SRC & DST.</li> <li>ROP_NOOP - DST = DST.</li> <li>ROP_XOR - DST = SRC ^ DST.</li> <li>ROP_OR - DST = DST | SRC.</li> <li>ROP_NOR - DST = ~( DST | SRC .)</li> <li>ROP_EQUIV - DST = ~( DST ^ SRC .)</li> <li>ROP_INVERT - DST = ~DST.</li> <li>ROP_OR_REVERSE - DST = src | ~DST.</li> <li>ROP_COPY_INVERTED - DST = ~SRC.</li> <li>ROP_OR_INVERTED - DST = ~SRC | DST.</li> <li>ROP_NAND - DST = ~(SRC & DST.)</li> <li>ROP_SET - DST = 1.</li><p> </ul> <li>Vertex colors - vertex colors can be ignored for this RenderingAttributes object. This capability is set with the <code>setIgnoreVertexColors</code> method. If  ignoreVertexColors is false, per-vertex colors are used, when  present in the associated geometry objects, taking precedence over the ColoringAttributes color and the specified Material color(s). If ignoreVertexColors is true, per-vertex colors are ignored. In this case, if lighting is enabled, the  Material diffuse color will be used as the object color. if lighting is disabled, the ColoringAttributes color is used. The default value is false.</li><p>  <li>Visibility flag - when set, invisible objects are not rendered (subject to the visibility policy for the current view), but they can be picked or collided with. This flag is set with the <code>setVisible</code> method. By default, the visibility flag is true.</li><p>  <li>Depth buffer - can be enabled or disabled for this RenderingAttributes component object. The  <code>setDepthBufferEnable</code> method enables or disabled the depth buffer. The  <code>setDepthBufferWriteEnable</code> method enables or disables writing the depth buffer for this object. During the transparent rendering pass, this attribute can be overridden by the depthBufferFreezeTransparent attribute in the View object. Transparent objects include BLENDED transparent and antialiased lines and points. Transparent objects do not include opaque objects or primitives rendered with SCREEN_DOOR transparency. By default, the depth buffer is enabled and the depth buffer write is enabled.</li><p> <li>Stencil buffer - can be enabled or disabled for this RenderingAttributes component object using the <code>setStencilEnable</code> method. If the stencil buffer is disabled, the stencil operation and function are ignored. If a scene graph is rendered on a Canvas3D that does not have a stencil buffer, the stencil buffer will be implicitly disabled for that canvas.</li><p> <li>Stencil write mask - mask that controls which bits of the stencil buffer are written when the stencil buffer is enabled. The default value is <code>~0</code> (all ones).</li><p> <li>Stencil operation - a set of three stencil operations performed when: 1)&nbsp;the stencil test fails; 2)&nbsp;the stencil test passes, but the depth test fails; or 3)&nbsp;both the stencil test and depth test pass. The stencil operations are set with the <code>setStencilOp</code> method. The stencil operation is one of the following:</li><p> <ul> <li>STENCIL_KEEP - keeps the current value (no operation performed). This is the default setting.</li> <li>STENCIL_ZERO - Sets the stencil buffer value to 0.</li> <li>STENCIL_REPLACE - Sets the stencil buffer value to <code>refValue</code>, as specified by <code>setStencilFunction</code>.</li> <li>STENCIL_INCR - Increments the current stencil buffer value.</li> <li>STENCIL_DECR - Decrements the current stencil buffer value.</li> <li>STENCIL_INVERT - Bitwise inverts the current stencil buffer value.</li><p> </ul> <li>Stencil test function - used to compare the stencil reference value with the per-pixel stencil value stored in the frame buffer. If the test passes, the pixel is written, otherwise the pixel is not written. The stencil test function, reference value, and comparison mask are set with the <code>setStencilFunction</code> method. The stencil comparison mask is bitwise-ANDed with both the stencil reference value and the stored stencil value prior to doing the comparison. The default value for the reference value is 0. The default value for the comparison mask is <code>~0</code> (all ones). The stencil test function is one of the following:</li><p> <ul> <li>ALWAYS - pixels are always drawn, irrespective of the stencil value. This effectively disables stencil testing. This is the default setting.</li><p> <li>NEVER - pixels are never drawn, irrespective of the stencil value.</li><p> <li>EQUAL - pixels are drawn if the stencil reference value is equal to the stored stencil value in the frame buffer.</li><p> <li>NOT_EQUAL - pixels are drawn if the stencil reference value is not equal to the stored stencil value in the frame buffer.</li><p>  <li>LESS - pixels are drawn if the stencil reference value is less

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