glutPostOverlayRedisplay, glutPostWindowOverlayRedisplay - marks the overlay of the current or specified window as needing to be redisplayed.
glutPostOverlayRedisplay glutPostOverlayRedisplay() -> None glutPostWindowOverlayRedisplay glutPostWindowOverlayRedisplay(win) -> None
void glutPostOverlayRedisplay(void); void glutPostWindowOverlayRedisplay(int win);
Mark the overlay of current window as needing to be redis- played. The next iteration through glutMainLoop, the win- dow's overlay display callback (or simply the display callback if no overlay display callback is registered) will be called to redisplay the window's overlay plane. Multiple calls to glutPostOverlayRedisplay before the next display callback opportunity (or overlay display callback opportunity if one is registered) generate only a single redisplay. glutPostOverlayRedisplay may be called within a window's display or overlay display callback to re-mark that window for redisplay. Logically, overlay damage notification for a window is treated as a glutPostOverlayRedisplay on the damaged win- dow. Unlike damage reported by the window system, glutPos- tOverlayRedisplay will not set to true the overlay's dam- aged status (returned by glutLayerGet(GLUT_OVERLAY_DAM- AGED). If the window you want to post an overlay redisplay on is not already current (and you do not require it to be imme- diately made current), using glutPostWindowOverlayRedis- play is more efficient that calling glutSetWindow to the desired window and then calling glutPostOverlayRedisplay.
If you are doing an interactive effect like rubberbanding
in the overlay, it is a good idea to structure your ren-
dering to minimize flicker (most overlays are single-
buffered). Only clear the overlay if you know that the
window has been damaged. Otherwise, try to simply erase
what you last drew and redraw it in an updated position.
Here is an example overlay display callback used to imple-
ment overlay rubberbanding:
void
redrawOverlay(void)
{
static int prevStretchX, prevStretchY;
if (glutLayerGet(GLUT_OVERLAY_DAMAGED)) {
/* Damage means we need a full clear. */
glClear(GL_COLOR_BUFFER_BIT);
} else {
/* Undraw last rubber-band. */
glIndexi(transparent);
glBegin(GL_LINE_LOOP);
glVertex2i(anchorX, anchorY);
glVertex2i(anchorX, prevStretchY);
glVertex2i(prevStretchX, prevStretchY);
glVertex2i(prevStretchX, anchorY);
glEnd();
}
glIndexi(red);
glBegin(GL_LINE_LOOP);
glVertex2i(anchorX, anchorY);
glVertex2i(anchorX, stretchY);
glVertex2i(stretchX, stretchY);
glVertex2i(stretchX, anchorY);
glEnd();
prevStretchX = stretchX;
prevStretchY = stretchY;
}
Notice how glutLayerGet(GLUT_OVERLAY_DAMAGED) is used to
determine if a clear needs to take place because of dam-
age; if a clear is unnecessary, it is faster to just draw
the last rubberband using the transparent pixel.
When the application is through with the rubberbanding
effect, the best way to get ride of the rubberband is to
simply hide the overlay by calling glutHideOverlay.
glutPostRedisplay, glutEstablishOverlay, glutLayerGet
Mark J. Kilgard (mjk@nvidia.com)
:: Documentation :: References :: GLUT ::
:: Index (n/a) ::