Re: highlighting a re-used geode

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From: Paolo Farinelli (paolo++at++sgi.com)
Date: 02/20/2002 18:28:54


Hi Bram,

You could bind draw callbacks to the picked pfDCS node,
and in your predraw you could force highlight ON by
calling:
  pfOverride(PFSTATE_ENHIGHLIGHTING, 0);
  pfEnable(PFEN_HIGHLIGHTING);
  pfOverride(PFSTATE_ENHIGHLIGHTING, 1);
  pfApplyHlight(hl);

In your postdraw callback you should then disable highlighting
by calling:
  pfOverride(PFSTATE_ENHIGHLIGHTING, 0);
  pfDisable(PFEN_HIGHLIGHTING);

Also, you should remove draw callbacks from the pfDCS once
you no longer want it to be highlighted.

Hope this helps,
Regards,
Paolo

Bram Stolk wrote:
>
> Hi there,
>
> I have a performer scene with hundreds of DCSes, which all contain the
> same geode.
>
> When implementing picking, I want a single geode to light up, when touched
> with a cursor (CAVE wand in my case).
>
> I currently use pfHighlight, and I enable highlighting for the geostates
> of the geosets of the selected geode.
>
> Ofcourse, ALL the geometry in my scene lights up, as I reuse a single
> piece of geometry in a lot of DCSes.
>
> How can I achieve the desired highlighting without replicating the geometry?
>
> I'm affraid I will have to remove and add children from the affected DCS?
>
> Thanks,
>
> Bram
>
> --
> ------------------------------------------------------------------------------
> Bram Stolk, VR Specialist.
> SARA Academic Computing Services Amsterdam, PO Box 94613, 1090 GP AMSTERDAM
> email: bram++at++sara.nl Phone +31-20-5923059 Fax +31-20-6683167
>
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-- 
Paolo Farinelli                                           paolo++at++sgi.com
Member of Technical Staff, OpenGL Performer              1-650-933-1808
Silicon Graphics        1600 Amphitheatre Pkwy, Mountain View, CA 94043


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