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glutPostOverlayRedisplay(3GLUT) GLUT glutPostOverlayRedisplay(3GLUT)
NAME
glutPostOverlayRedisplay, glutPostWindowOverlayRedisplay - marks the
overlay of the current or specified window as needing to be
redisplayed.
SYNTAX
void glutPostOverlayRedisplay(void);
void glutPostWindowOverlayRedisplay(int win);
DESCRIPTION
Mark the overlay of current window as needing to be redisplayed. The
next iteration through glutMainLoop, the window'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 window. Unlike damage reported
by the window system, glutPostOverlayRedisplay will not set to true the
overlay's damaged status (returned by
glutLayerGet(GLUT_OVERLAY_DAMAGED).
If the window you want to post an overlay redisplay on is not already
current (and you do not require it to be immediately made current),
using glutPostWindowOverlayRedisplay is more efficient that calling
glutSetWindow to the desired window and then calling
glutPostOverlayRedisplay.
EXAMPLE
If you are doing an interactive effect like rubberbanding in the
overlay, it is a good idea to structure your rendering 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 implement 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 damage; 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.
SEE ALSO
glutPostRedisplay, glutEstablishOverlay, glutLayerGet
AUTHOR
Mark J. Kilgard (mjk@nvidia.com)
GLUT 3.7 glutPostOverlayRedisplay(3GLUT)