Open Inventor Mentor, 2nd Edition - Volume I
List of Examples
1.1.
File Describing a Spinning Windmill
2.1.
Basic “Hello, Cone” Program
2.2.
“Hello, Cone” Using Engines
2.3.
“Hello, Cone” with a Trackball Manipulator
2.4.
“Hello, Cone” Using the Examiner Viewer
2.5.
SoGraphicConfigTemplate object can be given to a viewer
2.6.
SoXt/WinGLGraphicConfig object stores pixel format/visual information data
2.7.
SoWinGLGraphicConfig object stores pixel format/visual information data
3.1.
Molecule
3.2.
Robot.c++
3.3.
Naming Nodes
4.1.
Switching among Multiple Cameras
4.2.
Using Different Types of Lights
5.1.
Creating a Face Set
5.2.
Creating an Indexed Face Set
5.3.
Creating a Triangle Strip Set
5.4.
Creating a Quad Mesh
5.5.
The file extension for a pattern file is “.pat”
5.6.
How to create a FaceSet filled with a pattern
5.7.
How to use SoPolygonOffset
5.8.
Using Different Material Bindings
5.9.
Changing the Order of Transformations
5.10.
How to use SoMarkerSet
5.11.
Using SoExtrusion to do a well-bore plot
5.12.
An image using the SoImage node
6.1.
Using 2D Text
6.2.
Using 3D Text
6.3.
Creating Beveled 3D Text
6.4.
How to use SoAnnoText3
6.5.
How to use stroke fonts
7.1.
Using the Default Texture Values
7.2.
Asynchronous loading of a texture
7.3.
Specifying Texture Coordinates Explicitly
7.4.
Using SoTextureCoordinatePlane
7.5.
Multitexture
8.1.
Setting the Center Field of a Transform Node
8.2.
Writing the Path to the Picked Object
8.3.
Using a Triangle Callback Function
8.4.
How to use SoBevelAction
8.5.
How to use SoSplitGeometryAction
10.1.
Using an Event Callback
10.2.
Sending Events Directly to the Application
10.3.
Using a Motif-Style List to Select Objects
10.4.
Using the Selection List
10.5.
Using Selection Callback Functions
10.6.
Creating a Top-Level Selection Policy
10.7.
Picking through Manipulators
10.8.
Selecting Node Kits
10.9.
Retrieving details on point shapes
10.10.
How to use SoExtSelection
11.1.
SoWinTouchScreen registering
11.2.
Add a recognizer
11.3.
Gesture callback
12.1.
Writing a Path
12.2.
Reading from a String
12.3.
Retrieve ivModelDisplaySwitch
12.4.
Changing view from SoEventCallBack
13.1.
Plugging an MPEGRenderer into a render area
13.2.
Extract of using SoMPEGNavRenderer
13.3.
Generate an MPEG file, frame by frame
13.4.
HTML file and image map
14.1.
Attaching a Field Sensor
14.2.
Using the Trigger Node and Field
14.3.
Using an Alarm Sensor
14.4.
Using a Timer Sensor
15.1.
Using the Real-Time Global Field
15.2.
Using an Elapsed-Time Engine
15.3.
Using Time-Counter Engines
15.4.
Using a Gate Engine
15.5.
Using a Boolean Engine
15.6.
Using a Calculator Engine
15.7.
A Spinning Windmill Using an SoRotor Node
15.8.
Using a Blinker Node to Make a Sign Flash
16.1.
Simple Use of Node Kits
16.2.
Using Node Kits and Editors
16.3.
Using Node Kits to Create a Motion Hierarchy
17.1.
Using a Simple Dragger
17.2.
Using Multiple Draggers
17.3.
Using Manipulators to Transform Objects
17.4.
How to use SoClipPlaneManip
17.5.
Changing Parts after Building a Dragger
18.1.
Using the Overlay Planes
18.2.
Using a Callback Function
18.3.
Attaching a Material Editor
18.4.
Placing Two Components in the Same Window
18.5.
Using a Browser Examiner Viewer
18.6.
“Hello Cone” using the SoXt alias classes
18.7.
“Hello Cone” using the SoWin classes without Win32
18.8.
“Hello Cone” using the SoWin classes with Win32
18.9.
Defines key and mouse button bindings for an Examiner Viewer
18.10.
Simple use of SoGuiAlgoViewers
18.11.
“Hello Cone” using SoQt classes
19.1.
Render stereo images in an offscreen buffer
20.1.
Creating a B-Spline Curve
20.2.
Creating a Uniform B-Spline Curve
20.3.
Bezier Surface
20.4.
Trimming a Bezier Surface
20.5.
Using SoNurbsProperties
21.1.
Writing a per-pixel shader
21.2.
Writing a geometry shader:
22.1.
How to use the Collision Viewer
22.2.
How to use SoIntersectionDetectionAction
23.1.
Request/Release exclusive access to scene graph
23.2.
MT_Modify1.cxx
23.3.
Protect a method with class Mutex
23.4.
TLS use for a node with class static variables numCoords and coordsArray
24.1.
Retrieving information from the CPU
25.1.
The main function in the CaveHelloCone example
25.2.
The InventorInit function in the CaveHelloCone example
25.3.
The InventorDraw function in the CaveHelloCone example
25.4.
The InventorAddHeadlight function in CaveReadFile example
25.5.
The InventorFrameUpdate function in CaveReadFile example
25.6.
The (modified) InventorDraw function in CaveReadFile example
25.7.
The (modified) InventorFrameUpdate function in the CaveHandleEvents example
25.8.
The InventorHandleEvents function in the CaveHandleEvents example
28.1.
Using a Callback Node
28.2.
Using a GLX Window
29.1.
Tutorial01.cxx
29.2.
Simple 3D menu
30.1.
Setting an SoOutput object for compressed output
30.2.
Red obelisk node
30.3.
Header of SoMFVec4f with pass-by-reference methods
30.4.
Source of SoMFVec4f with pass-by-reference methods