#include <gp_Ax3.hxx>
#include <Graphic3d_StructureManager.hxx>
+#include <Graphic3d_TypeOfShadingModel.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <V3d_ListOfLight.hxx>
#include <V3d_ListOfView.hxx>
#include <V3d_TypeOfOrientation.hxx>
-#include <V3d_TypeOfShadingModel.hxx>
#include <V3d_TypeOfView.hxx>
#include <V3d_TypeOfVisualization.hxx>
void SetDefaultVisualization (const V3d_TypeOfVisualization theType) { myVisualization = theType; }
//! Returns the default type of Shading
- V3d_TypeOfShadingModel DefaultShadingModel() const { return myShadingModel; }
+ Graphic3d_TypeOfShadingModel DefaultShadingModel() const { return myShadingModel; }
//! Gives the default type of SHADING.
- void SetDefaultShadingModel (const V3d_TypeOfShadingModel theType) { myShadingModel = theType; }
+ void SetDefaultShadingModel (const Graphic3d_TypeOfShadingModel theType) { myShadingModel = theType; }
void SetDefaultTypeOfView (const V3d_TypeOfView theType) { myDefaultTypeOfView = theType; }
const V3d_TypeOfOrientation theViewProj = V3d_XposYnegZpos,
const Quantity_Color& theViewBackground = Quantity_NOC_GRAY30,
const V3d_TypeOfVisualization theVisualization = V3d_ZBUFFER,
- const V3d_TypeOfShadingModel theShadingModel = V3d_GOURAUD,
+ const Graphic3d_TypeOfShadingModel theShadingModel = Graphic3d_TOSM_VERTEX,
const Standard_Boolean theComputedMode = Standard_True,
const Standard_Boolean theDefaultComputedMode = Standard_True);
Standard_Real myViewSize;
V3d_TypeOfOrientation myViewProj;
V3d_TypeOfVisualization myVisualization;
- V3d_TypeOfShadingModel myShadingModel;
+ Graphic3d_TypeOfShadingModel myShadingModel;
V3d_TypeOfView myDefaultTypeOfView;
Graphic3d_RenderingParams myDefaultRenderingParams;