theElement = NULL;
}
+public:
+
+ //! Return TRUE if primitive type generates shaded triangulation (to be used in filters).
+ virtual Standard_Boolean IsFillDrawMode() const { return false; }
+
public:
//! Render element if it passes the filtering procedure. This method should
return Standard_False;
}
- const OpenGl_PrimitiveArray* aPArray = dynamic_cast<const OpenGl_PrimitiveArray*> (theGlElement);
- if (aPArray == NULL
- || !aPArray->IsFillDrawMode())
+ if (!theGlElement->IsFillDrawMode())
{
return Standard_True;
}
return Standard_False;
}
- const OpenGl_PrimitiveArray* aPArray = dynamic_cast<const OpenGl_PrimitiveArray*> (theGlElement);
- if (aPArray == NULL
- || !aPArray->IsFillDrawMode())
+ if (!theGlElement->IsFillDrawMode())
{
return dynamic_cast<const OpenGl_AspectFace*> (theGlElement) != NULL;
}
Standard_EXPORT virtual ~OpenGl_PrimitiveArray();
//! Render primitives to the window
- Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const;
+ Standard_EXPORT virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const Standard_OVERRIDE;
//! Release OpenGL resources (VBOs)
- Standard_EXPORT virtual void Release (OpenGl_Context* theContext);
+ Standard_EXPORT virtual void Release (OpenGl_Context* theContext) Standard_OVERRIDE;
//! Return true if VBOs initialization has been performed.
//! VBO initialization is performed during first Render() call.
GLint DrawMode() const { return myDrawMode; }
//! Return TRUE if primitive type generates shaded triangulation.
- Standard_Boolean IsFillDrawMode() const { return myIsFillType; }
+ virtual Standard_Boolean IsFillDrawMode() const Standard_OVERRIDE { return myIsFillType; }
//! @return indices array
const Handle(Graphic3d_IndexBuffer)& Indices() const { return myIndices; }