StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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//! Finalize the drawing of point sources //! Finalize the drawing of point sources
void postDrawPointSource(StelPainter* sPainter); void postDrawPointSource(StelPainter* sPainter);
//! Draw a point source halo. //! Draw a point source halo.
//! @param sPainter the StelPainter to use for drawing. //! @param sPainter the StelPainter to use for drawing.
//! @param v the 3d position of the source in J2000 reference frame //! @param v the 3d position of the source in J2000 reference frame
//! @param rcMag the radius and luminance of the source as computed by computeRCMag() //! @param rcMag the radius and luminance of the source as computed by computeRCMag()
//! @param bV the source B-V index //! @param bV the source B-V index
//! @param checkInScreen whether source in screen should be checked to avoid unnecessary drawing. //! @param checkInScreen whether source in screen should be checked to avoid unnecessary drawing.
//! @return true if the source was actually visible and drawn //! @return true if the source was actually visible and drawn
bool drawPointSource(StelPainter* sPainter, const Vec3f& v, const fl oat rcMag[2], unsigned int bV, bool checkInScreen=false) bool drawPointSource(StelPainter* sPainter, const Vec3d& v, const fl oat rcMag[2], unsigned int bV, bool checkInScreen=false)
{return drawPointSource(sPainter, v, rcMag, colorTable[bV], checkInScreen);} {return drawPointSource(sPainter, v, rcMag, colorTable[bV], checkInScreen);}
bool drawPointSource(StelPainter* sPainter,const Vec3f& v, const flo at rcMag[2], const Vec3f& color, bool checkInScreen=false); bool drawPointSource(StelPainter* sPainter,const Vec3d& v, const flo at rcMag[2], const Vec3f& color, bool checkInScreen=false);
//! Terminate drawing of a 3D model, draw the halo //! Terminate drawing of a 3D model, draw the halo
//! @param p the StelPainter instance to use for this drawing operat ion //! @param p the StelPainter instance to use for this drawing operat ion
//! @param v the 3d position of the source in J2000 reference frame //! @param v the 3d position of the source in J2000 reference frame
//! @param illuminatedArea the illuminated area in arcmin^2 //! @param illuminatedArea the illuminated area in arcmin^2
//! @param mag the source integrated magnitude //! @param mag the source integrated magnitude
//! @param color the object halo RGB color //! @param color the object halo RGB color
void postDrawSky3dModel(StelPainter* p, const Vec3f& v, float illumi natedArea, float mag, const Vec3f& color = Vec3f(1.f,1.f,1.f)); void postDrawSky3dModel(StelPainter* p, const Vec3d& v, float illumi natedArea, float mag, const Vec3f& color = Vec3f(1.f,1.f,1.f));
//! Compute RMag and CMag from magnitude. //! Compute RMag and CMag from magnitude.
//! @param mag the object integrated V magnitude //! @param mag the object integrated V magnitude
//! @param rcMag array of 2 floats containing the radius and luminan ce //! @param rcMag array of 2 floats containing the radius and luminan ce
//! @return false if the object is too faint to be displayed //! @return false if the object is too faint to be displayed
bool computeRCMag(float mag, float rcMag[2]) const; bool computeRCMag(float mag, float rcMag[2]) const;
//! Report that an object of luminance lum with an on-screen area of area pixels is currently displayed //! Report that an object of luminance lum with an on-screen area of area pixels is currently displayed
//! This information is used to determine the world adaptation lumin ance //! This information is used to determine the world adaptation lumin ance
//! This method should be called during the update operations of the main loop //! This method should be called during the update operations of the main loop
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