Rendering/vtkActor.cxx
int vtkActor::RenderOpaqueGeometry(vtkViewport *vp)
{
  int          renderedSomething = 0; 
  vtkRenderer* ren = static_cast<vtkRenderer*>(vp);

  if ( ! this->Mapper )
    {
    return 0;
    }

  // make sure we have a property
  if (!this->Property)
    {
    // force creation of a property
    this->GetProperty();
    }

  // is this actor opaque ?
  if (this->GetIsOpaque())
    {
    this->Property->Render(this, ren);

    // render the backface property
    if (this->BackfaceProperty)
      {
      this->BackfaceProperty->BackfaceRender(this, ren);
      }
    
    // render the texture 
    if (this->Texture)
      {
      this->Texture->Render(ren);
      }
    this->Render(ren,this->Mapper);
    this->Property->PostRender(this, ren);
    if (this->Texture)
      {
      this->Texture->PostRender(ren);
      }
    this->EstimatedRenderTime += this->Mapper->GetTimeToDraw();
    renderedSomething = 1;
    }

  return renderedSomething;
}
//----------------------------------------------------------------------------
// This causes the actor to be rendered. It in turn will render the actor's
// property, texture map and then mapper. If a property hasn't been 
// assigned, then the actor will create one automatically. Note that a 
// side effect of this method is that the visualization network is updated.
This causes the actor to be rendered. It in turn will render the actor's
property, texture map and then mapper. If a property hasn't been
assigned, then the actor will create one automatically. Note that a
side effect of this method is that the visualization network is updated.
This causes the actor to be rendered . It in turn will render the actor ' s property texture map and then mapper . If a property hasn ' t been assigned then the actor will create one automatically . Note that a side effect of this method is that the visualization network is updated .
int vtkActor::RenderOpaqueGeometry(vtkViewport *vp)
{
  int          renderedSomething = 0; 
  vtkRenderer* ren = static_cast<vtkRenderer*>(vp);
  if ( ! this->Mapper )
    {
    return 0;
    }
  if (!this->Property)
    {
    this->GetProperty();
    }
  if (this->GetIsOpaque())
    {
    this->Property->Render(this, ren);
    if (this->BackfaceProperty)
      {
      this->BackfaceProperty->BackfaceRender(this, ren);
      }
    if (this->Texture)
      {
      this->Texture->Render(ren);
      }
    this->Render(ren,this->Mapper);
    this->Property->PostRender(this, ren);
    if (this->Texture)
      {
      this->Texture->PostRender(ren);
      }
    this->EstimatedRenderTime += this->Mapper->GetTimeToDraw();
    renderedSomething = 1;
    }
  return renderedSomething;
}
int vtkActor :: RenderOpaqueGeometry ( vtkViewport * vp ) { int renderedSomething = 0 ; vtkRenderer * ren = static_cast < vtkRenderer * > ( vp ) ; if ( ! this -> Mapper ) { return 0 ; } if ( ! this -> Property ) { this -> GetProperty ( ) ; } if ( this -> GetIsOpaque ( ) ) { this -> Property -> Render ( this , ren ) ; if ( this -> BackfaceProperty ) { this -> BackfaceProperty -> BackfaceRender ( this , ren ) ; } if ( this -> Texture ) { this -> Texture -> Render ( ren ) ; } this -> Render ( ren , this -> Mapper ) ; this -> Property -> PostRender ( this , ren ) ; if ( this -> Texture ) { this -> Texture -> PostRender ( ren ) ; } this -> EstimatedRenderTime += this -> Mapper -> GetTimeToDraw ( ) ; renderedSomething = 1 ; } return renderedSomething ; }
This causes the actor to be rendered.
This causes the actor to be rendered .
// make sure we have a property // force creation of a property // is this actor opaque ? // render the backface property // render the texture 