instantreality 1.0

Component:
Rendering
Status:
fully implemented
Structure type:
concrete
Standard:
X3D2.0

IndexedLineSet

IndexedLineSet is a geometry node that can contain a Color node and a Coordinate node. Color values or a Material emissiveColor is used to draw lines and points. Lines are not lit, are not texture-mapped, and do not participate in collision detection. Hint: use a different color (or emissiveColor) than the background color. Hint: if rendering Coordinate points originally defined for an IndexedFaceSet, index values may need to repeat each initial vertex to close each polygon outline. Hint: insert a Shape node before adding geometry or Appearance. You can also substitute a type-matched ProtoInstance for content.

Inheritance

Code

XML encoding
<IndexedLineSet coordIndex=''
lit='FALSE'
loop='FALSE'
normalIndex=''
colorIndex=''
texCoordIndex=''
normalPerVertex='TRUE'
colorPerVertex='TRUE'
ccw='TRUE'
creaseAngle='0'
solid='TRUE'
showNormalLength='0'
resolution='1'
multiResolutionLevel='1'
invalidateVolume='FALSE'
normalUpdateMode='nice'
cacheMode='auto'
optimizationMode='auto'
logFeature=''
 />
Classic encoding
IndexedLineSet {
	coordIndex []
	lit FALSE
	loop FALSE
	normalIndex []
	colorIndex []
	texCoordIndex []
	normalPerVertex TRUE
	colorPerVertex TRUE
	ccw TRUE
	creaseAngle 0
	solid TRUE
	showNormalLength 0
	resolution 1
	multiResolutionLevel 1
	invalidateVolume FALSE
	normalUpdateMode "nice"
	cacheMode "auto"
	optimizationMode ["auto"]
	logFeature [""]
}

Interface

Filter: X3D only | Avalon only | All
id Name DataType PartType Default ValueType Description
SFString cacheMode SFString initializeOnly auto auto; dlist; vbo; off controls the creation of geo cache objects; auto is vbo or dlist for dynamic objects
SFBool ccw SFBool initializeOnly TRUE ccw = counterclockwise: ordering of vertex coordinates orientation. Hint: "ccw" false can reverse solid (backface culling) and normal-vector orientation.
SFBool colorPerVertex SFBool initializeOnly TRUE Whether Color node is applied per vertex (true) or per polygon (false).
SFFloat creaseAngle SFFloat initializeOnly 0 [0, Inf) "creaseAngle" defines angle (in radians) for determining whether adjacent polygons are drawn with sharp edges or smooth shading. If angle between normals of two adjacent polygons is less than "creaseAngle", smooth shading is rendered across the shared line segment. Interchange profile hint: only 0 and radians supported. Hint: creaseAngle=0 means render all edges sharply, creaseAngle=3.14 means render all edges smoothly.
SFBool lit SFBool initializeOnly FALSE specifies whether to enable/disable lighting the geometry. TRUE enables lighting, FALSE disables lighting.
SFBool loop SFBool initializeOnly FALSE controls if the line-strip should be open or closed
SFInt32 multiResolutionLevel SFInt32 initializeOnly 1 resolution level in progressive mesh
SFBool normalPerVertex SFBool initializeOnly TRUE Whether Normal node is applied per vertex (true) or per polygon (false).
SFString normalUpdateMode SFString initializeOnly nice none; fast; nice force update of normals; nice update is with creaseAngle, fast is without
SFBool solid SFBool initializeOnly TRUE Setting "solid" true means draw only one side of polygons (backface culling on), setting "solid" false means draw both sides of polygons (backface culling off). Warning: default value true can completely hide geometry if viewed from wrong side!
MFNode attrib MFNode inputOutput VertexAttribute If the "attrib" field is not empty it shall contain a list of per-vertex attribute information for programmable shaders
SFNode color SFNode inputOutput Color If NULL the geometry is rendered using the Material and texture defined in the Appearance node. If not NULL the field shall contain a Color node whose colours are applied depending on the value of "colorPerVertex".
MFInt32 colorIndex MFInt32 inputOutput colorIndex indices provide order in which colors are applied. Hint: if rendering Coordinate points originally defined for an IndexedFaceSet, index values may need to repeat initial each initial vertex to close the polygons.
SFNode coord SFNode inputOutput Coordinate Coordinate node specifiying the vertices used by the geometry.
MFInt32 coordIndex MFInt32 inputOutput coordIndex indices provide order in which coordinates are applied. Order starts at index 0, commas are optional between sets, use -1 to separate indices for each polyline. Hint: if rendering Coordinate points originally defined for an IndexedFaceSet, index values may need to repeat initial each initial vertex to close the polygons.
SFNode fogCoord SFNode inputOutput FogCoordinate If not NULL, it shall contain a FogCoordinate node.
SFBool invalidateVolume SFBool inputOutput FALSE set volume invalid
MFString logFeature MFString inputOutput state, child, parent, route, eventIn, eventOut controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything
SFNode metadata SFNode inputOutput MetadataObject container for payload metadata inside MetadataSet element
SFNode normal SFNode inputOutput Normal If not NULL, it shall contain a Normal node whose normals are applied to the vertices or faces of the geometry.
MFInt32 normalIndex MFInt32 inputOutput Interchange profile hint: this field may be ignored.
MFString optimizationMode MFString inputOutput auto auto; all, none, sharedVertex; stripFan; vertexResort; reduceIndexSize; singleIndex optimization mode settings; used leading +/- to switch modes on and off
SFFloat resolution SFFloat inputOutput 1 factor for subdivision of mesh
SFFloat showNormalLength SFFloat inputOutput 0 [0, Inf) Length of normals. If zero (default), normals are not shown.
SFNode texCoord SFNode inputOutput TextureCoordinateBase If not NULL, it shall contain a TextureCoordinate node.
MFInt32 texCoordIndex MFInt32 inputOutput List of texture-coordinate indices mapping attached texture to corresponding coordinates. Hint: use a tool!