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Temporary solution: provide public API to set a render filter
in OpenGl_Workspace to speed up camera manipulations.
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@ -342,6 +342,22 @@ public:
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return myZLayers.NbImmediateStructures() != 0;
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}
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//! Set filter for restricting rendering of particular elements.
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//! Filter can be applied for rendering passes used by recursive
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//! rendering algorithms for rendering elements of groups.
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//! @param theFilter [in] the filter instance.
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inline void SetRenderFilter(const Handle(OpenGl_RenderFilter)& theFilter)
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{
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myWorkspace->SetRenderFilter(theFilter);
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}
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//! Get rendering filter.
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//! @return filter instance.
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inline const Handle(OpenGl_RenderFilter)& GetRenderFilter() const
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{
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return myWorkspace->GetRenderFilter();
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}
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protected: //! @name Internal methods for managing GL resources
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//! Initializes OpenGl resource for environment texture.
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