Aviatrix3D
2.1.0

Uses of Class
org.j3d.aviatrix3d.InvalidWriteTimingException

Packages that use InvalidWriteTimingException
org.j3d.aviatrix3d A core set of lightweight Object Oriented scenegraph-based wrapper objects for OpenGL. 
org.j3d.aviatrix3d.management Interfaces and classes that provide the high level management of the integration between the scene graph and rendering pipeline. 
org.j3d.renderer.aviatrix3d.geom High-level simple geometry utility primitives for quickly making a scene graph with. 
org.j3d.renderer.aviatrix3d.geom.volume Volume rendering extensions to the Aviatrix3D scene graph. 
org.j3d.renderer.aviatrix3d.nodes Scenegraph nodes that extend Aviatrix with new functionality. 
 

Uses of InvalidWriteTimingException in org.j3d.aviatrix3d
 

Methods in org.j3d.aviatrix3d that throw InvalidWriteTimingException
 void Group.addChild(Node newChild)
          Appends the specified child node to this group node's list of children
 void BaseGroup.addChild(Node newChild)
          Appends the specified child node to this group node's list of children
 void Group2D.addChild(Node2D newChild)
          Appends the specified child node to this group node's list of children
 void ObjectSet.addChild(SceneGraphObject newChild)
          Appends the specified child node to this group node's list of children
 void MultipassScene.addRenderPass(RenderPass pass)
          Add a new pass to the end of the current rendering list.
 void ShaderProgram.addShaderObject(ShaderObject obj)
          Add a shader object to this program.
 void ShapeBackground.addShape(Shape3D shape)
          Add a shape to be rendered to the end of the listing.
 void CompositeLayer.addViewport(Viewport vp)
          Add a new viewport to be used by this layer.
 void CompositeLayer2D.addViewport(Viewport2D vp)
          Add a new viewport to be used by this layer.
 void CompositeViewport.addViewportLayer(ViewportLayer vp)
          Add a new layer to be used by this layer.
 void TexCoordGeneration.applyTransform(float[] transformMtx)
          Apply transformation to the texture generation
 void ShaderProgram.bindAttributeName(java.lang.String name, int index)
          Bind the given attribute name to a specific index.
protected  void OffscreenTexture2D.checkForCyclicChild(SceneGraphObject parent)
          Check to see if this node is the same reference as the passed node that is a parent of this node.
protected  void MRTOffscreenTexture2D.checkForCyclicChild(SceneGraphObject parent)
          Check to see if this node is the same reference as the passed node that is a parent of this node.
 void TexCoordGeneration.clearParameter(int axis)
          Clear the parameter settings for a specific axis.
 void GeneralBufferState.enableBlending(boolean test)
          Set the flag for whether the blending should be enabled or disabled.
 void DepthBufferState.enableDepthTest(boolean test)
          Set the flag for whether the depth testing should be enabled or disabled.
 void DepthAttributes.enableDepthTest(boolean test)
          Set the flag for whether the depth testing should be enabled or disabled.
 void DepthBufferState.enableDepthWrite(boolean write)
          Set the flag for whether the depth writing should be enabled or disabled.
 void DepthAttributes.enableDepthWrite(boolean write)
          Set the flag for whether the depth writing should be enabled or disabled.
 void CompositeLayer2D.insertViewport(Viewport2D vp, int index)
          Add a new viewport to be used by this layer at a specified position in the array of viewpor.
 void CompositeLayer.insertViewport(Viewport vp, int index)
          Add a new viewport to be used by this layer at a specified position in the array of viewpor.
 void CompositeViewport.insertViewportLayer(ViewportLayer vp, int index)
          Add a new layer to be used by this layer at a specified position in the array of layer.
 void ShaderProgram.link()
          Request that the shader link at the next available oppourtunity.
 void ViewportLayer2D.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void Viewport2D.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void SimpleViewportLayer.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void SimpleViewport.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void SimpleLayer2D.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void RenderPass.makeActiveSoundLayer()
          Set this layer to be the currently active sound layer.
 void Sound.pauseSound()
          Pause a sound playing.
 void SwitchGroup.removeAllChildren()
          Removes all children from the group.
 void ObjectSet.removeAllChildren()
          Removes all children from the group.
 void Group2D.removeAllChildren()
          Removes all children from the group.
 void Group.removeAllChildren()
          Removes all children from the group.
 void BaseGroup.removeAllChildren()
          Removes all children from the group.
 void SwitchGroup.removeChild(int idx)
          Remove the child at the specified index from the group.
 void ObjectSet.removeChild(int idx)
          Remove the child at the specified index from the group.
 void Group2D.removeChild(int idx)
          Remove the child at the specified index from the group.
 void Group.removeChild(int idx)
          Remove the child at the specified index from the group.
 void BaseGroup.removeChild(int idx)
          Remove the child at the specified index from the group.
 void Group.removeChild(Node child)
          Removes the specified child from the group.
 void BaseGroup.removeChild(Node child)
          Removes the specified child from the group.
 void Group2D.removeChild(Node2D child)
          Removes the specified child from the group.
 void ObjectSet.removeChild(SceneGraphObject child)
          Removes the specified child from the group.
 void MultipassScene.removeRenderPass(int passNumber)
          Remove the render pass at the given index.
 void ShaderProgram.removeShaderObject(ShaderObject obj)
          Remove the shader object from this program.
 void ShaderArguments.removeUniform(java.lang.String name)
          Remove the given uniform name from the settable argument list.
 void ShaderProgram.requestInfoLog()
          Request that the shader fetch the last run log of this program.
 void ShaderObject.requestInfoLog()
          Request that the shader fetch the last run log of this program.
 void ShaderProgram.requestLinkConfirmation(boolean enable)
          Have the class confirm whether or not the source successfully compiled.
 void AccumulationBufferState.setAccumFunction(int func)
          Set the operation that should be performed when accumulating colour values into the accumulation buffer.
 void RenderPass.setAccumulationBufferState(AccumulationBufferState state)
          Set the accumulation buffer state that should be applied to the during this pass.
 void SimpleScene.setActiveBackground(Background bg)
          Set the background path that should be applied to the current surface.
 void Scene2D.setActiveBackground(Background bg)
          Set the background path that should be applied to the current surface.
 void MultipassScene.setActiveBackground(Background bg)
          Set the background path that should be applied to the current surface.
 void SwitchGroup.setActiveChild(int idx)
          Set the selected child to be rendered to the given index.
 void SimpleScene.setActiveFog(Fog fog)
          Set the fog that should be applied to the current surface.
 void SimpleScene.setActiveView(Viewpoint vp)
          Set the viewpoint path that should be applied to the current surface.
 void Scene2D.setActiveView(Viewpoint vp)
          Set the viewpoint path that should be applied to the current surface.
 void RenderPass.setActiveView(Viewpoint vp)
          Set the viewpoint path that should be applied to the current surface.
 void Appearance.setAlphaAttributes(AlphaAttributes attr)
          Set the alpha rendering attributes to use.
 void AlphaAttributes.setAlphaCutoff(float value)
          Set the cutoff value for alpha blending.
 void GeneralBufferState.setAlphaDestinationBlendFactor(int factor)
          Set the destination blend factor to use.
 void BlendAttributes.setAlphaDestinationBlendFactor(int factor)
          Set the destination blend factor to use.
 void AlphaAttributes.setAlphaFunction(int func)
          Set the determines whether the alpha tests passes.
 void GeneralBufferState.setAlphaSourceBlendFactor(int factor)
          Set the source blend factor to use.
 void BlendAttributes.setAlphaSourceBlendFactor(int factor)
          Set the source blend factor to use.
 void Material.setAmbientColor(float[] col)
          Set the ambient color to the new value for the front-face and combined values.
 void Light.setAmbientColor(float[] col)
          Set the ambient colour to the new value.
 void Texture.setAnisotropicFilterDegree(float degree)
          Set the anisotropic filtering degree.
 void Texture.setAnisotropicFilterMode(int mode)
          Set the aniostropic filtering mode.
 void PolygonAttributes.setAntiAliased(boolean state)
          Set the antialiased flag state.
 void PointAttributes.setAntiAliased(boolean state)
          Set the antialiased flag state.
 void LineAttributes.setAntiAliased(boolean state)
          Set the antialiased flag state.
 void Shape3D.setAppearance(Appearance newApp)
          Set the appearance for this shape.
 void AppearanceOverride.setAppearance(Appearance newApp)
          Set the appearance for this shape.
 void SpotLight.setAttenuation(float[] values)
          Set the attenuation factors for the light.
 void PointLight.setAttenuation(float[] values)
          Set the attenuation factors for the light.
 void SpotLight.setAttenuation(float constant, float linear, float quad)
          Set the attenuation factors for the light.
 void PointLight.setAttenuation(float constant, float linear, float quad)
          Set the attenuation factors for the light.
 void PointAttributes.setAttenuationFactors(float a, float b, float c)
          Set the blend colour to use for this texture.
 void VertexGeometry.setAttributes(int index, int size, byte[] attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void VertexGeometry.setAttributes(int index, int size, double[] attribs, boolean normalise)
          Set the attribute values at the given index to a new value.
 void VertexGeometry.setAttributes(int index, int size, float[] attribs, boolean normalise)
          Set the attribute values at the given index to a new value.
 void VertexGeometry.setAttributes(int index, int size, int[] attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void VertexGeometry.setAttributes(int index, int size, short[] attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void Material.setBackAmbientColor(float[] col)
          Set the ambient color to the new value for the back face value.
 void Material.setBackColorMaterialTarget(int target)
          Set the amount of colorTarget to be used for this material for the back face value.
 void Material.setBackDiffuseColor(float[] col)
          Set the diffuse color to the new value for the back face value.
 void Material.setBackEmissiveColor(float[] col)
          Set the emissive color to the new value for the back face value.
 void Material.setBackShininess(float s)
          Set the shininess factor for the back face value.
 void Material.setBackSpecularColor(float[] col)
          Set the specular color to the new value for the back face value.
 void Material.setBackTransparency(float transparency)
          Set the amount of transparency to be used for this material for the back face value.
 void ImageRaster.setBits(byte[] pixels)
          Set the pixel data for the bitmap contents.
 void ByteRaster.setBits(byte[] pixels)
          Set the pixel data for the bitmap contents.
 void BitmapRaster.setBits(byte[] bitmask)
          Set the pixel data for the bitmap contents.
 void BitmapRaster.setBits(byte[] bitmask, int width, int height)
          Set the pixel data for the bitmap contents and change the size of the raster at the same time.
 void ImageRaster.setBits(byte[] pixels, int width, int height, int format)
          Set the pixel data for the bitmap contents and change the size of the raster at the same time.
 void ByteRaster.setBits(byte[] pixels, int width, int height, int format)
          Set the pixel data for the bitmap contents and change the size of the raster at the same time.
 void Appearance.setBlendAttributes(BlendAttributes attr)
          Set the blend rendering attributes to use.
 void TextureAttributes.setBlendColor(float r, float g, float b, float a)
          Set the blend colour to use for this texture.
 void BlendAttributes.setBlendColor(float r, float g, float b, float a)
          Set the blend colour to use for this texture.
 void Texture.setBorderColor(float[] col)
          Set the border color to the new value for the front-face and combined values.
 void Texture3D.setBoundaryModeR(int mode)
          Set the boundary handling for the T parameter.
 void Texture.setBoundaryModeS(int mode)
          Set the boundary handling for the S parameter.
 void TextureCubicEnvironmentMap.setBoundaryModeT(int mode)
          Set the boundary handling for the S parameter.
 void Texture3D.setBoundaryModeT(int mode)
          Set the boundary handling for the T parameter.
 void Texture2D.setBoundaryModeT(int mode)
          Set the boundary handling for the T parameter.
 void OffscreenTexture2D.setBoundaryModeT(int mode)
          Set the boundary handling for the T parameter.
 void MRTTexture2D.setBoundaryModeT(int mode)
          Set the boundary handling for the T parameter.
 void Raster.setBounds(BoundingVolume b)
          Set the bounds to the given explicit value.
 void Geometry.setBounds(BoundingVolume b)
          Set the bounds to the given explicit value.
 void PolygonAttributes.setCCW(boolean state)
          Set the CCW flag.
 void Group2D.setChild(Node2D newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void SwitchGroup.setChild(Node newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void Group.setChild(Node newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void BaseGroup.setChild(Node newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void ObjectSet.setChild(SceneGraphObject newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void StencilBufferState.setClearBufferState(boolean clear)
          Set the flag for whether the buffer state should be cleared when this state object is executed.
 void DepthBufferState.setClearBufferState(boolean clear)
          Set the flag for whether the buffer state should be cleared when this state object is executed.
 void ColorBufferState.setClearBufferState(boolean clear)
          Set the flag for whether the buffer state should be cleared when this state object is executed.
 void AccumulationBufferState.setClearBufferState(boolean clear)
          Set the flag for whether the buffer state should be cleared when this state object is executed.
 void OffscreenTexture2D.setClearColor(float r, float g, float b, float a)
          Set the background colour that this surface should be cleared to before the drawing step.
 void MultipassTextureComponent.setClearColor(float r, float g, float b, float a)
          Deprecated. Set the background colour that this surface should be cleared to before the drawing step.
 void MRTOffscreenTexture2D.setClearColor(float r, float g, float b, float a)
          Set the background colour that this surface should be cleared to before the drawing step.
 void ColorBufferState.setClearColor(float red, float green, float blue, float alpha)
          Set the value that each of the colour channels should be cleared to.
 void AccumulationBufferState.setClearColor(float red, float green, float blue, float alpha)
          Set the value that each of the colour channels should be cleared to.
 void DepthBufferState.setClearDepth(float depth)
          Set depth value that the buffer should be cleared to.
 void StencilBufferState.setClearMask(int mask)
          Set the bitmask used during the clear of the buffer.
 void SphereBackground.setColor(float[] c)
          Change the colour to the new colour.
 void Fog.setColor(float[] c)
          Change the fog colour to the new colour.
 void Background.setColor(float[] c)
          Change the colour to the new colour.
 void SphereBackground.setColor(float r, float g, float b, float a)
          Change the colour to the new colour.
 void Background.setColor(float r, float g, float b, float a)
          Change the colour to the new colour.
 void RenderPass.setColorBufferState(ColorBufferState state)
          Set the color buffer state that should be applied to the during this pass.
 void Background.setColorClearEnabled(boolean state)
          Enable or disable the clearing of the colour buffer before drawing the background contents.
 void ColorBufferState.setColorMask(boolean red, boolean green, boolean blue, boolean alpha)
          Set the flags describing which channels should be enabled in the colour buffer.
 void Material.setColorMaterialEnabled(boolean state)
          Set the flag that enables or disables color material lighting effects on any geometry using this material.
 void Material.setColorMaterialTarget(int target)
          Set the amount of colorTarget to be used for this material for the front or combined faces.
 void VertexGeometry.setColors(boolean hasAlpha, float[] colors)
          Set the color array reference to the new array.
 void TextureAttributes.setCombineMode(boolean alpha, int mode)
          Set the combine mode for the alpha or RGB side.
 void TextureAttributes.setCombineOperand(boolean alpha, int opIdx, int function)
          Set the operand to use for alpha or RGB combine mode.
 void TextureAttributes.setCombineScale(boolean alpha, float scale)
          Set the combine scale factor.
 void TextureAttributes.setCombineSource(boolean alpha, int opIdx, int source)
          Set the combine source type for alpha or RGB combine mode.
 void Texture.setCompareFunction(int func)
          Set the texture comparison function.
 void Texture.setCompareMode(int mode)
          Set the texture comparison mode.
 void TextureCubicEnvironmentMap.setCopyOffset(int imgNum, int level, int xoffset, int yoffset)
          Set the offsets in this texture to use for update the sub image update values.
 void Texture2D.setCopyOffset(int imgNum, int level, int xoffset, int yoffset)
          Set the offsets in this texture to use for update the sub image update values.
 void MultipassTextureDestination.setCopyOffset(int imgNum, int level, int xoffset, int yoffset)
          Deprecated. Set the offsets in this texture to use for update the sub image update values.
 void PolygonAttributes.setCulledFace(int face)
          Set which face is to be culled.
 void SpotLight.setCutOffAngle(float angle)
          Set the cut-off angle.
 void Fog.setDensityRate(float rate)
          Set the exponential decay factor.
 void Appearance.setDepthAttributes(DepthAttributes attr)
          Set the depth buffer attributes to use.
 void RenderPass.setDepthBufferState(DepthBufferState state)
          Set the depth buffer state that should be applied to the during this pass.
 void StencilBufferState.setDepthFailOperation(int op)
          Set the operation that should be performed if the stencil test passes but the depth test fails.
 void StencilAttributes.setDepthFailOperation(int op)
          Set the operation that should be performed if the stencil test passes but the depth test fails.
 void Texture.setDepthFormat(int format)
          Set the format for the depth texture to be applied to an object.
 void DepthBufferState.setDepthFunction(int func)
          Set the operation that should be performed if the depth tests pass.
 void DepthAttributes.setDepthFunction(int func)
          Set the operation that should be performed if the depth tests pass.
 void StencilBufferState.setDepthPassOperation(int op)
          Set the operation that should be performed if the stencil and depth tests pass.
 void StencilAttributes.setDepthPassOperation(int op)
          Set the operation that should be performed if the stencil and depth tests pass.
 void GeneralBufferState.setDestinationBlendFactor(int factor)
          Set the destination blend factor to use.
 void BlendAttributes.setDestinationBlendFactor(int factor)
          Set the destination blend factor to use.
 void Material.setDiffuseColor(float[] col)
          Set the diffuse color to the new value for the front and combined faces.
 void Light.setDiffuseColor(float[] col)
          Set the diffuse colour component to the new value.
 void Viewport2D.setDimensions(int x, int y, int width, int height)
          Set the dimensions of the viewport in pixels.
 void Viewport.setDimensions(int x, int y, int width, int height)
          Set the dimensions of the viewport in pixels.
 void SimpleViewport.setDimensions(int x, int y, int width, int height)
          Set the dimensions of the viewport in pixels.
 void MultipassViewport.setDimensions(int x, int y, int width, int height)
          Set the dimensions of the viewport in pixels.
 void CompositeViewport.setDimensions(int x, int y, int width, int height)
          Set the dimensions of the viewport in pixels.
 void SpotLight.setDirection(float[] dir)
          Set the direction to the new value.
 void DirectionalLight.setDirection(float[] dir)
          Set the direction to the new value.
 void SpotLight.setDirection(float x, float y, float z)
          Set the direction to the new value.
 void DirectionalLight.setDirection(float x, float y, float z)
          Set the direction to the new value.
 void PolygonAttributes.setDrawMode(boolean front, int mode)
          Set the draw mode for either the front or back face.
 void SpotLight.setDropOffRateExponent(float exp)
          Set the value of the exponent that can be used to control how the light intensity drops off from the center to the cut off angle.
 void TriangleArray.setEdgeFlags(boolean[] flags)
          Set the edge flag reference to the new array.
 void QuadArray.setEdgeFlags(boolean[] flags)
          Set the edge flag reference to the new array.
 void IndexedTriangleArray.setEdgeFlags(boolean[] flags)
          Set the edge flag reference to the new array.
 void IndexedQuadArray.setEdgeFlags(boolean[] flags)
          Set the edge flag reference to the new array.
 void Light.setEffectBounds(BoundingVolume bounds)
          Set the bounds that will effect the range of this light.
 void Fog.setEffectBounds(BoundingVolume bounds)
          Set the bounds that will effect the range of this light.
 void ClipPlane.setEffectBounds(BoundingVolume bounds)
          Set the bounds that will effect the range of this light.
 void Material.setEmissiveColor(float[] col)
          Set the emissive color to the new value for the front-face and combined values.
 void Sound.setEnabled(boolean state)
          Set the enabled state of the light.
 void RenderPass.setEnabled(boolean state)
          Set the enabled state of the light.
 void Light.setEnabled(boolean state)
          Set the enabled state of the light.
 void Fog.setEnabled(boolean state)
          Set the enabled state of the light.
 void ClipPlane.setEnabled(boolean state)
          Set the enabled state of the light.
 void AppearanceOverride.setEnabled(boolean state)
          Set the enabled state of this override.
 void VertexShader.setEnvironmentParam(int idx, float[] value)
          Set the environment parameter as a float array.
 void PointAttributes.setFadeThresholdSize(float size)
          Set the minimum threshold size in pixels for when multisampling is enabled.
 void TriangleFanArray.setFanCount(int[] counts, int num)
          Set the number of valid fans to use.
 void IndexedTriangleFanArray.setFanCount(int[] counts, int num)
          Set the number of valid fans to use.
 void PolygonAttributes.setFlatShaded(boolean state)
          Set the shading style to use either flat or smooth shading.
 void VertexGeometry.setFogCoordinates(float[] coords)
          Set the fog coordinate reference to the new array.
 void GL14Shader.setFragmentShader(FragmentShader shader)
          Set the fragment shader to use.
 void StencilBufferState.setFunctionCompareMask(int mask)
          Set the bitmask used for the stencil comparison operation.
 void StencilAttributes.setFunctionCompareMask(int mask)
          Set the bitmask used for the stencil comparison operation.
 void StencilBufferState.setFunctionReferenceValue(int value)
          Set the reference value used for the stencil comparison operation.
 void StencilAttributes.setFunctionReferenceValue(int value)
          Set the reference value used for the stencil comparison operation.
 void RenderPass.setGeneralBufferState(GeneralBufferState state)
          Set the general buffer state that should be applied to the during this pass.
 void Texture.setGenerateMipMap(boolean generate)
          Set the generateMipMap state.
 void Texture.setGenerateMipMapHint(int hint)
          Set the generateMipMapHint value.
 void Shape3D.setGeometry(Geometry newGeom)
          Set the geometry for this shape.
 void Viewpoint.setGlobalAmbientColor(float[] col)
          Set the ambient colour to the new value.
 void Viewpoint.setGlobalAmbientLightEnabled(boolean state)
          Turn the global ambient lighting setting on or off.
 void Light.setGlobalOnly(boolean state)
          Set the global scope state of the light.
 void Fog.setGlobalOnly(boolean enable)
          Set whether the fog should act in local or global mode.
 void ClipPlane.setGlobalOnly(boolean state)
          Set the global scope state of the light.
 void Viewpoint.setHeadlightEnabled(boolean state)
          Turn the local headlight on/off.
 void Viewpoint.setHeadlightType(boolean state)
          Change the style of the headlight between directional and spot types.
 void IndexedVertexGeometry.setIndices(int[] indexList, int num)
          Set the number of valid indexs to use.
 void PBufferTextureSource.setLayers(Layer[] layers, int numLayers)
          Deprecated. Set the collection of geometry that should be rendered to this texture.
 void OffscreenTexture2D.setLayers(Layer[] layers, int numLayers)
          Set the collection of geometry that should be rendered to this texture.
 void MRTOffscreenTexture2D.setLayers(Layer[] layers, int numLayers)
          Set the collection of geometry that should be rendered to this texture.
 void Material.setLightingEnabled(boolean state)
          Set the flag that enables or disables lighting on any geometry using this material.
 void Fog.setLinearDistance(float start, float end)
          Set the distance functions for the fog when in linear mode.
 void Appearance.setLineAttributes(LineAttributes attr)
          Set the line rendering attributes to use.
 void LineAttributes.setLineWidth(float size)
          Set the size in pixels of the line size.
 void AppearanceOverride.setLocalAppearanceOnly(boolean state)
          Set the override function to determine whether we should override also include any missing appearance options that are defined in leaf Appearance nodes on the Shape nodes.
 void VertexShader.setLocalParam(int idx, float[] value)
          Set the local parameter as a float array.
 void Texture.setMagFilter(int mode)
          Set the magnification filtering mode.
 void Appearance.setMaterial(Material mat)
          Set the material to use.
 void PointAttributes.setMaxPointSize(float size)
          Set the size in pixels of the point size.
 void DepthBufferState.setMaxRange(float depth)
          Set maximum depth value that is acceptable to be rendered.
 void DepthAttributes.setMaxRange(float depth)
          Set maximum depth value that is acceptable to be rendered.
 void Texture.setMinFilter(int mode)
          Set the magnification filtering mode.
 void PointAttributes.setMinPointSize(float size)
          Set the size in pixels of the point size.
 void DepthBufferState.setMinRange(float depth)
          Set minimum depth value that is acceptable to be rendered.
 void DepthAttributes.setMinRange(float depth)
          Set minimum depth value that is acceptable to be rendered.
 void Fog.setMode(int type)
          Set the type of fog to be rendered.
 void VertexGeometry.setNormals(float[] normals)
          Set the normal array reference to the new array.
 void MultipassTextureSource.setNumLevels(int numLevels)
          Deprecated. Set the number of levels of mipmap generation that should be rendered.
 void MultipassTextureComponent.setNumLevels(int numLevels)
          Deprecated. Set the number of levels of mipmap generation that should be rendered.
 void BitmapRaster.setOrigin(float x, float y)
          Set the origin offset of the bitmap to be used when rendering.
 void AppearanceOverride.setOverrideLower(boolean state)
          Set the override function to determine whether we should override lower appearances or not.
 void TexCoordGeneration.setParameter(int axis, int mode, int parameter, float[] value)
          Setup one of the axis parameters.
 void TexCoordGeneration.setParameter(int axis, int mode, int parameter, int texgeparam, float[] value)
          Setup one of the axis parameters
 void ClipPlane.setPlaneEquation(double[] eq)
          Set the plane equation to the new value.
 void Appearance.setPointAttributes(PointAttributes attr)
          Set the point rendering attributes to use.
 void PointAttributes.setPointSize(float size)
          Set the size in pixels of the point size.
 void TextureAttributes.setPointSpriteCoordEnabled(boolean state)
          Set the point sprite coordinate enabled flag.
 void PointAttributes.setPointSpriteEnabled(boolean state)
          Set the point sprite enabled flag.
 void Appearance.setPolygonAttributes(PolygonAttributes attr)
          Set the polygon rendering attributes to use.
 void PolygonAttributes.setPolygonOffset(float factor, float units)
          Set the polygon offset details.
 void SpotLight.setPosition(float[] pos)
          Set the position to the new value.
 void PointLight.setPosition(float[] pos)
          Set the position to the new value.
 void SpotLight.setPosition(float x, float y, float z)
          Set the position to the new value.
 void PointLight.setPosition(float x, float y, float z)
          Set the position to the new value.
 void Texture.setPriority(float pri)
          Set the texture priority value.
 void GL14ShaderProgram.setProgramString(java.lang.String str)
          Set the program string that is to be registered by this shader.
 void Pixmap.setRaster(Raster raster)
          Set the pixel data for this pixmap.
 void TextureCubicEnvironmentMap.setReadBuffer(int imgNum, int buffer)
          Set the buffer that this texture should read it's input from during the update callback.
 void Texture2D.setReadBuffer(int imgNum, int buffer)
          Set the buffer that this texture should read it's input from during the update callback.
 void MultipassTextureDestination.setReadBuffer(int imgNum, int buffer)
          Deprecated. Set the buffer that this texture should read it's input from during the update callback.
 void SimpleScene.setRenderedGeometry(Group geom)
          Set the collection of geometry that should be rendered to this texture.
 void Scene2D.setRenderedGeometry(Group geom)
          Set the collection of geometry that should be rendered to this texture.
 void RenderPass.setRenderedGeometry(Group geom)
          Set the collection of geometry that should be rendered to this texture.
 void Scene.setRenderEffectsProcessor(RenderEffectsProcessor prc)
          Register the scene processor to be used for this scene for pre and post rendering effects.
 void MultipassTextureComponent.setRenderObserver(MultipassRenderObserver obs)
          Deprecated. Set the observer instance to be associated with the texture source.
 void MultipassScene.setRenderPass(int passNumber, RenderPass pass)
          Replace the render pass at the given index with a different pass representation.
 void MultipassTextureComponent.setRepaintRequired(boolean enable)
          Deprecated. Set this texture as requiring a repaint for the next frame.
 void MultipassViewportLayer.setScene(MultipassScene sc)
          Set a new scene instance to be used by this layer.
 void MultipassViewport.setScene(MultipassScene sc)
          Set a new scene instance to be used by this viewport.
 void ViewportLayer2D.setScene(Scene2D sc)
          Set a new scene instance to be used by this layer.
 void Viewport2D.setScene(Scene2D sc)
          Set a new scene instance to be used by this viewport.
 void SimpleViewportLayer.setScene(SimpleScene sc)
          Set a new scene instance to be used by this layer.
 void SimpleViewport.setScene(SimpleScene sc)
          Set a new scene instance to be used by this viewport.
 void VertexGeometry.setSecondaryColors(float[] colors)
          Set the secondary color reference to the new array.
 void Material.setSeparateBackfaceEnabled(boolean state)
          Set the flag that enables or disables separate material lighting values on any geometry using this material.
 void GeneralBufferState.setSeparatedBlendFactors(boolean state)
          Instruct the system whether to use separated RGB and Alpha blending functions.
 void BlendAttributes.setSeparatedBlendFactors(boolean state)
          Instruct the system whether to use separated RGB and Alpha blending functions.
 void PolygonAttributes.setSeparateSpecular(boolean state)
          Set the separated specular lighting flag.
 void Material.setSeparateTransparencyEnabled(boolean state)
          Set the flag that enables or disables separate transparency handling from the color material values.
 void Appearance.setShader(Shader s)
          Set the shader to use.
 void GLSLangShader.setShaderArguments(ShaderArguments arg)
          Set the shader arguments to be used on this object.
 void GLSLangShader.setShaderProgram(ShaderProgram prog)
          Set the shader program to be used on this object.
 void Material.setShininess(float s)
          Set the shininess factor for the front or combined faces.
 void VertexGeometry.setSingleColor(boolean hasAlpha, float[] color)
          Set a single color value to be used by all the vertices.
 void GeneralBufferState.setSourceBlendFactor(int factor)
          Set the source blend factor to use.
 void BlendAttributes.setSourceBlendFactor(int factor)
          Set the source blend factor to use.
 void TextureCubicEnvironmentMap.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set a new collection of sources for this texture to use.
 void Texture3D.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set a new collection of sources for this texture to use.
 void Texture2D.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set a new collection of sources for this texture to use.
 void Texture.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set a new collection of sources for this texture to use.
 void OffscreenTexture2D.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set the images for this texture, overridden to provide an empty implementation as this is handled by the pBuffer directly.
 void MRTTexture2D.setSources(int mipMapMode, int format, TextureSource[] texSources, int num)
          Set the images for this texture, overridden to provide an empty implementation as this is handled by the FBO directly.
 void ShaderObject.setSourceStrings(java.lang.String[] str, int numValid)
          Set the program string that is to be registered by this shader.
 void Material.setSpecularColor(float[] col)
          Set the specular color to the new value for the front-face and combined values.
 void Light.setSpecularColor(float[] col)
          Set the colour to the new value.
 void Appearance.setStencilAttributes(StencilAttributes attr)
          Set the stencil buffer attributes to use.
 void RenderPass.setStencilBufferState(StencilBufferState state)
          Set the stencil buffer state that should be applied to the during this pass.
 void StencilBufferState.setStencilFailOperation(int op)
          Set the operation that should be performed if the stencil test fails.
 void StencilAttributes.setStencilFailOperation(int op)
          Set the operation that should be performed if the stencil test fails.
 void StencilBufferState.setStencilFunction(int func)
          Set the operation that should be performed if the stencil and depth tests pass.
 void StencilAttributes.setStencilFunction(int func)
          Set the operation that should be performed if the stencil and depth tests pass.
 void StencilBufferState.setStencilWriteMask(int mask)
          Set the bitmask used for the stencil write operation.
 void StencilAttributes.setStencilWriteMask(int mask)
          Set the bitmask used for the stencil write operation.
 void PolygonAttributes.setStipplePattern(byte[] pattern)
          Set the stipple mask to be used on the polygon.
 void LineAttributes.setStipplePattern(short pattern)
          Set the stipple pattern to be used on the line.
 void LineAttributes.setStippleScaleFactor(int scale)
          Set the scale to be applied to the pattern.
 void TriangleStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void QuadStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void LineStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedTriangleStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedQuadStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedLineStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void TextureUnit.setTexCoordGeneration(TexCoordGeneration tcg)
          Set the texture coordinate generation for this stage.
 void BoxBackground.setTexture(int side, TextureComponent2D srcImage)
          Set the image source to be used for the background.
 void TextureUnit.setTexture(Texture tex)
          Set the texture for this stage.
 void SphereBackground.setTexture(TextureComponent2D srcImage)
          Set the image source to be used for the background.
 void TextureUnit.setTextureAttributes(TextureAttributes attrs)
          Set the texture attributes for this stage.
 void VertexGeometry.setTextureCoordinates(int[] types, float[][] texCoords)
          Replace all the texture array reference with the new array.
 void VertexGeometry.setTextureCoordinates(int[] types, float[][] texCoords, int numSets)
          Replace all the texture array reference to the new array.
 void VertexGeometry.setTextureCoordinates(int type, int textureSet, float[] texCoords)
          Set a single texture array reference to the new array.
 void TextureAttributes.setTextureMode(int mode)
          Set the texture mode.
 void VertexGeometry.setTextureSetMap(int[] set)
          Set the texture set map to the new mapping.
 void VertexGeometry.setTextureSetMap(int[] set, int numValid)
          Set the texture set map to the new mapping.
 void TextureUnit.setTextureTransform(javax.vecmath.Matrix4f mat)
          Set the current texture transform matrix.
 void Appearance.setTextureUnits(TextureUnit[] texUnits, int num)
          Set the texture units to use.
 void TransformGroup.setTransform(javax.vecmath.Matrix4f trans)
          Set the transform matrix for this class.
 void PixelTransform.setTranslation(int[] translation)
          Set the pixel translation for this transform.
 void Material.setTransparency(float transparency)
          Set the amount of transparency to be used for this material for the front or combined faces.
 void PolygonAttributes.setTwoSidedLighting(boolean state)
          Set the two-sided lighting flag.
 void ShaderArguments.setUniform(java.lang.String name, int size, float[] data, int count)
          Set the value of an float array uniform variable.
 void ShaderArguments.setUniform(java.lang.String name, int size, int[] data, int count)
          Set the value of an int array uniform variable.
 void ShaderArguments.setUniformMatrix(java.lang.String name, int size, float[] data, int count, boolean columnMajor)
          Set the value of an matrix uniform variable.
 void ShaderArguments.setUniformSampler(java.lang.String name, int textureUnitId)
          Convenience method to set the uniform name as a sampler for the given texture unit number.
 void Texture.setUpdateStrategy(int strategy)
          Set the update strategy in use for working with sub image updates of the components.
 void MultipassTextureComponent.setUsedBuffers(int buffers)
          Deprecated. Set the list of buffers that this source needs to write to.
 void VertexGeometry.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void TriangleArray.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void QuadArray.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void PointArray.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void LineArray.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void AccumulationBufferState.setValue(float val)
          Set the value that accompanies some of the operation types.
 void VertexGeometry.setVBOEnabled(boolean enabled)
          Set whether Vertex Buffer Objects are used.
 void IndexedVertexGeometry.setVBOEnabled(boolean enabled)
          Set whether Vertex Buffer Objects are used.
 void VertexGeometry.setVBOHint(int hint)
          Set how VBO's are optimized on the graphics card.
 void GL14Shader.setVertexShader(VertexShader shader)
          Set the vertexShader to use.
 void VertexGeometry.setVertices(int type, float[] vertices)
          Set the vertex array reference to the new array.
 void VertexGeometry.setVertices(int type, float[] vertices, int numValid)
          Set the vertex array reference to the new array.
 void TriangleArray.setVertices(int type, float[] vertices, int numValid)
          Set the vertex array reference to the new array.
 void QuadArray.setVertices(int type, float[] vertices, int numValid)
          Set the vertex array reference to the new array.
 void PointArray.setVertices(int type, float[] vertices, int numValid)
          Set the vertex array reference to the new array.
 void LineArray.setVertices(int type, float[] vertices, int numValid)
          Set the vertex array reference to the new array.
 void SimpleLayer.setViewport(Viewport vp)
          Set a new viewport instance to be used by this layer.
 void SimpleLayer2D.setViewport(Viewport2D vp)
          Set a new viewport instance to be used by this layer.
 void RenderPass.setViewportDimensions(int x, int y, int w, int h)
          Override the scene's viewport dimensions with a specific set for this pass only.
 void MultipassTextureComponent.setViewportLayer(ViewportLayer layer)
          Deprecated. Set the collection of geometry that should be rendered to this texture.
 void PixelTransform.setZoom(float[] zoom)
          Set the pixel zoom for this transform.
 void Sound.startSound()
          Start a sound playing.
 void Sound.stopSound()
          Stop a sound playing.
 void ByteTextureComponent1D.updateSubImage(int destX, int width, int level, byte[] img)
          Update a sub-section of the image data with the new pixel values.
 void ByteTextureComponent2D.updateSubImage(int destX, int destY, int width, int height, int level, byte[] img)
          Update a sub-section of the image data with the new pixel values.
 void ByteTextureComponent3D.updateSubImage(int destX, int destY, int destZ, int width, int height, int depth, int level, byte[] img)
          Update a sub-section of the image data with the new pixel values.
 void ImageTextureComponent3D.updateSubImage(int srcX, int srcY, int destX, int destY, int destZ, int width, int height, int depth, int level, java.awt.image.RenderedImage[] img)
          Update a sub-section of the image data with the new pixel values.
 void ImageTextureComponent3D.updateSubImage(int srcX, int srcY, int destX, int destY, int destZ, int width, int height, int level, java.awt.image.RenderedImage img)
          Update a sub-section of the image data with the new pixel values.
 void ImageTextureComponent2D.updateSubImage(int srcX, int srcY, int destX, int destY, int width, int height, int level, java.awt.image.RenderedImage img)
          Update a sub-section of the image data with the new pixel values.
 void GLSLangShader.validate()
          Request that the shader validate it's code at the next available oppourtunity.
 

Constructors in org.j3d.aviatrix3d that throw InvalidWriteTimingException
VertexShader(int attrListSize, int paramListSize)
          Create a vertext shader instance with a guaranteed maximum parameter list size.
 

Uses of InvalidWriteTimingException in org.j3d.aviatrix3d.management
 

Methods in org.j3d.aviatrix3d.management that throw InvalidWriteTimingException
 void SingleDisplayCollection.setLayers(Layer[] layers, int numLayers)
          Set the set of layers for this manager.
abstract  void DisplayCollection.setLayers(Layer[] layers, int numLayers)
          Set the set of layers for this manager.
 

Uses of InvalidWriteTimingException in org.j3d.renderer.aviatrix3d.geom
 

Methods in org.j3d.renderer.aviatrix3d.geom that throw InvalidWriteTimingException
 void Text2D.setHorizontal(boolean horizontal)
          Change whether the text should be rendered vertically or horizontally.
 void Text2D.setHorizontalJustification(int justify)
          Change the horizontal justification of the text.
 void Text2D.setLeftToRight(boolean leftToRight)
          Change whether the text should be placing characters left to right or right to left.
 void Text2D.setSize(float size)
          Change size multiplier of a single row of text.
 void Text2D.setSpacing(float spacing)
          Change spacing multiplier between rows of text.
 void Text2D.setTopToBottom(boolean topToBottom)
          Change whether the text should be placed from top to bottom or bottom to top.
 void Text2D.setVerticalJustification(int justify)
          Change the vertical justification of the text.
 

Uses of InvalidWriteTimingException in org.j3d.renderer.aviatrix3d.geom.volume
 

Methods in org.j3d.renderer.aviatrix3d.geom.volume that throw InvalidWriteTimingException
 void OctTree.setHighDetail(Node[] geom, int numValid)
          Set the low-detail geometry instance to use.
 void OctTree.setLowDetail(Node geom)
          Set the low-detail geometry instance to use.
 void OctTree.setRange(float distance)
          Set the range at which this geometry should change from low-detail to high-detail models.
 

Uses of InvalidWriteTimingException in org.j3d.renderer.aviatrix3d.nodes
 

Methods in org.j3d.renderer.aviatrix3d.nodes that throw InvalidWriteTimingException
 void LODGroup.addChild(Node newChild)
          Appends the specified child node to this group node's list of children
 void MaskedSwitch.removeAllChildren()
          Removes all children from the group.
 void LODGroup.removeAllChildren()
          Removes all children from the group.
 void MaskedSwitch.removeChild(int idx)
          Remove the child at the specified index from the group.
 void LODGroup.removeChild(int idx)
          Remove the child at the specified index from the group.
 void BufferGeometry.setAttributes(int index, int size, java.nio.ByteBuffer attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void BufferGeometry.setAttributes(int index, int size, java.nio.DoubleBuffer attribs, boolean normalise)
          Set the attribute values at the given index to a new value.
 void BufferGeometry.setAttributes(int index, int size, java.nio.FloatBuffer attribs, boolean normalise)
          Set the attribute values at the given index to a new value.
 void BufferGeometry.setAttributes(int index, int size, java.nio.IntBuffer attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void BufferGeometry.setAttributes(int index, int size, java.nio.ShortBuffer attribs, boolean normalise, boolean signed)
          Set the attribute values at the given index to a new value.
 void LODGroup.setCenter(float[] center)
          Set the center that the LOD would use to determine distance from when using distance mode.
 void MaskedSwitch.setChild(Node newChild, int idx)
          Replaces the child node at the specified index in this group node's list of children with the specified child.
 void BufferGeometry.setColors(boolean hasAlpha, java.nio.FloatBuffer colors)
          Set the color array reference to the new array.
 void TriangleArray.setEdgeFlags(java.nio.ByteBuffer flags)
          Set the edge flag reference to the new array.
 void QuadArray.setEdgeFlags(java.nio.ByteBuffer flags)
          Set the edge flag reference to the new array.
 void IndexedTriangleArray.setEdgeFlags(java.nio.ByteBuffer flags)
          Set the edge flag reference to the new array.
 void IndexedQuadArray.setEdgeFlags(java.nio.ByteBuffer flags)
          Set the edge flag reference to the new array.
 void TriangleFanArray.setFanCount(int[] counts, int num)
          Set the number of valid fans to use.
 void IndexedTriangleFanArray.setFanCount(int[] counts, int num)
          Set the number of valid fans to use.
 void BufferGeometry.setFogCoordinates(java.nio.FloatBuffer coords)
          Set the fog coordinate reference to the new array.
 void IndexedBufferGeometry.setIndices(int[] indexList, int num)
          Set the number of valid indexs to use.
 void MaskedSwitch.setMask(boolean[] mask)
          Set the mask to change which objects are to be visible of all the children.
 void BufferGeometry.setNormals(java.nio.FloatBuffer normals)
          Set the normal array reference to the new array.
 void LODGroup.setRange(int idx, float value)
          Set the range at the given child index.
 void BufferGeometry.setSecondaryColors(java.nio.FloatBuffer colors)
          Set the secondary color reference to the new array.
 void TriangleStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void QuadStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void LineStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedTriangleStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedQuadStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void IndexedLineStripArray.setStripCount(int[] counts, int num)
          Set the number of valid strips to use.
 void BufferGeometry.setTextureCoordinates(int[] types, java.nio.FloatBuffer[] texCoords)
          Replace all the texture array reference with the new array.
 void BufferGeometry.setTextureCoordinates(int[] types, java.nio.FloatBuffer[] texCoords, int numSets)
          Replace all the texture array reference to the new array.
 void BufferGeometry.setTextureCoordinates(int type, int textureSet, java.nio.FloatBuffer texCoords)
          Set a single texture array reference to the new array.
 void BufferGeometry.setTextureSetMap(int[] set)
          Set the texture set map to the new mapping.
 void BufferGeometry.setTextureSetMap(int[] set, int numValid)
          Set the texture set map to the new mapping.
 void BufferGeometry.setValidVertexCount(int count)
          Set the number of vertices to the new number.
 void BufferGeometry.setVertices(int type, java.nio.FloatBuffer vertices)
          Set the vertex array reference to the new array.
 void BufferGeometry.setVertices(int type, java.nio.FloatBuffer vertices, int numValid)
          Set the vertex array reference to the new array.
 


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2.1.0

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