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<HTML><HEAD><TITLE>Manpage of glutPostOverlayRedisplay</TITLE>
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<H1>glutPostOverlayRedisplay</H1>
Section: GLUT (3GLUT)<BR>Updated: 3.7<BR><A HREF="#index">Index</A>
<A HREF="">Return to Main Contents</A><HR>

<A NAME="lbAB">&nbsp;</A>
<H2>NAME</H2>

glutPostOverlayRedisplay, glutPostWindowOverlayRedisplay - marks the
overlay of the current or specified window as needing to be
redisplayed.
<A NAME="lbAC">&nbsp;</A>
<H2>SYNTAX</H2>

<PRE>

void glutPostOverlayRedisplay(void);
void glutPostWindowOverlayRedisplay(int win);
</PRE>

<A NAME="lbAD">&nbsp;</A>
<H2>DESCRIPTION</H2>

Mark the overlay of current window as needing to be redisplayed.
The next iteration through glutMainLoop, the window's overlay
display callback (or simply the display callback if no overlay display
callback is registered) will be called to redisplay the window's
overlay plane. Multiple calls to glutPostOverlayRedisplay
before the next display callback opportunity (or overlay display
callback opportunity if one is registered) generate only a single
redisplay. glutPostOverlayRedisplay may be called within a
window's display or overlay display callback to re-mark that
window for redisplay. 

Logically, overlay damage notification for a window is treated as a
glutPostOverlayRedisplay on the damaged window. Unlike
damage reported by the window system,
glutPostOverlayRedisplay will not set to true the overlay's
damaged status (returned by
glutLayerGet(GLUT_OVERLAY_DAMAGED). 

If the window you want to post an overlay redisplay on is not already current
(and you do not require it to be immediately made current), using
glutPostWindowOverlayRedisplay is more efficient that calling glutSetWindow to
the desired window and then calling glutPostOverlayRedisplay.
<A NAME="lbAE">&nbsp;</A>
<H2>EXAMPLE</H2>

If you are doing an interactive effect like rubberbanding in the 
overlay, it is a good idea to structure your rendering to minimize
flicker (most overlays are single-buffered).  Only clear the
overlay if you know that the window has been damaged.  Otherwise,
try to simply erase what you last drew and redraw it in an updated
position.  Here is an example overlay display callback used to
implement overlay rubberbanding:
<PRE>

  void
  redrawOverlay(void)
  {
    static int prevStretchX, prevStretchY;

    if (glutLayerGet(GLUT_OVERLAY_DAMAGED)) {
      /* Damage means we need a full clear. */
      glClear(GL_COLOR_BUFFER_BIT);
    } else {
      /* Undraw last rubber-band. */
      glIndexi(transparent);
      glBegin(GL_LINE_LOOP);
      glVertex2i(anchorX, anchorY);
      glVertex2i(anchorX, prevStretchY);
      glVertex2i(prevStretchX, prevStretchY);
      glVertex2i(prevStretchX, anchorY);
      glEnd();
    }
    glIndexi(red);
    glBegin(GL_LINE_LOOP);
    glVertex2i(anchorX, anchorY);
    glVertex2i(anchorX, stretchY);
    glVertex2i(stretchX, stretchY);
    glVertex2i(stretchX, anchorY);
    glEnd();
    prevStretchX = stretchX;
    prevStretchY = stretchY;
  }
</PRE>

<P>

Notice how glutLayerGet(GLUT_OVERLAY_DAMAGED) is used to determine if
a clear needs to take place because of damage; if a clear is unnecessary,
it is faster to just draw the last rubberband using the transparent pixel.
<P>

When the application is through with the rubberbanding effect, the best
way to get ride of the rubberband is to simply hide the overlay by
calling glutHideOverlay.
<A NAME="lbAF">&nbsp;</A>
<H2>SEE ALSO</H2>

glutPostRedisplay, glutEstablishOverlay, glutLayerGet
<A NAME="lbAG">&nbsp;</A>
<H2>AUTHOR</H2>

Mark J. Kilgard (<A HREF="mailto:mjk@nvidia.com">mjk@nvidia.com</A>)
<P>

<HR>
<A NAME="index">&nbsp;</A><H2>Index</H2>
<DL>
<DT><A HREF="#lbAB">NAME</A><DD>
<DT><A HREF="#lbAC">SYNTAX</A><DD>
<DT><A HREF="#lbAD">DESCRIPTION</A><DD>
<DT><A HREF="#lbAE">EXAMPLE</A><DD>
<DT><A HREF="#lbAF">SEE ALSO</A><DD>
<DT><A HREF="#lbAG">AUTHOR</A><DD>
</DL>
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Time: 19:05:09 GMT, September 15, 2003
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