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By John C. Campbell, Guy de Carmoy, Shinichi Kondo

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0). The code presented here is similar to that used for other primitive (nonvertexbased) shapes, such as cones and cylinders. The pyramid behaves like an SoCone, except that it always has four sides. And, instead of a bottomRadius field, the Pyramid class has baseWidth and baseDepth fields in addition to the parts and height fields. Some of the work for all shapes can be done by methods on the base shape class, SoShape. For example, SoShape::shouldGLRender() checks for INVISIBLE draw style when rendering.

BeginSolidShape() is a method on SoShape that sets up backface culling and other optimizations. (curParts == ALL) beginSolidShape(action); // Change the current GL matrix to draw the pyramid with the // correct size. This is easier than modifying all of the // coordinates and normals of the pyramid. ) // Scale world if necessary. float halfWidth, halfHeight, halfDepth; getSize(halfWidth, halfHeight, halfDepth); glPushMatrix(); glScalef(halfWidth, halfHeight, halfDepth); // See if texturing is enabled.

Creating an Alternate Representation When you create a new node, you probably also want to create an alternate representation for it that can be written to a file. For example, a good alternate representation for the Glow node would be an SoMaterial node with all fields ignored except for emissiveColor. The alternate representation is in the form of a field called alternateRep, of type SoSFNode. If your node is later read into an Inventor application that is not linked with this new node, Inventor will be able to render the node using this alternate representation even though the node has not been initialized with the database.

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