fSectorData = fSector->GetSectorData();
- if(fRTS < fSector->fRTS && fSectorData != 0) {
+ if (fRTS < fSector->fRTS && fSectorData != 0) {
CreateTexture();
fRTS = fSector->fRTS;
}
- glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT |
- GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT);
+ glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
// Display digits
- if(fSectorData != 0) {
-
+ if (fSectorData != 0)
+ {
const AliEveTPCSectorData::SegmentInfo& iSeg = AliEveTPCSectorData::GetInnSeg();
const AliEveTPCSectorData::SegmentInfo& o1Seg = AliEveTPCSectorData::GetOut1Seg();
const AliEveTPCSectorData::SegmentInfo& o2Seg = AliEveTPCSectorData::GetOut2Seg();
- if(rnrCtx.SecSelection()) {
+ if (rnrCtx.SecSelection())
+ {
if(fSector->fRnrInn) DisplayNamedQuads(iSeg, 0, 0);
if(fSector->fRnrOut1) DisplayNamedQuads(o1Seg, iSeg.GetNMaxPads(), 0);
if(fSector->fRnrOut2) DisplayNamedQuads(o2Seg, 0, o1Seg.GetNRows());
-
- } else {
-
- if(fSector->fUseTexture) {
- //texture
- glEnable(GL_BLEND);
- glDepthMask(GL_FALSE);
+ }
+ else
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ if (fSector->fUseTexture)
+ {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
- glPolygonOffset(2,2);
- glEnable(GL_POLYGON_OFFSET_FILL);
+ glAlphaFunc(GL_GREATER, 0.2);
+ glEnable(GL_ALPHA_TEST);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindTexture(GL_TEXTURE_2D, fTexture);
glEnable(GL_TEXTURE_2D);
if(fSector->fRnrOut2) DisplayTexture(o2Seg, 0, o1Seg.GetNRows());
glDisable(GL_TEXTURE_2D);
- } else {
+ }
+ else
+ {
if(fSector->fRnrInn) DisplayQuads(iSeg, 0, 0);
if(fSector->fRnrOut1) DisplayQuads(o1Seg, iSeg.GetNMaxPads(), 0);
if(fSector->fRnrOut2) DisplayQuads(o2Seg, 0, o1Seg.GetNRows());
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
DisplayFrame();
}
-
}
glPopAttrib();
}
}
- if(fSector->fShowMax == kFALSE && fSector->fAverage) {
+ if (fSector->fShowMax == kFALSE && fSector->fAverage) {
padVal = (Int_t)((Float_t)padVal / (maxTime - minTime));
}
padVal = TMath::Min(padVal, fSector->fMaxVal);
- if(padVal > fSector->fThreshold)
+ if (padVal > fSector->fThreshold) {
fSector->ColorFromArray(padVal, imgPos);
+ }
imgPos += 4;
}
}
{
// Create texture that holds pad data.
- if (fImage == 0) {
+ if (fImage == 0)
+ {
fImage = new UChar_t[fgkTextureByteSize];
glGenTextures(1, &fTexture);
}