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<a href="#pub-methods">Public Member Functions</a> &#124;
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<div class="title">OpenGLRenderer Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span></div>  </div>
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<p>A base class that should be implemented by classes which want to render openGL on a background thread.  
 <a href="classOpenGLRenderer.html#details">More...</a></p>
<div id="dynsection-0" onclick="return toggleVisibility(this)" class="dynheader closed" style="cursor:pointer;">
  <img id="dynsection-0-trigger" src="closed.png" alt="+"/> Inheritance diagram for OpenGLRenderer:</div>
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  <img src="classOpenGLRenderer.png" usemap="#OpenGLRenderer_map" alt=""/>
  <map id="OpenGLRenderer_map" name="OpenGLRenderer_map">
<area href="classOpenGLAppComponent.html" title="A base class for writing simple one-page graphical apps. " alt="OpenGLAppComponent" shape="rect" coords="0,56,145,80"/>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a90d45fb2cbf2da8cb3c08a37017e4e0c"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classOpenGLRenderer.html#a90d45fb2cbf2da8cb3c08a37017e4e0c">OpenGLRenderer</a> ()</td></tr>
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<tr class="memitem:ab6fd461baede4109c301bccf72b393e9"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classOpenGLRenderer.html#ab6fd461baede4109c301bccf72b393e9">~OpenGLRenderer</a> ()</td></tr>
<tr class="separator:ab6fd461baede4109c301bccf72b393e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a59d6279104b47109cf2042b13ae5b61d"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classOpenGLRenderer.html#a59d6279104b47109cf2042b13ae5b61d">newOpenGLContextCreated</a> ()=0</td></tr>
<tr class="memdesc:a59d6279104b47109cf2042b13ae5b61d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when a new GL context has been created.  <a href="#a59d6279104b47109cf2042b13ae5b61d">More...</a><br /></td></tr>
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<tr class="memitem:a34077b4eaeb3207814b9e4302f724912"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classOpenGLRenderer.html#a34077b4eaeb3207814b9e4302f724912">renderOpenGL</a> ()=0</td></tr>
<tr class="memdesc:a34077b4eaeb3207814b9e4302f724912"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when you should render the next openGL frame.  <a href="#a34077b4eaeb3207814b9e4302f724912">More...</a><br /></td></tr>
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<tr class="memitem:ad943c5ed2b9962d5de71f668d1ddf0d7"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classOpenGLRenderer.html#ad943c5ed2b9962d5de71f668d1ddf0d7">openGLContextClosing</a> ()=0</td></tr>
<tr class="memdesc:ad943c5ed2b9962d5de71f668d1ddf0d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the current openGL context is about to close.  <a href="#ad943c5ed2b9962d5de71f668d1ddf0d7">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A base class that should be implemented by classes which want to render openGL on a background thread. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classOpenGLContext.html" title="Creates an OpenGL context, which can be attached to a component. ">OpenGLContext</a> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a90d45fb2cbf2da8cb3c08a37017e4e0c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a90d45fb2cbf2da8cb3c08a37017e4e0c">&sect;&nbsp;</a></span>OpenGLRenderer()</h2>

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          <td class="memname">OpenGLRenderer::OpenGLRenderer </td>
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<h2 class="memtitle"><span class="permalink"><a href="#ab6fd461baede4109c301bccf72b393e9">&sect;&nbsp;</a></span>~OpenGLRenderer()</h2>

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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a59d6279104b47109cf2042b13ae5b61d">&sect;&nbsp;</a></span>newOpenGLContextCreated()</h2>

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<p>Called when a new GL context has been created. </p>
<p>You can use this as an opportunity to create your textures, shaders, etc. When the method is invoked, the new GL context will be active. Note that this callback will be made on a background thread, so make sure that your implementation is thread-safe. </p>

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<a id="a34077b4eaeb3207814b9e4302f724912"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a34077b4eaeb3207814b9e4302f724912">&sect;&nbsp;</a></span>renderOpenGL()</h2>

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<p>Called when you should render the next openGL frame. </p>
<p>Note that this callback will be made on a background thread, not the message thread, so make sure that your implementation is thread-safe. If the context is attached to a component in order to do component rendering, then the <a class="el" href="classMessageManager.html" title="This class is in charge of the application&#39;s event-dispatch loop. ">MessageManager</a> may be locked when this callback is made. For information about how to trigger a render callback, see <a class="el" href="classOpenGLContext.html#acc0fc11c02ebbe4af1cc234eb5d8b84a" title="Asynchronously causes a repaint to be made. ">OpenGLContext::triggerRepaint()</a> and <a class="el" href="classOpenGLContext.html#a7c305575ef3337ae64940db3c00abdc6" title="Enables or disables continuous repainting. ">OpenGLContext::setContinuousRepainting()</a>. </p>

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<a id="ad943c5ed2b9962d5de71f668d1ddf0d7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad943c5ed2b9962d5de71f668d1ddf0d7">&sect;&nbsp;</a></span>openGLContextClosing()</h2>

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<p>Called when the current openGL context is about to close. </p>
<p>You can use this opportunity to release any GL resources that you may have created.</p>
<p>Note that this callback will be made on a background thread, so make sure that your implementation is thread-safe.</p>
<p>(Also note that on Android, this callback won't happen, because there's currently no way to implement it..) </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="juce__OpenGLRenderer_8h.html">juce_OpenGLRenderer.h</a></li>
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