Graphic Sequencer Callbacks

The graphic sequencer gives you access to the Softimage display pipeline. Through the graphic sequencer, you can customize existing display modes with display callbacks, and add new display modes with display passes.

Display callbacks and display passes are implemented in C++ as self-installing plug-ins.

| Display callback and display pass plug-ins share the OpenGL state machine with Softimage. If a plug-in needs to change the OpenGL state, the plug-in should restore the original state when it is finished.

The sequence that Softimage follows when rendering a viewport looks like this:

Callback Type | Viewport Rendering Loop
Pre-begin Frame | Optionally set up an OpenGL P-buffer for real-time shadow rendering.
Begin Frame | Clear the OpenGL buffers (clear back buffer, Z-buffer, ...).
Post-begin Frame |
Pre-Pass |
Begin Pass | Render the scene using the viewport display mode. This is where you would call: • CGraphicSequencer::RenderSceneUsingMode() • CGraphicSequencer::RenderSceneUsingMaterial() • CGraphicSequencer::RenderListUsingMode() • CGraphicSequencer::RenderListUsingMaterial()
Post-Pass |
Pre-end Frame | Draw the grid and rulers and optionally save OpenGL Frame buffers.
End Frame | Swap the OpenGL buffers.
Post-end Frame |

| When more than one function is registered for a specific type of callback, their execution order is undefined.

Autodesk Softimage v7.5