## class OSGUTIL_EXPORT osgUtil::SceneView

> SceneView is literally a view of a scene, encapsulating the camera (modelview+projection matrices), global state, lights and the scene itself.

## Inheritance:

### Public Methods

SceneView(osg::DisplaySettings* ds=NULL)
  Construct a default scene view
void setDefaults()
  Set scene view to use default global state, light, camera and render visitor
void setSceneData(osg::Node* node)
  Set the data which to view.
osg::Node* getSceneData()
  Get the scene data which to view.
const osg::Node* getSceneData() const
  Get the const scene data which to view.
void setViewport(osg::Viewport* viewport)
  Set the viewport of the scene view to use specfied osg::Viewport.
void setViewport(int x, int y, int width, int height)
  Set the viewport of the scene view to specified dimensions.
const osg::Viewport* getViewport() const
  Get the const viewport.
osg::Viewport* getViewport()
  Get the viewport.
void getViewport(int& x, int& y, int& width, int& height)
  Get the viewport of the scene view.
inline void setDisplaySettings(osg::DisplaySettings* vs)
  Set the DisplaySettings.
inline const osg::DisplaySettings* getDisplaySettings() const
  Get the const DisplaySettings
inline osg::DisplaySettings* getDisplaySettings()
  Get the DisplaySettings
void setBackgroundColor(const osg::Vec4& color)
  Set the background color used in glClearColor().
const osg::Vec4& getBackgroundColor() const
  Get the background color
void setGlobalStateSet(osg::StateSet* state)
osg::StateSet* getGlobalStateSet()
const osg::StateSet* getGlobalStateSet() const
void setLocalStateSet(osg::StateSet* state)
osg::StateSet* getLocalStateSet()
const osg::StateSet* getLocalStateSet() const
void setLightingMode(LightingMode mode)
LightingMode getLightingMode() const
void setLight(osg::Light* light)
osg::Light* getLight()
const osg::Light* getLight() const
void setState(osg::State* state)
osg::State* getState()
const osg::State* getState() const
inline void setProjectionMatrix(const osg::Matrixf& matrix)
  Set the projection matrix.
inline void setProjectionMatrix(const osg::Matrixd& matrix)
  Set the projection matrix.
void setProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
  Set to a orthographic projection.
void setProjectionMatrixAsOrtho2D(double left, double right, double bottom, double top)
  Set to a 2D orthographic projection.
void setProjectionMatrixAsFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
  Set to a perspective projection.
void setProjectionMatrixAsPerspective(double fovy, double aspectRatio, double zNear, double zFar)
  Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details.
osg::Matrixd& getProjectionMatrix()
  Get the projection matrix
const osg::Matrixd& getProjectionMatrix() const
  Get the const projection matrix
bool getProjectionMatrixAsOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
  Get the othorgraphic settings of the orthographic projection matrix.
bool getProjectionMatrixAsFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)
  Get the frustum setting of a perspective projection matrix.
bool getProjectionMatrixAsPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar)
  Get the frustum setting of a symetric perspective projection matrix.
inline void setViewMatrix(const osg::Matrixf& matrix)
  Set the view matrix.
inline void setViewMatrix(const osg::Matrixd& matrix)
  Set the view matrix.
void setViewMatrixAsLookAt(const osg::Vec3& eye, const osg::Vec3& center, const osg::Vec3& up)
  Set to the position and orientation of view matrix, using the same convention as gluLookAt.
osg::Matrixd& getViewMatrix()
  Get the view matrix.
const osg::Matrixd& getViewMatrix() const
  Get the const view matrix.
void getViewMatrixAsLookAt(osg::Vec3& eye, osg::Vec3& center, osg::Vec3& up, float lookDistance=1.0f)
  Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.
void setInitVisitor(osg::NodeVisitor* av)
osg::NodeVisitor* getInitVisitor()
const osg::NodeVisitor* getInitVisitor() const
void setUpdateVisitor(osg::NodeVisitor* av)
osg::NodeVisitor* getUpdateVisitor()
const osg::NodeVisitor* getUpdateVisitor() const
void setCullVisitor(osgUtil::CullVisitor* cv)
osgUtil::CullVisitor* getCullVisitor()
const osgUtil::CullVisitor* getCullVisitor() const
void setCullVisitorLeft(osgUtil::CullVisitor* cv)
osgUtil::CullVisitor* getCullVisitorLeft()
const osgUtil::CullVisitor* getCullVisitorLeft() const
void setCullVisitorRight(osgUtil::CullVisitor* cv)
osgUtil::CullVisitor* getCullVisitorRight()
const osgUtil::CullVisitor* getCullVisitorRight() const
void setRenderGraph(osgUtil::RenderGraph* rg)
osgUtil::RenderGraph* getRenderGraph()
const osgUtil::RenderGraph* getRenderGraph() const
void setRenderGraphLeft(osgUtil::RenderGraph* rg)
osgUtil::RenderGraph* getRenderGraphLeft()
const osgUtil::RenderGraph* getRenderGraphLeft() const
void setRenderGraphRight(osgUtil::RenderGraph* rg)
osgUtil::RenderGraph* getRenderGraphRight()
const osgUtil::RenderGraph* getRenderGraphRight() const
void setRenderStage(osgUtil::RenderStage* rs)
osgUtil::RenderStage* getRenderStage()
const osgUtil::RenderStage* getRenderStage() const
void setRenderStageLeft(osgUtil::RenderStage* rs)
osgUtil::RenderStage* getRenderStageLeft()
const osgUtil::RenderStage* getRenderStageLeft() const
void setRenderStageRight(osgUtil::RenderStage* rs)
osgUtil::RenderStage* getRenderStageRight()
const osgUtil::RenderStage* getRenderStageRight() const
void setCullMask(const osg::Node::NodeMask nm)
osg::Node::NodeMask getCullMask() const
void setCullMaskLeft(const osg::Node::NodeMask nm)
osg::Node::NodeMask getCullMaskLeft() const
void setCullMaskRight(const osg::Node::NodeMask nm)
osg::Node::NodeMask getCullMaskRight() const
void setLODScale(float bias)
  Set the LOD bias for the CullVisitor to use
float getLODScale() const
  Get the LOD bias
void setSmallFeatureCullingPixelSize(float value)
  Set the Small Feature Culling Pixel Size
float getSmallFeatureCullingPixelSize() const
  Get the Small Feature Culling Pixel Size
void setCullingMode(osg::CullStack::CullingMode mode)
  Set the culling mode for the CullVisitor to use
osg::CullStack::CullingMode getCullingMode() const
  Returns the current CullingMode
void setComputeNearFarMode(CullVisitor::ComputeNearFarMode cnfm)
  Set the ComputeNearFarMode for the CullVisitor to use
CullVisitor::ComputeNearFarMode getComputeNearFarMode() const
  Get the ComputeNearFarMode
void setFusionDistance(FusionDistanceMode mode, float value=1.0f)
  Set the FusionDistanceMode and Value.
FusionDistanceMode getFusionDistanceMode() const
  Get the FusionDistanceMode
float getFusionDistanceValue() const
  Get the FusionDistanceValue.
void setPrioritizeTextures(bool pt)
  set whether the draw method should call renderer->prioritizeTexture
bool getPrioritizeTextures() const
  get whether the draw method should call renderer->prioritizeTexture
bool projectWindowIntoObject(const osg::Vec3& window, osg::Vec3& object) const
  Calculate, via glUnProject, the object coordinates of a window point.
bool projectWindowXYIntoObject(int x, int y, osg::Vec3& near_point, osg::Vec3& far_point) const
  Calculate, via glUnProject, the object coordinates of a window x,y when projected onto the near and far planes.
bool projectObjectIntoWindow(const osg::Vec3& object, osg::Vec3& window) const
  Calculate, via glProject, the object coordinates of a window.
inline void setFrameStamp(osg::FrameStamp* fs)
  Set the frame stamp for the current frame
inline const osg::FrameStamp* getFrameStamp() const
  Set the frame stamp for the current frame
void setComputeStereoMatricesCallback(ComputeStereoMatricesCallback* callback)
ComputeStereoMatricesCallback* getComputeStereoMatricesCallback(ComputeStereoMatricesCallback* callback)
const ComputeStereoMatricesCallback* getComputeStereoMatricesCallback() const
inline osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const
inline osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const
inline osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const
inline osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const
virtual osg::Matrixd computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const
virtual osg::Matrixd computeLeftEyeViewImplementation(const osg::Matrixd& view) const
virtual osg::Matrixd computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const
virtual osg::Matrixd computeRightEyeViewImplementation(const osg::Matrixd& view) const
virtual void init()
  Do init traversal of attached scene graph using Init NodeVisitor.
virtual void update()
  Do app traversal of attached scene graph using App NodeVisitor
virtual void cull()
  Do cull traversal of attached scene graph using Cull NodeVisitor
virtual void draw()
  Do draw traversal of draw bins generated by cull traversal

### Public Members

enum LightingMode
enum FusionDistanceMode
  FusionDistanceMode is used only when working in stereo
struct ComputeStereoMatricesCallback: public osg::Referenced
  callback for overidding the default method for compute the offset projection and view matrices

### Protected Fields

osg::ref_ptr<osg::Node> _sceneData
osg::ref_ptr<osg::StateSet> _globalStateSet
osg::ref_ptr<osg::StateSet> _localStateSet
osg::ref_ptr<osg::Light> _light
osg::Matrixd _projectionMatrix
osg::Matrixd _viewMatrix
osg::ref_ptr<osg::DisplaySettings> _displaySettings
osg::ref_ptr<osg::State> _state
bool _initCalled
osg::ref_ptr<osg::NodeVisitor> _initVisitor
osg::ref_ptr<osg::NodeVisitor> _updateVisitor
osg::Node::NodeMask _cullMask
osg::ref_ptr<osgUtil::CullVisitor> _cullVisitor
osg::ref_ptr<osgUtil::RenderGraph> _rendergraph
osg::ref_ptr<osgUtil::RenderStage> _renderStage
osg::ref_ptr<ComputeStereoMatricesCallback> _computeStereoMatricesCallback
osg::Node::NodeMask _cullMaskLeft
osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorLeft
osg::ref_ptr<osgUtil::RenderGraph> _rendergraphLeft
osg::ref_ptr<osgUtil::RenderStage> _renderStageLeft
osg::Node::NodeMask _cullMaskRight
osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorRight
osg::ref_ptr<osgUtil::RenderGraph> _rendergraphRight
osg::ref_ptr<osgUtil::RenderStage> _renderStageRight
osg::ref_ptr<osg::FrameStamp> _frameStamp
osg::Vec4 _backgroundColor
CullVisitor::ComputeNearFarMode _computeNearFar
osg::CullStack::CullingMode _cullingMode
float _LODScale
float _smallFeatureCullingPixelSize
FusionDistanceMode _fusionDistanceMode
float _fusionDistanceValue
osg::ref_ptr<osg::Viewport> _viewport
LightingMode _lightingMode
bool _prioritizeTextures

### Protected Methods

virtual ~SceneView()
virtual void cullStage(const osg::Matrixd& projection, const osg::Matrixd& modelview, osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage)
  Do cull traversal of attached scene graph using Cull NodeVisitor
const osg::Matrix computeMVPW() const
void clearArea(int x, int y, int width, int height, const osg::Vec4& color)

## Documentation

> SceneView is literally a view of a scene, encapsulating the camera (modelview+projection matrices), global state, lights and the scene itself. Provides methods for setting up the view and rendering it.

`SceneView(osg::DisplaySettings* ds=NULL)`
  Construct a default scene view

`void setDefaults()`
  Set scene view to use default global state, light, camera and render visitor

`void setSceneData(osg::Node* node)`
  Set the data which to view. The data will typically be an osg::Scene but can be any osg::Node type.

`osg::Node* getSceneData()`
  Get the scene data which to view. The data will typically be an osg::Scene but can be any osg::Node type.

`const osg::Node* getSceneData() const`
  Get the const scene data which to view. The data will typically be an osg::Scene but can be any osg::Node type.

`void setViewport(osg::Viewport* viewport)`
  Set the viewport of the scene view to use specfied osg::Viewport.

`void setViewport(int x, int y, int width, int height)`
  Set the viewport of the scene view to specified dimensions.

`const osg::Viewport* getViewport() const`
  Get the const viewport.

`osg::Viewport* getViewport()`
  Get the viewport.

`void getViewport(int& x, int& y, int& width, int& height)`
  Get the viewport of the scene view.

`inline void setDisplaySettings(osg::DisplaySettings* vs)`
  Set the DisplaySettings.

`inline const osg::DisplaySettings* getDisplaySettings() const`
  Get the const DisplaySettings

`inline osg::DisplaySettings* getDisplaySettings()`
  Get the DisplaySettings

`void setBackgroundColor(const osg::Vec4& color)`
  Set the background color used in glClearColor(). Defaults to an off blue color.

`const osg::Vec4& getBackgroundColor() const`
  Get the background color

`void setGlobalStateSet(osg::StateSet* state)`

`osg::StateSet* getGlobalStateSet()`

`const osg::StateSet* getGlobalStateSet() const`

`void setLocalStateSet(osg::StateSet* state)`

`osg::StateSet* getLocalStateSet()`

`const osg::StateSet* getLocalStateSet() const`

`enum LightingMode`

`HEADLIGHT`

`SKY_LIGHT`

`NO_SCENEVIEW_LIGHT`

`void setLightingMode(LightingMode mode)`

`LightingMode getLightingMode() const`

`void setLight(osg::Light* light)`

`osg::Light* getLight()`

`const osg::Light* getLight() const`

`void setState(osg::State* state)`

`osg::State* getState()`

`const osg::State* getState() const`

`inline void setProjectionMatrix(const osg::Matrixf& matrix)`
  Set the projection matrix. Can be thought of as setting the lens of a camera.

`inline void setProjectionMatrix(const osg::Matrixd& matrix)`
  Set the projection matrix. Can be thought of as setting the lens of a camera.

`void setProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double zNear, double zFar)`
  Set to a orthographic projection. See OpenGL glOrtho for documentation further details.

`void setProjectionMatrixAsOrtho2D(double left, double right, double bottom, double top)`
  Set to a 2D orthographic projection. See OpenGL glOrtho2D documentation for further details.

`void setProjectionMatrixAsFrustum(double left, double right, double bottom, double top, double zNear, double zFar)`
  Set to a perspective projection. See OpenGL glFrustum documentation for further details.

`void setProjectionMatrixAsPerspective(double fovy, double aspectRatio, double zNear, double zFar)`
  Create a symmetrical perspective projection, See OpenGL gluPerspective documentation for further details. Aspect ratio is defined as width/height.

`osg::Matrixd& getProjectionMatrix()`
  Get the projection matrix

`const osg::Matrixd& getProjectionMatrix() const`
  Get the const projection matrix

`bool getProjectionMatrixAsOrtho(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)`
  Get the othorgraphic settings of the orthographic projection matrix. Returns false if matrix is not an orthographic matrix, where parameter values are undefined.

`bool getProjectionMatrixAsFrustum(double& left, double& right, double& bottom, double& top, double& zNear, double& zFar)`
  Get the frustum setting of a perspective projection matrix. Returns false if matrix is not a perspective matrix, where parameter values are undefined.

`bool getProjectionMatrixAsPerspective(double& fovy, double& aspectRatio, double& zNear, double& zFar)`
  Get the frustum setting of a symetric perspective projection matrix. Returns false if matrix is not a perspective matrix, where parameter values are undefined. Note, if matrix is not a symetric perspective matrix then the shear will be lost. Asymetric metrices occur when stereo, power walls, caves and reality center display are used. In these configuration one should use the AsFrustum method instead.

`inline void setViewMatrix(const osg::Matrixf& matrix)`
  Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates.

`inline void setViewMatrix(const osg::Matrixd& matrix)`
  Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates.

`void setViewMatrixAsLookAt(const osg::Vec3& eye, const osg::Vec3& center, const osg::Vec3& up)`
  Set to the position and orientation of view matrix, using the same convention as gluLookAt.

`osg::Matrixd& getViewMatrix()`
  Get the view matrix.

`const osg::Matrixd& getViewMatrix() const`
  Get the const view matrix.

`void getViewMatrixAsLookAt(osg::Vec3& eye, osg::Vec3& center, osg::Vec3& up, float lookDistance=1.0f)`
  Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt.

`void setInitVisitor(osg::NodeVisitor* av)`

`osg::NodeVisitor* getInitVisitor()`

`const osg::NodeVisitor* getInitVisitor() const`

`void setUpdateVisitor(osg::NodeVisitor* av)`

`osg::NodeVisitor* getUpdateVisitor()`

`const osg::NodeVisitor* getUpdateVisitor() const`

`void setCullVisitor(osgUtil::CullVisitor* cv)`

`osgUtil::CullVisitor* getCullVisitor()`

`const osgUtil::CullVisitor* getCullVisitor() const`

`void setCullVisitorLeft(osgUtil::CullVisitor* cv)`

`osgUtil::CullVisitor* getCullVisitorLeft()`

`const osgUtil::CullVisitor* getCullVisitorLeft() const`

`void setCullVisitorRight(osgUtil::CullVisitor* cv)`

`osgUtil::CullVisitor* getCullVisitorRight()`

`const osgUtil::CullVisitor* getCullVisitorRight() const`

`void setRenderGraph(osgUtil::RenderGraph* rg)`

`osgUtil::RenderGraph* getRenderGraph()`

`const osgUtil::RenderGraph* getRenderGraph() const`

`void setRenderGraphLeft(osgUtil::RenderGraph* rg)`

`osgUtil::RenderGraph* getRenderGraphLeft()`

`const osgUtil::RenderGraph* getRenderGraphLeft() const`

`void setRenderGraphRight(osgUtil::RenderGraph* rg)`

`osgUtil::RenderGraph* getRenderGraphRight()`

`const osgUtil::RenderGraph* getRenderGraphRight() const`

`void setRenderStage(osgUtil::RenderStage* rs)`

`osgUtil::RenderStage* getRenderStage()`

`const osgUtil::RenderStage* getRenderStage() const`

`void setRenderStageLeft(osgUtil::RenderStage* rs)`

`osgUtil::RenderStage* getRenderStageLeft()`

`const osgUtil::RenderStage* getRenderStageLeft() const`

`void setRenderStageRight(osgUtil::RenderStage* rs)`

`osgUtil::RenderStage* getRenderStageRight()`

`const osgUtil::RenderStage* getRenderStageRight() const`

`void setCullMask(const osg::Node::NodeMask nm)`

`osg::Node::NodeMask getCullMask() const`

`void setCullMaskLeft(const osg::Node::NodeMask nm)`

`osg::Node::NodeMask getCullMaskLeft() const`

`void setCullMaskRight(const osg::Node::NodeMask nm)`

`osg::Node::NodeMask getCullMaskRight() const`

`void setLODScale(float bias)`
  Set the LOD bias for the CullVisitor to use

`float getLODScale() const`
  Get the LOD bias

`void setSmallFeatureCullingPixelSize(float value)`
  Set the Small Feature Culling Pixel Size

`float getSmallFeatureCullingPixelSize() const`
  Get the Small Feature Culling Pixel Size

`void setCullingMode(osg::CullStack::CullingMode mode)`
  Set the culling mode for the CullVisitor to use

`osg::CullStack::CullingMode getCullingMode() const`
  Returns the current CullingMode

`void setComputeNearFarMode(CullVisitor::ComputeNearFarMode cnfm)`
  Set the ComputeNearFarMode for the CullVisitor to use

`CullVisitor::ComputeNearFarMode getComputeNearFarMode() const`
  Get the ComputeNearFarMode

`enum FusionDistanceMode`
  FusionDistanceMode is used only when working in stereo

  `USE_FUSION_DISTANCE_VALUE`
    Use fusion distance from the value set on the SceneView

  `PROPORTIONAL_TO_SCREEN_DISTANCE`
    Compute the fusion distance by multiplying the screen distance by the fusion distance value

`void setFusionDistance(FusionDistanceMode mode, float value=1.0f)`
  Set the FusionDistanceMode and Value. Note, is used only when working in stereo.

`FusionDistanceMode getFusionDistanceMode() const`
  Get the FusionDistanceMode

`float getFusionDistanceValue() const`
  Get the FusionDistanceValue. Note, only used for USE_FUSION_DISTANCE_VALUE & PROPORTIONAL_TO_SCREEN_DISTANCE modes.

`void setPrioritizeTextures(bool pt)`
  set whether the draw method should call renderer->prioritizeTexture

`bool getPrioritizeTextures() const`
  get whether the draw method should call renderer->prioritizeTexture

`bool projectWindowIntoObject(const osg::Vec3& window, osg::Vec3& object) const`
  Calculate, via glUnProject, the object coordinates of a window point. Note, current implementation requires that SceneView::draw() has been previously called for projectWindowIntoObject to produce valid values. Consistent with OpenGL windows coordinates are calculated relative to the bottom left of the window. Returns true on successful projection.

`bool projectWindowXYIntoObject(int x, int y, osg::Vec3& near_point, osg::Vec3& far_point) const`
  Calculate, via glUnProject, the object coordinates of a window x,y when projected onto the near and far planes. Note, current implementation requires that SceneView::draw() has been previously called for projectWindowIntoObject to produce valid values. Consistent with OpenGL windows coordinates are calculated relative to the bottom left of the window. Returns true on successful projection.

`bool projectObjectIntoWindow(const osg::Vec3& object, osg::Vec3& window) const`
  Calculate, via glProject, the object coordinates of a window. Note, current implementation requires that SceneView::draw() has been previously called for projectWindowIntoObject to produce valid values. Consistent with OpenGL windows coordinates are calculated relative to the bottom left of the window, whereas as window API's normally have the top left as the origin, so you may need to pass in (mouseX,window_height-mouseY,...). Returns true on successful projection.

`inline void setFrameStamp(osg::FrameStamp* fs)`
  Set the frame stamp for the current frame

`inline const osg::FrameStamp* getFrameStamp() const`
  Set the frame stamp for the current frame

`struct ComputeStereoMatricesCallback: public osg::Referenced`
  callback for overidding the default method for compute the offset projection and view matrices

  `virtual osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const = 0`

  `virtual osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const = 0`

  `virtual osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const = 0`

  `virtual osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const = 0`

`void setComputeStereoMatricesCallback(ComputeStereoMatricesCallback* callback)`

`ComputeStereoMatricesCallback* getComputeStereoMatricesCallback(ComputeStereoMatricesCallback* callback)`

`const ComputeStereoMatricesCallback* getComputeStereoMatricesCallback() const`

`inline osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const`

`inline osg::Matrixd computeLeftEyeView(const osg::Matrixd& view) const`

`inline osg::Matrixd computeRightEyeProjection(const osg::Matrixd& projection) const`

`inline osg::Matrixd computeRightEyeView(const osg::Matrixd& view) const`

`virtual osg::Matrixd computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const`

`virtual osg::Matrixd computeLeftEyeViewImplementation(const osg::Matrixd& view) const`

`virtual osg::Matrixd computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const`

`virtual osg::Matrixd computeRightEyeViewImplementation(const osg::Matrixd& view) const`

`virtual void init()`
  Do init traversal of attached scene graph using Init NodeVisitor. The init traversal is called once for each SceneView, and should be used to compile display list, texture objects intialize data not otherwise intializaed during scene graph loading. Note, is called automatically by update&cull if it hasn't already been called elsewhere. Also init() should only ever be called within a valid graphics context.

`virtual void update()`
  Do app traversal of attached scene graph using App NodeVisitor

`virtual void cull()`
  Do cull traversal of attached scene graph using Cull NodeVisitor

`virtual void draw()`
  Do draw traversal of draw bins generated by cull traversal

`virtual ~SceneView()`

`virtual void cullStage(const osg::Matrixd& projection, const osg::Matrixd& modelview, osgUtil::CullVisitor* cullVisitor, osgUtil::RenderGraph* rendergraph, osgUtil::RenderStage* renderStage)`
  Do cull traversal of attached scene graph using Cull NodeVisitor

`const osg::Matrix computeMVPW() const`

`void clearArea(int x, int y, int width, int height, const osg::Vec4& color)`

`osg::ref_ptr<osg::Node> _sceneData`

`osg::ref_ptr<osg::StateSet> _globalStateSet`

`osg::ref_ptr<osg::StateSet> _localStateSet`

`osg::ref_ptr<osg::Light> _light`

`osg::Matrixd _projectionMatrix`

`osg::Matrixd _viewMatrix`

`osg::ref_ptr<osg::DisplaySettings> _displaySettings`

`osg::ref_ptr<osg::State> _state`

`bool _initCalled`

`osg::ref_ptr<osg::NodeVisitor> _initVisitor`

`osg::ref_ptr<osg::NodeVisitor> _updateVisitor`

`osg::Node::NodeMask _cullMask`

`osg::ref_ptr<osgUtil::CullVisitor> _cullVisitor`

`osg::ref_ptr<osgUtil::RenderGraph> _rendergraph`

`osg::ref_ptr<osgUtil::RenderStage> _renderStage`

`osg::ref_ptr<ComputeStereoMatricesCallback> _computeStereoMatricesCallback`

`osg::Node::NodeMask _cullMaskLeft`

`osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorLeft`

`osg::ref_ptr<osgUtil::RenderGraph> _rendergraphLeft`

`osg::ref_ptr<osgUtil::RenderStage> _renderStageLeft`

`osg::Node::NodeMask _cullMaskRight`

`osg::ref_ptr<osgUtil::CullVisitor> _cullVisitorRight`

`osg::ref_ptr<osgUtil::RenderGraph> _rendergraphRight`

`osg::ref_ptr<osgUtil::RenderStage> _renderStageRight`

`osg::ref_ptr<osg::FrameStamp> _frameStamp`

`osg::Vec4 _backgroundColor`

`CullVisitor::ComputeNearFarMode _computeNearFar`

`osg::CullStack::CullingMode _cullingMode`

`float _LODScale`

`float _smallFeatureCullingPixelSize`

`FusionDistanceMode _fusionDistanceMode`

`float _fusionDistanceValue`

`osg::ref_ptr<osg::Viewport> _viewport`

`LightingMode _lightingMode`

`bool _prioritizeTextures`

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