Go to the source code of this file.
Data Structures | |
class | LV3D1_ServerMgr |
Manager for a LV3D_Array. More... | |
class | LV3D_RenderMsg |
This message is used to prioritize rendering requests. More... | |
class | LV3D_Array |
This array holds all the visible objects in one liveViz3d computation. More... | |
Functions | |
void | LV3D1_Attach (CkArrayOptions &opts) |
We'll be running lv3d on this array-- do any needed magic. | |
void | LV3D1_Init (CkArrayID LV3D_ArrayID, LV3D_Universe *theUniverse=0) |
Register for lv3d redraw requests. |
void LV3D1_Attach | ( | CkArrayOptions & | opts | ) |
We'll be running lv3d on this array-- do any needed magic.
Currently changes the map to stay away from PE 0 (which does CCS interfacing).
Definition at line 291 of file lv3d1_server.C.
References CkArrayOptions::setMap().
void LV3D1_Init | ( | CkArrayID | LV3D_ArrayID, | |
LV3D_Universe * | theUniverse = 0 | |||
) |
Register for lv3d redraw requests.
This routine must be called exactly once on processor 0 of the server. The array, which must inherit from LV3D_Array, will be used for all communication.
Definition at line 322 of file lv3d1_server.C.
References liveVizInit(), LV3D0_Init(), and LV3D1_ServerMgr::LV3D1_ServerMgr().