After parallel loading of the assets the scene gets assembled in here. 
  121     light1->
powers(0.2f, 1.0f, 1.0f);
 
  132     revG.push_back(
SLVec3f(0.00f, 0.00f)); 
 
  133     revG.push_back(
SLVec3f(2.00f, 0.00f));
 
  134     revG.push_back(
SLVec3f(2.00f, 0.00f));
 
  135     revG.push_back(
SLVec3f(2.00f, 0.10f));
 
  136     revG.push_back(
SLVec3f(1.95f, 0.15f));
 
  137     revG.push_back(
SLVec3f(0.40f, 0.50f)); 
 
  138     revG.push_back(
SLVec3f(0.25f, 0.60f));
 
  139     revG.push_back(
SLVec3f(0.20f, 0.70f));
 
  140     revG.push_back(
SLVec3f(0.30f, 3.00f));
 
  141     revG.push_back(
SLVec3f(0.30f, 3.00f)); 
 
  142     revG.push_back(
SLVec3f(0.20f, 3.10f));
 
  143     revG.push_back(
SLVec3f(0.20f, 3.10f));
 
  144     revG.push_back(
SLVec3f(1.20f, 3.90f)); 
 
  145     revG.push_back(
SLVec3f(1.60f, 4.30f));
 
  146     revG.push_back(
SLVec3f(1.95f, 4.80f));
 
  147     revG.push_back(
SLVec3f(2.15f, 5.40f));
 
  148     revG.push_back(
SLVec3f(2.20f, 6.20f));
 
  149     revG.push_back(
SLVec3f(2.10f, 7.10f));
 
  150     revG.push_back(
SLVec3f(2.05f, 7.15f));
 
  151     revG.push_back(
SLVec3f(2.00f, 7.10f)); 
 
  152     revG.push_back(
SLVec3f(2.05f, 6.00f));
 
  166     revW.push_back(
SLVec3f(0.00f, 3.82f));
 
  167     revW.push_back(
SLVec3f(0.20f, 3.80f));
 
  168     revW.push_back(
SLVec3f(0.80f, 4.00f));
 
  169     revW.push_back(
SLVec3f(1.30f, 4.30f));
 
  170     revW.push_back(
SLVec3f(1.70f, 4.80f));
 
  171     revW.push_back(
SLVec3f(1.95f, 5.40f));
 
  172     revW.push_back(
SLVec3f(2.05f, 6.00f));
 
  187     cylinder->
rotate(90, -1, 0, 0);
 
  188     cylinder->
rotate(30, 0, 1, 0);
 
  191     cone->
rotate(90, -1, 0, 0);
 
  195     SLfloat pB = -3.5f, pT = 14.5f; 
 
SLVec2< SLfloat > SLVec2f
 
vector< SLVec3f > SLVVec3f
 
SLVec3< SLfloat > SLVec3f
 
SLVec4< SLfloat > SLCol4f
 
static SLDeviceRotation devRot
Mobile device rotation from IMU.
 
static SLDeviceLocation devLoc
Mobile device location from GPS.
 
SLAnimation * createNodeAnimation(SLfloat duration)
 
SLAnimation is the base container for all animation data.
 
SLNodeAnimTrack * createNodeAnimTrackForEllipse(SLNode *target, SLfloat radiusA, SLAxis axisA, SLfloat radiusB, SLAxis axisB)
 
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
 
Active or visible camera node class.
 
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
 
void focalDist(const SLfloat f)
 
SLBackground & background()
 
SLCone creates a cone mesh based on SLRevolver.
 
SLCylinder is creates sphere mesh based on its SLRevolver methods.
 
SLDisk creates a disk mesh based on SLRevolver.
 
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
 
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
 
SLLightSpot class for a spot light source.
 
Defines a standard CG material with textures and a shader program.
 
void specular(const SLCol4f &spec)
 
void addTexture(SLGLTexture *texture)
Adds the passed texture to the equivalent texture type vector.
 
void program(SLGLProgram *sp)
 
An SLMesh object is a triangulated mesh, drawn with one draw call.
 
SLMaterial * matOut() const
 
SLNode represents a node in a hierarchical scene graph.
 
void addChild(SLNode *child)
 
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
 
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
 
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
 
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
 
void name(const SLstring &Name)
 
SLRectangle creates a rectangular mesh with a certain resolution.
 
SLRevolver is an SLMesh object built out of revolving points.
 
SLAnimManager & animManager()
 
SceneView class represents a dynamic real time 3D view onto the scene.
 
void camera(SLCamera *camera)
 
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.