void
SoBoxHighlightRenderAction::drawBoxes(SoPath * pathtothis, const SoPathList * pathlist)
{
  int i;
  int thispos = reclassify_cast<SoFullPath *>(pathtothis)->getLength()-1;
  assert(thispos >= 0);
  PRIVATE(this)->postprocpath->setHead(pathtothis->getHead()); // reset

  for (i = 1; i < thispos; i++) {
    PRIVATE(this)->postprocpath->append(pathtothis->getIndex(i));
  }

  // we need to disable accumulation buffer antialiasing while
  // rendering selected objects
  int oldnumpasses = this->getNumPasses();
  this->setNumPasses(1);

  SoState * thestate = this->getState();
  thestate->push();

  for (i = 0; i < pathlist->getLength(); i++) {
    SoFullPath * path = reclassify_cast<SoFullPath *>((*pathlist)[i]);
    PRIVATE(this)->postprocpath->append(path->getHead());
    for (int j = 1; j < path->getLength(); j++) {
      PRIVATE(this)->postprocpath->append(path->getIndex(j));
    }

    // Previously SoGLRenderAction was used to draw the bounding boxes
    // of shapes in selection paths, by overriding renderstyle state
    // elements to lines drawstyle and simply doing:
    //
    //   SoGLRenderAction::apply(PRIVATE(this)->postprocpath); // Bug
    //
    // This could have the unwanted side effect of rendering
    // non-selected shapes, as they could be part of the path (due to
    // being placed below SoGroup nodes (instead of SoSeparator
    // nodes)) up to the selected shape.
    //
    //
    // A better approach turned out to be to soup up and draw only the
    // bounding boxes of the selected shapes:
    PRIVATE(this)->drawHighlightBox(PRIVATE(this)->postprocpath);

    // Remove temporary path from path buffer
    PRIVATE(this)->postprocpath->truncate(thispos);
  }

  this->setNumPasses(oldnumpasses);
  thestate->pop();
}
void
SoLineHighlightRenderActionP::drawBoxes(SoPath * pathtothis,
                                        const SoPathList * pathlist)
{
  int i;
  int thispos = reclassify_cast<SoFullPath *>(pathtothis)->getLength()-1;
  assert(thispos >= 0);
  this->postprocpath->setHead(pathtothis->getHead()); // reset

  for (i = 1; i < thispos; i++) {
    this->postprocpath->append(pathtothis->getIndex(i));
  }

  SoState * state = PUBLIC(this)->getState();
  state->push();

  // we need to disable accumulation buffer antialiasing while
  // rendering selected objects
  int oldnumpasses = PUBLIC(this)->getNumPasses();
  PUBLIC(this)->setNumPasses(1);

  SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
  
  SoColorPacker ** cptr = static_cast<SoColorPacker **>(this->colorpacker_storage.get());

  SoLazyElement::setDiffuse(state, pathtothis->getHead(), 1, &this->color, *cptr);
  // FIXME: we should check this versus the actual max line width
  // supported by the underlying OpenGL context. 20050610 mortene.
  SoLineWidthElement::set(state, this->linewidth);
  SoLinePatternElement::set(state, this->linepattern);
  SoTextureQualityElement::set(state, 0.0f);
  SoDrawStyleElement::set(state, SoDrawStyleElement::LINES);
  SoPolygonOffsetElement::set(state, NULL, -1.0f, -1.0f, SoPolygonOffsetElement::LINES, TRUE);
  SoMaterialBindingElement::set(state, NULL, SoMaterialBindingElement::OVERALL); 
  SoNormalElement::set(state, NULL, 0, NULL, FALSE);
 
  SoOverrideElement::setNormalVectorOverride(state, NULL, TRUE);
  SoOverrideElement::setMaterialBindingOverride(state, NULL, TRUE);
  SoOverrideElement::setLightModelOverride(state, NULL, TRUE);
  SoOverrideElement::setDiffuseColorOverride(state, NULL, TRUE);
  SoOverrideElement::setLineWidthOverride(state, NULL, TRUE);
  SoOverrideElement::setLinePatternOverride(state, NULL, TRUE);
  SoOverrideElement::setDrawStyleOverride(state, NULL, TRUE);
  SoOverrideElement::setPolygonOffsetOverride(state, NULL, TRUE);
  SoTextureOverrideElement::setQualityOverride(state, TRUE);

  for (i = 0; i < pathlist->getLength(); i++) {
    SoFullPath * path = reclassify_cast<SoFullPath *>((*pathlist)[i]);

    this->postprocpath->append(path->getHead());
    for (int j = 1; j < path->getLength(); j++) {
      this->postprocpath->append(path->getIndex(j));
    }

    PUBLIC(this)->SoGLRenderAction::apply(this->postprocpath);
    this->postprocpath->truncate(thispos);
  }

  PUBLIC(this)->setNumPasses(oldnumpasses);
  state->pop();
}