Added proper osgtexture1D demo - this demo uses a 1D texture to dynamically
contour the scene.
This commit is contained in:
@@ -91,8 +91,8 @@ echo osgtext
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osgtext
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more memleaks.log
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echo osgtexture1D reflect.rgb lz.rgb
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osgtexture1D reflect.rgb lz.rgb
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echo osgtexture1D cow.osg
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osgtexture1D cow.osg
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more memleaks.log
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echo osgtexture2D reflect.rgb lz.rgb
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@@ -67,8 +67,8 @@ osgstereoimage dog_left_eye.jpg dog_right_eye.jpg
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echo osgtext
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osgtext
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echo osgtexture1D reflect.rgb lz.rgb
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osgtexture1D reflect.rgb lz.rgb
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echo osgtexture1D cow.osg
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osgtexture1D cow.osg
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echo osgtexture2D reflect.rgb lz.rgb
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osgtexture2D reflect.rgb lz.rgb
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@@ -1,9 +1,7 @@
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/DrawPixels>
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#include <osg/Texture1D>
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#include <osg/TexGen>
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#include <osg/Material>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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@@ -16,374 +14,132 @@
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#include <osgGLUT/Viewer>
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//
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// A simple demo demonstrating different texturing modes,
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// including using of texture extensions.
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//
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// Creates a stateset which contains a 1D texture which is populated by contour banded color
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// this is then used in conjunction with TexGen to create contoured models, either in
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// object linear coords - like contours on a map, or eye linear which contour the distance from
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// the eye. An app callback toggles between the two tex gen modes.
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osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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{
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Image* image = new osg::Image;
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int noPixels = 1024;
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// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
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image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
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image->setInternalTextureFormat(GL_RGBA);
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typedef std::vector<osg::Vec4> ColorBands;
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ColorBands colorbands;
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colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
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colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
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float nobands = colorbands.size();
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float delta = nobands/(float)noPixels;
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float pos = 0.0f;
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// fill in the image data.
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osg::Vec4* dataPtr = (osg::Vec4*)image->data();
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for(int i=0;i<noPixels;++i,pos+=delta)
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{
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//float p = floorf(pos);
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//float r = pos-p;
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//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
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//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
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osg::Vec4 color = colorbands[(int)pos];
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*dataPtr++ = color;
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}
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osg::Texture1D* texture = new osg::Texture1D;
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texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
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texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
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texture->setImage(image);
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float zBase = bs.center().z()-bs.radius();
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float zScale = 2.0f/bs.radius();
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osg::TexGen* texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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texgen->setPlane(osg::TexGen::S,osg::Vec4(0.0f,0.0f,zScale,-zBase));
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osg::Material* material = new osg::Material;
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(0,texgen,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
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return stateset;
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}
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typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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class Texture2DCallback : public osg::NodeCallback
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// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
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class AnimateStateCallback : public osg::NodeCallback
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{
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public:
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Texture2DCallback(osg::Texture2D* texture):_texture(texture)
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{
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_filterRange.push_back(osg::Texture2D::LINEAR);
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_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR);
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_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST);
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_filterRange.push_back(osg::Texture2D::NEAREST);
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_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR);
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_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST);
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_currPos = 0;
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_prevTime = 0.0;
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}
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AnimateStateCallback() {}
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virtual ~Texture2DCallback() {}
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
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void animateState(osg::StateSet* stateset,double time)
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{
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if (nv->getFrameStamp())
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// here we simply get any existing texgen, and then increment its
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// plane, pushing the R coordinate through the texture.
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osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
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osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
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if (texgen)
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{
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double currTime = nv->getFrameStamp()->getReferenceTime();
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if (currTime-_prevTime>1.0)
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const double timeInterval = 1.0f;
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static double previousTime = time;
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static bool state = false;
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while (time>previousTime+timeInterval)
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{
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std::cout<<"Updating texturing filter to "<<std::hex<<_filterRange[_currPos]<<std::dec<<std::endl;
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_texture->setFilter(osg::Texture2D::MAG_FILTER,_filterRange[_currPos]);
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_currPos++;
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if (_currPos>=_filterRange.size()) _currPos=0;
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_prevTime = currTime;
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previousTime+=timeInterval;
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state = !state;
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}
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if (state)
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{
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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}
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else
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{
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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}
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}
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}
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osg::ref_ptr<osg::Texture2D> _texture;
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std::vector<osg::Texture2D::FilterMode> _filterRange;
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osg::uint _currPos;
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double _prevTime;
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};
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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/**
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* Function to read several images files (typically one) as specified
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* on the command line, and return them in an ImageList
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*/
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ImageList getImagesFromFiles(std::vector<std::string>& commandLine)
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{
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ImageList imageList;
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for(std::vector<std::string>::iterator itr=commandLine.begin();
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itr!=commandLine.end();
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++itr)
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{
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if ((*itr)[0]!='-')
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{
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// not an option so assume string is a filename.
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osg::Image *image = osgDB::readImageFile( *itr );
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if (image)
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osg::StateSet* stateset = node->getStateSet();
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if (stateset && nv->getFrameStamp())
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{
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imageList.push_back(image);
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// we have an exisitng stateset, so lets animate it.
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animateState(stateset,nv->getFrameStamp()->getReferenceTime());
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}
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}
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}
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if (imageList.size()==0)
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{
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osg::notify(osg::WARN) << "No image data loaded."<<std::endl;
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}
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return imageList;
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}
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/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
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osg::Drawable* createSquare(float textureCoordMax=1.0f)
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{
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// set up the Geometry.
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osg::Geometry* geom = new osg::Geometry;
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osg::Vec3Array* coords = new osg::Vec3Array(4);
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(*coords)[0].set(-1.0f,0.0f,1.0f);
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(*coords)[1].set(-1.0f,0.0f,-1.0f);
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(*coords)[2].set(1.0f,0.0f,-1.0f);
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(*coords)[3].set(1.0f,0.0f,1.0f);
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geom->setVertexArray(coords);
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osg::Vec3Array* norms = new osg::Vec3Array(1);
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(*norms)[0].set(0.0f,-1.0f,0.0f);
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geom->setNormalArray(norms);
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geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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osg::Vec2Array* tcoords = new osg::Vec2Array(4);
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(*tcoords)[0].set(0.0f,textureCoordMax);
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(*tcoords)[1].set(0.0f,0.0f);
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(*tcoords)[2].set(textureCoordMax,0.0f);
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(*tcoords)[3].set(textureCoordMax,textureCoordMax);
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geom->setTexCoordArray(0,tcoords);
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geom->addPrimitive(osgNew osg::DrawArrays(osg::Primitive::QUADS,0,4));
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return geom;
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}
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osg::Node* createTexturedItem(const osg::Vec3& offset,osg::Texture2D* texture,osg::Node* geometry)
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{
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// create a tranform node to position each square in appropriate
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// place and also to add individual texture set to it, so that
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// that state is inherited down to its children.
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osg::MatrixTransform* local_transform = new osg::MatrixTransform;
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local_transform->postMult(osg::Matrix::translate(offset));
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// create the StateSet to store the texture data
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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// turn the face culling off so you can see the texture from
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// all angles.
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stateset->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
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// attach the setset to tranform node.
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local_transform->setStateSet(stateset);
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// add the geode to the transform.
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local_transform->addChild(geometry);
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return local_transform;
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}
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osg::Node* createLayer(const osg::Vec3& offset,osg::Image* image,osg::Node* geometry,osg::Node* geometryRep)
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{
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if (image==NULL) return NULL;
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osg::MatrixTransform* top_transform = new osg::MatrixTransform;
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top_transform->postMult(osg::Matrix::translate(offset));
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osg::Vec3 local_offset(0.0f,0.0f,0.0f);
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osg::Vec3 local_delta(3.0f,0.0f,0.0f);
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// // use DrawPixels drawable to draw a pixel image.
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// {
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//
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// osg::DrawPixels* drawimage = osgNew osg::DrawPixels;
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// drawimage->setPosition(local_offset);
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// drawimage->setImage(image);
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//
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// osg::Geode* geode = osgNew osg::Geode;
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// geode->addDrawable(drawimage);
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//
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// // add the transform node to root group node.
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// top_transform->addChild(geode);
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//
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// local_offset += local_delta;
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// }
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// defaults mipmapped texturing.
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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// top_transform->setAppCallback(new TextureCallback(texture));
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}
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// bilinear
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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// set up bilinear filtering.
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_NEAREST);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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}
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// trilinear
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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// set up trilinear filtering.
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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}
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// anisotropic
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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// set up anistropic filtering.
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setMaxAnisotropy(2.0f);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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}
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// arb compression
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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texture->setInternalFormatMode(osg::Texture2D::USE_ARB_COMPRESSION);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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}
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// s3tc_dxt1 compression
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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texture->setInternalFormatMode(osg::Texture2D::USE_S3TC_DXT1_COMPRESSION);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
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local_offset += local_delta;
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}
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// default wrap mode. (osg::Texture2D::CLAMP)
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
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local_offset += local_delta;
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}
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// clamp-to-edge mode.
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
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local_offset += local_delta;
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}
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// repeat wrap mode.
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{
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// create the texture attribute
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
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// add the transform node to root group node.
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top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
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local_offset += local_delta;
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}
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// mirror wrap mode.
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{
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||||
// create the texture attribute
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
texture->setImage(image);
|
||||
|
||||
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::MIRROR);
|
||||
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::MIRROR);
|
||||
|
||||
// add the transform node to root group node.
|
||||
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
|
||||
|
||||
local_offset += local_delta;
|
||||
|
||||
}
|
||||
|
||||
return top_transform;
|
||||
}
|
||||
|
||||
osg::Node* createModelFromImages(ImageList& imageList)
|
||||
{
|
||||
|
||||
if (imageList.empty()) return NULL;
|
||||
|
||||
// create the root node which will hold the model.
|
||||
osg::Group* root = new osg::Group();
|
||||
|
||||
// create a single drawable to be shared by each texture instance.
|
||||
osg::Drawable* drawable_noTexCoodRep = createSquare(1.0f);
|
||||
|
||||
// add the drawable into a single goede to be shared...
|
||||
osg::Geode* geode_noTexCoodRep = new osg::Geode();
|
||||
geode_noTexCoodRep->addDrawable(drawable_noTexCoodRep);
|
||||
|
||||
|
||||
// create a single drawable to be shared by each texture instance.
|
||||
osg::Drawable* drawable_texCoodRep = createSquare(2.0f);
|
||||
|
||||
// add the drawable into a single goede to be shared...
|
||||
osg::Geode* geode_texCoodRep = new osg::Geode();
|
||||
geode_texCoodRep->addDrawable(drawable_texCoodRep);
|
||||
|
||||
osg::Vec3 offset(0.0f,0.0f,0.0f);
|
||||
osg::Vec3 delta(0.0f,0.0f,3.0f);
|
||||
|
||||
// step through the image list processing each image in turn.
|
||||
for(ImageList::iterator itr=imageList.begin();
|
||||
itr!=imageList.end();
|
||||
++itr)
|
||||
{
|
||||
|
||||
// add the transform node to root group node.
|
||||
root->addChild(createLayer(offset,itr->get(),geode_noTexCoodRep,geode_texCoodRep));
|
||||
|
||||
offset += delta;
|
||||
|
||||
}
|
||||
|
||||
return root;
|
||||
}
|
||||
// note, callback is repsonsible for scenegraph traversal so
|
||||
// should always include call the traverse(node,nv) to ensure
|
||||
// that the rest of cullbacks and the scene graph are traversed.
|
||||
traverse(node,nv);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void write_usage(std::ostream& out,const std::string& name)
|
||||
@@ -450,27 +206,26 @@ int main( int argc, char **argv )
|
||||
osgDB::readCommandLine(commandLine);
|
||||
|
||||
// load the images specified on command line
|
||||
ImageList imageList = getImagesFromFiles(commandLine);
|
||||
osg::Node* loadedModel = osgDB::readNodeFiles(commandLine);
|
||||
|
||||
|
||||
|
||||
if (!imageList.empty())
|
||||
if (loadedModel)
|
||||
{
|
||||
|
||||
// create a model from the images.
|
||||
osg::Node* rootNode = createModelFromImages(imageList);
|
||||
|
||||
imageList.clear();
|
||||
osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
|
||||
if (!stateset)
|
||||
{
|
||||
std::cout<<"Error: failed to create 1D texture state."<<std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
loadedModel->setStateSet(stateset);
|
||||
loadedModel->setAppCallback(new AnimateStateCallback());
|
||||
|
||||
// add model to viewer.
|
||||
viewer.addViewport( rootNode );
|
||||
|
||||
// register trackball, flight and drive.
|
||||
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
|
||||
viewer.registerCameraManipulator(new osgGA::FlightManipulator);
|
||||
viewer.registerCameraManipulator(new osgGA::DriveManipulator);
|
||||
|
||||
viewer.addViewport( loadedModel );
|
||||
viewer.open();
|
||||
|
||||
viewer.run();
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user