Replaced deprecated osg::Geometry::set*Binding() usage.

This commit is contained in:
Robert Osfield
2013-06-27 09:54:12 +00:00
parent c1ebc3ac0c
commit 4b9aa1fd24
49 changed files with 1471 additions and 1559 deletions

View File

@@ -21,16 +21,16 @@
#include <osg/Geometry>
#include <osgViewer/Viewer>
/** This class is an example of how to create your own subclass of osg::Array. This
* is useful if your application has data in its own form of storage and you don't
/** This class is an example of how to create your own subclass of osg::Array. This
* is useful if your application has data in its own form of storage and you don't
* want to make another copy into one of the predefined osg::Array classes.
*
* @note This is not really intended to be a useful subclass of osg::Array. It
* doesn't do anything smart about memory management. It is simply intended as
* an example you can follow to create your own subclasses of osg::Array for
* your application's storage requirements.
* @note This is not really intended to be a useful subclass of osg::Array. It
* doesn't do anything smart about memory management. It is simply intended as
* an example you can follow to create your own subclasses of osg::Array for
* your application's storage requirements.
*/
class MyArray : public osg::Array {
class MyArray : public osg::Array {
public:
/** Default ctor. Creates an empty array. */
MyArray() :
@@ -39,10 +39,10 @@ public:
_ptr(NULL) {
}
/** "Normal" ctor.
/** "Normal" ctor.
*
* @param no The number of elements in the array.
* @param ptr Pointer to the data. This class just keeps that
* @param ptr Pointer to the data. This class just keeps that
* pointer. It doesn't manage the memory.
*/
MyArray(unsigned int no, osg::Vec3* ptr) :
@@ -59,15 +59,15 @@ public:
}
/** What type of object would clone return? */
virtual Object* cloneType() const {
return new MyArray();
virtual Object* cloneType() const {
return new MyArray();
}
/** Create a copy of the object. */
virtual osg::Object* clone(const osg::CopyOp& copyop) const {
return new MyArray(*this,copyop);
}
/** Create a copy of the object. */
virtual osg::Object* clone(const osg::CopyOp& copyop) const {
return new MyArray(*this,copyop);
}
/** Accept method for ArrayVisitors.
*
* @note This will end up in ArrayVisitor::apply(osg::Array&).
@@ -94,9 +94,9 @@ public:
cvv.apply(_ptr[index]);
}
/** Compare method.
/** Compare method.
* Return -1 if lhs element is less than rhs element, 0 if equal,
* 1 if lhs element is greater than rhs element.
* 1 if lhs element is greater than rhs element.
*/
virtual int compare(unsigned int lhs,unsigned int rhs) const {
const osg::Vec3& elem_lhs = _ptr[lhs];
@@ -118,7 +118,7 @@ public:
return _numElements;
}
/** Returns the number of bytes of storage required to hold
/** Returns the number of bytes of storage required to hold
* all of the elements of the array.
*/
virtual unsigned int getTotalDataSize() const {
@@ -133,7 +133,7 @@ private:
osg::Vec3* _ptr;
};
/** The data values for the example. Simply defines a cube with
/** The data values for the example. Simply defines a cube with
* per-face colors and normals.
*/
@@ -231,28 +231,28 @@ const osg::Vec4 myColors[] = { osg::Vec4( 1., 0., 0., 1.),
osg::Vec4( 0., 1., 1., 1.)
};
/** Create a Geode that describes a cube using our own
* subclass of osg::Array for the vertices. It uses
* the "regular" array classes for all of the other
/** Create a Geode that describes a cube using our own
* subclass of osg::Array for the vertices. It uses
* the "regular" array classes for all of the other
* arrays.
*
* Creating your own Array class isn't really very
* useful for a tiny amount of data like this. You
* could just go ahead and copy the data into one of
* the "regular" Array classes like this does for
* normals and colors. The point of creating your
* own subclass of Array is for use with datasets
* that are much larger than anything you could
* create a simple example from. In that case, you
* might not want to create a copy of the data in
* one of the Array classes that comes with OSG, but
* instead reuse the copy your application already
* Creating your own Array class isn't really very
* useful for a tiny amount of data like this. You
* could just go ahead and copy the data into one of
* the "regular" Array classes like this does for
* normals and colors. The point of creating your
* own subclass of Array is for use with datasets
* that are much larger than anything you could
* create a simple example from. In that case, you
* might not want to create a copy of the data in
* one of the Array classes that comes with OSG, but
* instead reuse the copy your application already
* has and wrap it up in a subclass of osg::Array
* that presents the right interface for use with
* that presents the right interface for use with
* OpenSceneGraph.
*
* Note that I'm only using the shared array for the
* vertices. You could do something similar for any
* Note that I'm only using the shared array for the
* vertices. You could do something similar for any
* of the Geometry node's data arrays.
*/
osg::Geode* createGeometry()
@@ -268,21 +268,19 @@ osg::Geode* createGeometry()
// add normals
unsigned int numNormals = sizeof(myNormals)/sizeof(myNormals[0]);
geom->setNormalArray(new osg::Vec3Array(numNormals,const_cast<osg::Vec3*>(&myNormals[0])));
geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
geom->setNormalArray(new osg::Vec3Array(numNormals,const_cast<osg::Vec3*>(&myNormals[0])), osg::Array::BIND_PER_VERTEX);
// add colors
unsigned int numColors = sizeof(myColors)/sizeof(myColors[0]);
osg::Vec4Array* normal_array = new osg::Vec4Array(numColors,const_cast<osg::Vec4*>(&myColors[0]));
geom->setColorArray(normal_array);
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geom->setColorArray(normal_array, osg::Array::BIND_PER_VERTEX);
// add PrimitiveSet
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, numVertices));
// Changing these flags will tickle different cases in
// Geometry::drawImplementation. They should all work fine
// with the shared array.
// Changing these flags will tickle different cases in
// Geometry::drawImplementation. They should all work fine
// with the shared array.
geom->setUseVertexBufferObjects(false);
geom->setUseDisplayList(false);