Ported all the render to texture examples across to using the new osg::CameraNode.
Added support for texture cube maps in FBO + CameraNode.
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@@ -122,6 +122,9 @@ int main( int argc, char **argv )
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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bool shader = false;
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while (arguments.read("--shader")) shader = true;
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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@@ -196,6 +199,42 @@ int main( int argc, char **argv )
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// register the handler for modifying the point size
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viewer.getEventHandlerList().push_front(new KeyboardEventHandler(viewer.getGlobalStateSet()));
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if (shader)
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{
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osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource[] =
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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char fragmentShaderSource[] =
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color; \n"
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"}\n";
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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program->addShader(vertex_shader);
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//osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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//program->addShader(fragment_shader);
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}
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// create the windows and run the threads.
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viewer.realize();
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