Cleaned up graphics window setup and added clear graphics window to single window,
multiple camera setup.
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@@ -23,22 +23,19 @@ void singleWindowMultipleCameras(osgViewer::Viewer& viewer)
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traits->y = 0;
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traits->width = width;
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traits->height = height;
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#if 0
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traits->windowDecoration = false;
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#else
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traits->windowDecoration = true;
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#endif
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (gw)
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if (gc.valid())
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{
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osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
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osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<std::endl;
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gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
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// need to ensure that the window is cleared make sure that the complete window is set the correct colour
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// rather than just the parts of the window that are under the camera's viewports
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gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
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gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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@@ -84,22 +81,14 @@ void multipleWindowMultipleCameras(osgViewer::Viewer& viewer)
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traits->y = 0;
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traits->width = width/numCameras-1;
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traits->height = height;
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#if 0
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traits->windowDecoration = false;
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#else
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traits->windowDecoration = true;
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#endif
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (gw)
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if (gc.valid())
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{
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osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
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gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, traits->width, traits->height );
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osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<std::endl;
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}
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else
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{
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