From Mike Garrity, "There was an on again/off again thread on OSG users about
creating subclasses of osg::Array that referenced data stored an application's internal data structures. I took a stab at implementing that and ran into a couple of downcasts in Geometry.cpp. Enclosed is my take at fixing those along with a simple example of how to do this."
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246
examples/osgsharedarray/osgsharedarray.cpp
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246
examples/osgsharedarray/osgsharedarray.cpp
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/* OpenSceneGraph example, osgsharedarray.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Array>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osgViewer/Viewer>
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/** This class is an example of how to create your own subclass of osg::Array. This
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* is useful if your application has data in its own form of storage and you don't
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* want to make another copy into one of the predefined osg::Array classes.
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*
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* @note This is not really intended to be a useful subclass of osg::Array. It
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* doesn't do anything smart about memory management. It is simply intended as
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* an example you can follow to create your own subclasses of osg::Array for
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* your application's storage requirements.
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*/
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class MyArray : public osg::Array {
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public:
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/** Default ctor. Creates an empty array. */
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MyArray() :
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osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
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_numElements(0),
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_ptr(NULL) {
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}
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/** "Normal" ctor.
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*
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* @param no The number of elements in the array.
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* @param ptr Pointer to the data. This class just keeps that
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* pointer. It doesn't manage the memory.
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*/
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MyArray(unsigned int no, osg::Vec3* ptr) :
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osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
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_numElements(no),
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_ptr(ptr) {
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}
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/** Copy ctor. */
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MyArray(const MyArray& other, const osg::CopyOp& copyop) :
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osg::Array(osg::Array::Vec3ArrayType,3,GL_FLOAT),
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_numElements(other._numElements),
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_ptr(other._ptr) {
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}
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/** What type of object would clone return? */
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virtual Object* cloneType() const {
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return new MyArray();
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}
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/** Create a copy of the object. */
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virtual osg::Object* clone(const osg::CopyOp& copyop) const {
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return new MyArray(*this,copyop);
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}
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/** Accept method for ArrayVisitors.
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*
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* @note This will end up in ArrayVisitor::apply(osg::Array&).
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*/
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virtual void accept(osg::ArrayVisitor& av) {
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av.apply(*this);
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}
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/** Const accept method for ArrayVisitors.
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*
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* @note This will end up in ConstArrayVisitor::apply(const osg::Array&).
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*/
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virtual void accept(osg::ConstArrayVisitor& cav) const {
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cav.apply(*this);
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}
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/** Accept method for ValueVisitors. */
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virtual void accept(unsigned int index, osg::ValueVisitor& vv) {
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vv.apply(_ptr[index]);
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}
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/** Const accept method for ValueVisitors. */
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virtual void accept(unsigned int index, osg::ConstValueVisitor& cvv) const {
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cvv.apply(_ptr[index]);
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}
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/** Compare method.
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* Return -1 if lhs element is less than rhs element, 0 if equal,
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* 1 if lhs element is greater than rhs element.
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*/
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virtual int compare(unsigned int lhs,unsigned int rhs) const {
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const osg::Vec3& elem_lhs = _ptr[lhs];
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const osg::Vec3& elem_rhs = _ptr[rhs];
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if (elem_lhs<elem_rhs) return -1;
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if (elem_rhs<elem_lhs) return 1;
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return 0;
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}
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/** Returns a pointer to the first element of the array. */
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virtual const GLvoid* getDataPointer() const {
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return _ptr;
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}
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/** Returns the number of elements in the array. */
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virtual unsigned int getNumElements() const {
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return _numElements;
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}
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/** Returns the number of bytes of storage required to hold
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* all of the elements of the array.
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*/
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virtual unsigned int getTotalDataSize() const {
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return _numElements * sizeof(osg::Vec3);
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}
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private:
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unsigned int _numElements;
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osg::Vec3* _ptr;
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};
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/** The data values for the example. Simply defines a cube with
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* per-face colors and normals.
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*/
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namespace {
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static const osg::Vec3 myVertices[] = { osg::Vec3(-1.,-1.,-1.),
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osg::Vec3( 1.,-1.,-1.),
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osg::Vec3(-1., 1.,-1.),
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osg::Vec3( 1., 1.,-1.),
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osg::Vec3(-1.,-1., 1.),
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osg::Vec3( 1.,-1., 1.),
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osg::Vec3(-1., 1., 1.),
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osg::Vec3( 1., 1., 1.)
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};
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static const osg::Vec3 myNormals[] = { osg::Vec3( 0., 0., 1.),
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osg::Vec3( 1., 0., 0.),
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osg::Vec3( 0., 0.,-1.),
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osg::Vec3(-1., 0., 0.),
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osg::Vec3( 0., 1., 0.),
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osg::Vec3( 0.,-1., 0.)
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};
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static const osg::Vec4 myColors[] = { osg::Vec4( 1., 0., 0., 1.),
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osg::Vec4( 0., 1., 0., 1.),
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osg::Vec4( 1., 1., 0., 1.),
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osg::Vec4( 0., 0., 1., 1.),
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osg::Vec4( 1., 0., 1., 1.),
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osg::Vec4( 0., 1., 1., 1.)
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};
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static const unsigned short myIndices[] = { 4, 5, 7, 6,
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5, 1, 3, 7,
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1, 0, 2, 3,
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0, 4, 6, 2,
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6, 7, 3, 2,
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0, 1, 5, 4
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};
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}
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/** Create a Geode that describes a cube using our own
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* subclass of osg::Array for the vertices. It uses
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* the "regular" array classes for all of the other
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* arrays.
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*
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* Creating your own Array class isn't really very
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* useful for a tiny amount of data like this. You
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* could just go ahead and copy the data into one of
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* the "regular" Array classes like this does for
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* normals and colors. The point of creating your
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* own subclass of Array is for use with datasets
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* that are much larger than anything you could
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* create a simple example from. In that case, you
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* might not want to create a copy of the data in
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* one of the Array classes that comes with OSG, but
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* instead reuse the copy your application already
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* has and wrap it up in a subclass of osg::Array
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* that presents the right interface for use with
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* OpenSceneGraph.
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*
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* Note that I'm only using the shared array for the
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* vertices. You could do something similar for any
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* of the Geometry node's data arrays.
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*/
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osg::Geode* createGeometry()
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{
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osg::Geode* geode = new osg::Geode();
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// create Geometry
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osg::ref_ptr<osg::Geometry> geom(new osg::Geometry());
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// add vertices using MyArray class
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unsigned int numVertices = sizeof(myVertices)/sizeof(myVertices[0]);
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geom->setVertexArray(new MyArray(numVertices,const_cast<osg::Vec3*>(&myVertices[0])));
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// add normals
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unsigned int numNormals = sizeof(myNormals)/sizeof(myNormals[0]);
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geom->setNormalArray(new osg::Vec3Array(numNormals,const_cast<osg::Vec3*>(&myNormals[0])));
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geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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// add colors
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unsigned int numColors = sizeof(myColors)/sizeof(myColors[0]);
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osg::Vec4Array* normal_array = new osg::Vec4Array(numColors,const_cast<osg::Vec4*>(&myColors[0]));
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geom->setColorArray(normal_array);
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geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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// add PrimitiveSet
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unsigned int numIndices = sizeof(myIndices)/sizeof(myIndices[0]);
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geom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,
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numIndices,
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const_cast<unsigned short *>(myIndices)));
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// Changing these flags will tickle different cases in
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// Geometry::drawImplementation. They should all work fine
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// with the shared array. Setting VertexIndices will hit
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// some other cases.
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geom->setUseVertexBufferObjects(false);
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geom->setUseDisplayList(false);
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geom->setFastPathHint(false);
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geode->addDrawable( geom.get() );
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return geode;
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}
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int main(int , char **)
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{
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// construct the viewer.
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osgViewer::Viewer viewer;
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// add model to viewer.
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viewer.setSceneData( createGeometry() );
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// create the windows and run the threads.
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return viewer.run();
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}
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