Ported following examples to osgViewer:

osgparticleeffects
osgphotoalbum
osgpick
osgpoints
osgpointsprite
osgprecipitation
osgprerender
osgprerendercubemap
osgreflect
osgscalarbar
osgscribe
osgsequence
osgplanets
This commit is contained in:
Robert Osfield
2007-01-10 13:52:22 +00:00
parent c5082cb85c
commit c4279bd5f1
57 changed files with 290 additions and 883 deletions

View File

@@ -1,4 +1,4 @@
#include <osgProducer/Viewer>
#include <osgViewer/Viewer>
#include <osg/Projection>
#include <osg/Geometry>
@@ -17,10 +17,13 @@
#include <osg/CullFace>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/ArgumentParser>
#include <osg/Camera>
#include <osg/TexGenNode>
#include <iostream>
using namespace osg;
@@ -287,13 +290,7 @@ int main(int argc, char** argv)
arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments. getApplicationUsage());
osgViewer::Viewer viewer;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
@@ -331,37 +328,12 @@ int main(int argc, char** argv)
ref_ptr<Group> reflectedSubgraph = _create_scene();
if (!reflectedSubgraph.valid()) return 1;
ref_ptr<Group> reflectedScene = createShadowedScene(reflectedSubgraph.get(), createReflector(), 0, viewer.getClearColor(),
ref_ptr<Group> reflectedScene = createShadowedScene(reflectedSubgraph.get(), createReflector(), 0, viewer.getCamera()->getClearColor(),
tex_width, tex_height, renderImplementation);
scene->addChild(reflectedScene.get());
viewer.setSceneData(scene.get());
// create the windows and run the threads.
viewer.realize();
while (!viewer.done())
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
return viewer.run();
}