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