Ported following examples to osgViewer:
osggeodemo
osggeometry
osghud
osgimpostor
osgkeyboard
osglauncher
osglight
osglightpoint
osglogicop
osglogo
osgmovie
osgmultiplecameras
osgmultitexture
osgoccluder
osgparametric
osgparticle
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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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@@ -16,12 +16,13 @@
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#include <osg/Material>
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#include <osg/TexEnvCombine>
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#include <osg/TexEnv>
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#include <osg/Camera>
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#include <osg/AnimationPath>
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#include <osg/TexGenNode>
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#include <osgDB/ReadFile>
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#include <iostream>
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using namespace osg;
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class LightTransformCallback: public osg::NodeCallback
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@@ -422,13 +423,7 @@ int main(int argc, char** argv)
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arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
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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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bool withBaseTexture = true;
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while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
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@@ -441,16 +436,6 @@ int main(int argc, char** argv)
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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@@ -473,34 +458,11 @@ int main(int argc, char** argv)
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shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0);
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}
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// viewer.setUpViewOnSingleScreen();
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scene->addChild(shadowedScene.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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