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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@@ -1,5 +1,5 @@
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#include <osg/GL>
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#include <osgProducer/Viewer>
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#include <osgViewer/Viewer>
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#include <osg/MatrixTransform>
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#include <osg/Billboard>
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@@ -18,7 +18,7 @@
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#include <osgSim/LightPointNode>
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#include <iostream>
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#define INTERPOLATE(member) lp.member = start.member*rstart + end.member*rend;
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@@ -189,7 +189,6 @@ static osg::Node* CreateBlinkSequenceLightNode()
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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@@ -200,13 +199,7 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites.");
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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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@@ -218,16 +211,6 @@ int main( int argc, char **argv )
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usePointSprites = false;
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while (arguments.read("--sprites")) { usePointSprites = true; };
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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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osg::Group* rootnode = new osg::Group;
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// load the nodes from the commandline arguments.
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@@ -242,31 +225,5 @@ int main( int argc, char **argv )
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData( rootnode );
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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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