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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@@ -13,7 +13,9 @@
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#include <osgUtil/Optimizer>
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#include <osgUtil/TriStripVisitor>
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#include <osgProducer/Viewer>
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#include <osgViewer/Viewer>
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#include <iostream>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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@@ -511,11 +513,8 @@ int main(int argc, char *argv[])
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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osgViewer::Viewer viewer;
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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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std::string shader("simple");
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while(arguments.read("-s",shader)) {}
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@@ -540,9 +539,6 @@ int main(int argc, char *argv[])
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bool joinStrips = false;
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while(arguments.read("--join")) { joinStrips = true; }
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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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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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@@ -550,51 +546,14 @@ 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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// load the nodes from the commandline arguments.
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osg::Node* model = createModel(shader,textureFileName,terrainFileName,terrainFileName2, cacheSize, maxSize, joinStrips,mesh);
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if (!model)
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{
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return 1;
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}
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(model);
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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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