Added shells for DOFTransform and PositionAttitudeTransform to the .osg
loader, still need to fill in the saving and loading of paramters. Went through the distribution remove old API usage.
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@@ -988,16 +988,16 @@ void Viewer::keyboard(unsigned char key, int x, int y)
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if( backface )
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globalStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
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else
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globalStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE_OFF);
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globalStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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break;
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case 'l' :
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lighting = 1 - lighting ;
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if( lighting )
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globalStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE_ON);
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globalStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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else
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globalStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE_OFF);
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globalStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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break;
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case 'L' :
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@@ -1024,7 +1024,7 @@ void Viewer::keyboard(unsigned char key, int x, int y)
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// use blank texture to override all local texture in scene graph.
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// thus causing them to all use the same texture attribute, hence
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// preventing a state attribute change due to unused textures.
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globalStateSet->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE_OFF);
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globalStateSet->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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// static osg::ref_ptr<osg::Texture> blank_texture = osgNew osg::Texture;
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// globalStateSet->setTextureAttribute(0,blank_texture.get());
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}
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