Rewriting the osggeomtry demo to illustrate more primitive types.
This commit is contained in:
@@ -11,150 +11,330 @@
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#include <osg/Math>
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// ----------------------------------------------------------------------
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// Global variables - this is basically the stuff wh ich will be animated
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// ----------------------------------------------------------------------
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class MyTransformCallback : public osg::NodeCallback{
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// This demos uses the illustrates how to creates the various different types of geometry that
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// the osg::Geometry class can represent. This demos uses the OpenGL red books diagram of different
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// OpenGL Primitives as a template for all the equivilant OpenSceneGraph Primitives. The OpenSceneGraph
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// wraps OpenGL very thinly so uses all the same enum and naming conventions. The coordinate data is also
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// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familarity with
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// OpenGL will help understand the the osg::Geometry class which encapsulate all this, or if you
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// havn't learnt OpenGL yet, learning osg::Geometry will help you understand how OpenGL
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// works!
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public:
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// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides
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// a draw method for drawing objects in the scene. osg::Geometry contains all the vertex, normal
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// color and texture coordate arrays required to specify the coordinates of your objects, and the
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// primtives join these coordinates together as the points, lines or surfaces that you will see
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// rendered on your screen.
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//
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// This demo is split into two functions, the createScene() function which creates the scene graph
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// with the various primitives in it, and the main() which sets up a basic viewer window and
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// adds to the it the scene generated by createScene().
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MyTransformCallback(osg::Transform* node,float angularVelocity)
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{
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_nodeToOperateOn = node;
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_angular_velocity = angularVelocity;
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_previousTraversalNumber = -1;
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_orig_t = _timer.tick();
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}
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virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
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{
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if (nv)
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{
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if (_nodeToOperateOn && node==_nodeToOperateOn)
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{
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// ensure that we do not operate on this node more than
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// once during this traversal. This is an issue since node
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// can be shared between multiple parents.
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if (nv->getTraversalNumber()!=_previousTraversalNumber)
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{
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osg::Timer_t new_t = _timer.tick();
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float delta_angle = _angular_velocity*_timer.delta_s(_orig_t,new_t);
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osg::Matrix matrix;
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matrix.makeRotate(delta_angle,1.0f,1.0f,1.0f);
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matrix *= osg::Matrix::translate(1.0f,0.0f,0.0f);
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matrix *= osg::Matrix::rotate(delta_angle,0.0f,0.0f,1.0f);
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_nodeToOperateOn->setMatrix(matrix);
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_previousTraversalNumber = nv->getTraversalNumber();
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}
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}
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}
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// must continue subgraph traversal.
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traverse(node,nv);
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}
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protected:
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osg::Transform* _nodeToOperateOn;
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float _angular_velocity;
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int _previousTraversalNumber;
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osg::Timer _timer;
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osg::Timer_t _orig_t;
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};
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osg::Geode* createGeometryCube()
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osg::Geode* createScene()
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{
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// create the Geode (Geometry Node) to contain all our osg::Geometry objects.
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osg::Geode* geode = new osg::Geode();
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// -------------------------------------------
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// Set up a new Geometry which will be our cube
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// -------------------------------------------
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osg::Geometry* cube = new osg::Geometry();
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// follows are seperate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
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// QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primtives. A image of these primtives
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// are provided in the distribution : OpenSceneGraph-Data/Images/primtives.gif.
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// set up the primitives
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// create POINTS
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{
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// create Geometry object to store all the vetices and points primtive.
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osg::Geometry* pointsGeom = new osg::Geometry();
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// create a Vec3Array and add to it all my coordinates.
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// Like all the *Array variants (see include/osg/Array) , Vec3Array is derivied from both osg::Array
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// and std::vector<>. osg::Array's are reference counted and hence sharable,
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// which std::vector<> provides all the convinience, flexibility and robustness
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// of the most popular of all STL containers.
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
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vertices->push_back(osg::Vec3(-0.976368, -2.15188e-09, 0.832179));
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vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
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vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));
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vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889));
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// pass the created vertex array to the points geometry object.
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pointsGeom->setVertexArray(vertices);
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// create the color of the geometry, one single for the whole geometry.
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// for consitency of design even one single color must added as an element
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// in a color array.
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osg::Vec4Array* colors = new osg::Vec4Array;
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// add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// pass the color arry to points geometry, note the binding to tell the geometry
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// that only use one color for the whole object.
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pointsGeom->setColorArray(colors);
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pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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pointsGeom->setNormalArray(normals);
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pointsGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// create and add a DrawArray Primitive (see include/osg/Primtive). The first
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// paramter passed to the DrawArrays constructor is the Primtive::Mode which
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// in this case is POINTS (which has the same value GL_POINTS), the second
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// parameter is the index position into the vertex array of the first point
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// to draw, and the third parameter is the number of points to draw.
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pointsGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::POINTS,0,vertices->size()));
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// add the points geomtry to the geode.
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geode->addDrawable(pointsGeom);
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}
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// create LINES
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{
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// create Geometry object to store all the vetices and lines primtive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll prealloacte the vertex array to the size we
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// need and then simple set them as array elements, 8 points
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// makes 4 line segments.
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osg::Vec3Array* vertices = new osg::Vec3Array(8);
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(*vertices)[0].set(-1.13704, -2.15188e-09, 0.40373);
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(*vertices)[1].set(-0.856897, -2.15188e-09, 0.531441);
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(*vertices)[2].set(-0.889855, -2.15188e-09, 0.444927);
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(*vertices)[3].set(-0.568518, -2.15188e-09, 0.40373);
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(*vertices)[4].set(-1.00933, -2.15188e-09, 0.370773);
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(*vertices)[5].set(-0.716827, -2.15188e-09, 0.292498);
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(*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217);
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(*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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linesGeom->setColorArray(colors);
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linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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linesGeom->setNormalArray(normals);
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::LINES,0,8));
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// add the points geomtry to the geode.
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geode->addDrawable(linesGeom);
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}
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,0,4));
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,4,4));
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,8,4));
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,12,4));
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,16,4));
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cube->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,20,4));
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// set up coords.
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osg::Vec3Array* coords = new osg::Vec3Array;
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coords->resize(24);
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(*coords)[0].set( -1.0000f, 1.0000f, -1.000f );
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(*coords)[1].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[2].set( 1.0000f, -1.0000f, -1.0000f );
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(*coords)[3].set( -1.0000f, -1.0000f, -1.000 );
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(*coords)[4].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[5].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[6].set( 1.0000f, -1.0000f, 1.0000f );
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(*coords)[7].set( 1.0000f, -1.0000f, -1.0000f );
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(*coords)[8].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[9].set( -1.0000f, 1.0000f, 1.000f );
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(*coords)[10].set( -1.0000f, -1.0000f, 1.000f );
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(*coords)[11].set( 1.0000f, -1.0000f, 1.0000f );
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(*coords)[12].set( -1.0000f, 1.0000f, 1.000 );
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(*coords)[13].set( -1.0000f, 1.0000f, -1.000 );
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(*coords)[14].set( -1.0000f, -1.0000f, -1.000 );
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(*coords)[15].set( -1.0000f, -1.0000f, 1.000 );
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(*coords)[16].set( -1.0000f, 1.0000f, 1.000 );
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(*coords)[17].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[18].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[19].set( -1.0000f, 1.0000f, -1.000f );
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(*coords)[20].set( -1.0000f, -1.0000f, 1.000f );
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(*coords)[21].set( -1.0000f, -1.0000f, -1.000f );
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(*coords)[22].set( 1.0000f, -1.0000f, -1.0000f );
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(*coords)[23].set( 1.0000f, -1.0000f, 1.0000f );
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// create LINE_STRIP
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{
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// create Geometry object to store all the vetices and lines primtive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll prealloacte the vertex array to the size
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// and then use an iterator to fill in the values, a bit perverse
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// but does demonstrate that we have just a standard std::vector underneath.
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osg::Vec3Array* vertices = new osg::Vec3Array(5);
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osg::Vec3Array::iterator vitr = vertices->begin();
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(vitr++)->set(-0.0741545, -2.15188e-09, 0.416089);
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(vitr++)->set(0.234823, -2.15188e-09, 0.259541);
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(vitr++)->set(0.164788, -2.15188e-09, 0.366653);
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(vitr++)->set(-0.0288379, -2.15188e-09, 0.333695);
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(vitr++)->set(-0.0453167, -2.15188e-09, 0.280139);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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linesGeom->setColorArray(colors);
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linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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cube->setVertexArray( coords );
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// set up the normals.
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osg::Vec3Array* cubeNormals = new osg::Vec3Array;
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cubeNormals->resize(6);
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(*cubeNormals)[0].set(0.0f,0.0f,-1.0f);
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(*cubeNormals)[1].set(1.0f,0.0f,0.0f);
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(*cubeNormals)[2].set(0.0f,0.0f,1.0f);
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(*cubeNormals)[3].set(-1.0f,0.0f,0.0f);
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(*cubeNormals)[4].set(0.0f,1.0f,0.0f);
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(*cubeNormals)[5].set(0.0f,-1.0f,0.0f);
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cube->setNormalArray( cubeNormals );
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cube->setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE );
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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linesGeom->setNormalArray(normals);
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// ---------------------------------------
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// Set up a StateSet to make the cube red
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// ---------------------------------------
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osg::StateSet* cubeState = new osg::StateSet();
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osg::Material* redMaterial = new osg::Material();
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osg::Vec4 red( 1.0f, 0.0f, 0.0f, 1.0f );
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redMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, red );
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cubeState->setAttribute( redMaterial );
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cube->setStateSet( cubeState );
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::LINE_STRIP,0,5));
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// add the points geomtry to the geode.
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geode->addDrawable(linesGeom);
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}
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// create LINE_LOOP
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{
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// create Geometry object to store all the vetices and lines primtive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll a C arrays to initilize the vertices.
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osg::Vec3 myCoords[] =
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{
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osg::Vec3(0.741546, -2.15188e-09, 0.453167),
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osg::Vec3(0.840418, -2.15188e-09, 0.304858),
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osg::Vec3(1.12468, -2.15188e-09, 0.300738),
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osg::Vec3(1.03816, 9.18133e-09, 0.453167),
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osg::Vec3(0.968129, -2.15188e-09, 0.337815),
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osg::Vec3(0.869256, -2.15188e-09, 0.531441)
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the aobve
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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linesGeom->setColorArray(colors);
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linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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linesGeom->setNormalArray(normals);
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::LINE_LOOP,0,numCoords));
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// add the points geomtry to the geode.
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geode->addDrawable(linesGeom);
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}
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// now we'll stop creating seperate normal and color arrays
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// since we are using the same values all the time, we'll just
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// share the same ColorArray and NormalArrays..
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// set the colors as before, use a ref_ptr rather than just
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// standard C pointer, as that in the case of it not being
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// assigned it will still be cleaned up automatically.
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osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
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shared_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// same trick for shared normal.
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osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
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shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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// create POLYGON
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{
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// create Geometry object to store all the vetices and lines primtive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// this time we'll a C arrays to initilize the vertices.
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osg::Vec3 myCoords[] =
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{
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osg::Vec3(-0.980488, -2.15188e-09, -0.094753),
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osg::Vec3(-0.766264, -2.15188e-09, -0.0576758),
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osg::Vec3(-0.807461, -2.15188e-09, -0.181267),
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osg::Vec3(-1.0258, -2.15188e-09, -0.26778),
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osg::Vec3(-1.0464, 9.18133e-09, -0.193626)
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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|
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
|
||||
|
||||
// pass the created vertex array to the points geometry object.
|
||||
polyGeom->setVertexArray(vertices);
|
||||
|
||||
// use the shared color array.
|
||||
polyGeom->setColorArray(shared_colors.get());
|
||||
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
|
||||
// use the shared normal array.
|
||||
polyGeom->setNormalArray(shared_normals.get());
|
||||
polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
|
||||
// This time we simply use primitive, and hardwire the number of coords to use
|
||||
// since we know up front,
|
||||
polyGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::POLYGON,0,numCoords));
|
||||
|
||||
|
||||
// add the points geomtry to the geode.
|
||||
geode->addDrawable(polyGeom);
|
||||
}
|
||||
|
||||
|
||||
// create QUADS
|
||||
{
|
||||
// create Geometry object to store all the vetices and lines primtive.
|
||||
osg::Geometry* polyGeom = new osg::Geometry();
|
||||
|
||||
osg::Vec3 myCoords[] =
|
||||
{
|
||||
osg::Vec3(-0.222464, 9.18133e-09, -0.13183),
|
||||
osg::Vec3(-0.160668, 9.18133e-09, -0.0453167),
|
||||
osg::Vec3(0.0247182, 9.18133e-09, -0.00823939),
|
||||
osg::Vec3(0.0247182, 9.18133e-09, -0.156548),
|
||||
|
||||
osg::Vec3(0.13595, -2.15188e-09, -0.255421),
|
||||
osg::Vec3(0.164788, 9.18133e-09, -0.0453167),
|
||||
osg::Vec3(0.333696, 9.18133e-09, 0.0329576),
|
||||
osg::Vec3(0.238942, -2.15188e-09, -0.251302)
|
||||
};
|
||||
|
||||
int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
|
||||
|
||||
osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
|
||||
|
||||
// pass the created vertex array to the points geometry object.
|
||||
polyGeom->setVertexArray(vertices);
|
||||
|
||||
// use the shared color array.
|
||||
polyGeom->setColorArray(shared_colors.get());
|
||||
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
|
||||
// use the shared normal array.
|
||||
polyGeom->setNormalArray(shared_normals.get());
|
||||
polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
|
||||
// This time we simply use primitive, and hardwire the number of coords to use
|
||||
// since we know up front,
|
||||
polyGeom->addPrimitive(new osg::DrawArrays(osg::Primitive::QUADS,0,numCoords));
|
||||
|
||||
|
||||
// add the points geomtry to the geode.
|
||||
geode->addDrawable(polyGeom);
|
||||
}
|
||||
|
||||
geode->addDrawable( cube );
|
||||
|
||||
return geode;
|
||||
}
|
||||
|
||||
@@ -174,15 +354,9 @@ int main( int argc, char **argv )
|
||||
// configure the viewer from the commandline arguments, and eat any
|
||||
// parameters that have been matched.
|
||||
viewer.readCommandLine(commandLine);
|
||||
|
||||
osg::Transform* myTransform = new osg::Transform();
|
||||
myTransform->addChild( createGeometryCube() );
|
||||
|
||||
// move node in a circle at 90 degrees a sec.
|
||||
myTransform->setAppCallback(new MyTransformCallback(myTransform,osg::inDegrees(90.0f)));
|
||||
|
||||
// add model to viewer.
|
||||
viewer.addViewport( myTransform );
|
||||
viewer.addViewport( createScene() );
|
||||
|
||||
// register trackball maniupulators.
|
||||
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
|
||||
|
||||
Reference in New Issue
Block a user