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# include <osg/GLExtensions>
# include <osg/Node>
# include <osg/Geometry>
# include <osg/Notify>
# include <osg/MatrixTransform>
# include <osg/Texture2D>
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# include <osg/TextureRectangle>
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# include <osg/Stencil>
# include <osg/ColorMask>
# include <osg/Depth>
# include <osg/Billboard>
# include <osg/Material>
# include <osgGA/TrackballManipulator>
# include <osgGA/FlightManipulator>
# include <osgGA/DriveManipulator>
# include <osgUtil/SmoothingVisitor>
# include <osgDB/Registry>
# include <osgDB/ReadFile>
# include <osgProducer/Viewer>
// call back which cretes a deformation field to oscilate the model.
class MyGeometryCallback :
public osg : : Drawable : : UpdateCallback ,
public osg : : Drawable : : AttributeFunctor
{
public :
MyGeometryCallback ( const osg : : Vec3 & o ,
const osg : : Vec3 & x , const osg : : Vec3 & y , const osg : : Vec3 & z ,
double period , double xphase , double amplitude ) :
_firstCall ( true ) ,
_startTime ( 0.0 ) ,
_time ( 0.0 ) ,
_period ( period ) ,
_xphase ( xphase ) ,
_amplitude ( amplitude ) ,
_origin ( o ) ,
_xAxis ( x ) ,
_yAxis ( y ) ,
_zAxis ( z ) { }
virtual void update ( osg : : NodeVisitor * nv , osg : : Drawable * drawable )
{
const osg : : FrameStamp * fs = nv - > getFrameStamp ( ) ;
double referenceTime = fs - > getReferenceTime ( ) ;
if ( _firstCall )
{
_firstCall = false ;
_startTime = referenceTime ;
}
_time = referenceTime - _startTime ;
drawable - > accept ( * this ) ;
drawable - > dirtyBound ( ) ;
osg : : Geometry * geometry = dynamic_cast < osg : : Geometry * > ( drawable ) ;
if ( geometry )
{
osgUtil : : SmoothingVisitor : : smooth ( * geometry ) ;
}
}
virtual void apply ( osg : : Drawable : : AttributeType type , unsigned int count , osg : : Vec3 * begin )
{
if ( type = = osg : : Drawable : : VERTICES )
{
const float TwoPI = 2.0f * osg : : PI ;
const float phase = - _time / _period ;
osg : : Vec3 * end = begin + count ;
for ( osg : : Vec3 * itr = begin ; itr < end ; + + itr )
{
osg : : Vec3 dv ( * itr - _origin ) ;
osg : : Vec3 local ( dv * _xAxis , dv * _yAxis , dv * _zAxis ) ;
local . z ( ) = local . x ( ) * _amplitude *
sinf ( TwoPI * ( phase + local . x ( ) * _xphase ) ) ;
( * itr ) = _origin +
_xAxis * local . x ( ) +
_yAxis * local . y ( ) +
_zAxis * local . z ( ) ;
}
}
}
bool _firstCall ;
double _startTime ;
double _time ;
double _period ;
double _xphase ;
float _amplitude ;
osg : : Vec3 _origin ;
osg : : Vec3 _xAxis ;
osg : : Vec3 _yAxis ;
osg : : Vec3 _zAxis ;
} ;
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struct MyCameraPostDrawCallback : public osg : : CameraNode : : DrawCallback
{
MyCameraPostDrawCallback ( osg : : Image * image ) :
_image ( image )
{
}
virtual void operator ( ) ( const osg : : CameraNode & /*camera*/ ) const
{
if ( _image & & _image - > getPixelFormat ( ) = = GL_RGBA & & _image - > getDataType ( ) = = GL_UNSIGNED_BYTE )
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image - > s ( ) / 4 ;
int column_end = 3 * column_start ;
int row_start = _image - > t ( ) / 4 ;
int row_end = 3 * row_start ;
// and then invert these pixels
for ( int r = row_start ; r < row_end ; + + r )
{
unsigned char * data = _image - > data ( column_start , r ) ;
for ( int c = column_start ; c < column_end ; + + c )
{
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( * data ) = 255 - ( * data ) ; + + data ;
( * data ) = 255 - ( * data ) ; + + data ;
( * data ) = 255 - ( * data ) ; + + data ;
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( * data ) = 255 ; + + data ;
}
}
// dirty the image (increments the modified count) so that any textures
// using the image can be informed that they need to update.
_image - > dirty ( ) ;
}
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else if ( _image & & _image - > getPixelFormat ( ) = = GL_RGBA & & _image - > getDataType ( ) = = GL_FLOAT )
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image - > s ( ) / 4 ;
int column_end = 3 * column_start ;
int row_start = _image - > t ( ) / 4 ;
int row_end = 3 * row_start ;
// and then invert these pixels
for ( int r = row_start ; r < row_end ; + + r )
{
float * data = ( float * ) _image - > data ( column_start , r ) ;
for ( int c = column_start ; c < column_end ; + + c )
{
( * data ) = 1.0f - ( * data ) ; + + data ;
( * data ) = 1.0f - ( * data ) ; + + data ;
( * data ) = 1.0f - ( * data ) ; + + data ;
( * data ) = 1.0f ; + + data ;
}
}
// dirty the image (increments the modified count) so that any textures
// using the image can be informed that they need to update.
_image - > dirty ( ) ;
}
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}
osg : : Image * _image ;
} ;
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osg : : Node * createPreRenderSubGraph ( osg : : Node * subgraph , unsigned tex_width , unsigned tex_height , osg : : CameraNode : : RenderTargetImplementation renderImplementation , bool useImage , bool useTextureRectangle , bool useHDR )
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{
if ( ! subgraph ) return 0 ;
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// create a group to contain the flag and the pre rendering camera.
osg : : Group * parent = new osg : : Group ;
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// texture to render to and to use for rendering of flag.
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osg : : Texture * texture = 0 ;
if ( useTextureRectangle )
{
osg : : TextureRectangle * textureRect = new osg : : TextureRectangle ;
textureRect - > setTextureSize ( tex_width , tex_height ) ;
textureRect - > setInternalFormat ( GL_RGBA ) ;
textureRect - > setFilter ( osg : : Texture2D : : MIN_FILTER , osg : : Texture2D : : LINEAR ) ;
textureRect - > setFilter ( osg : : Texture2D : : MAG_FILTER , osg : : Texture2D : : LINEAR ) ;
texture = textureRect ;
}
else
{
osg : : Texture2D * texture2D = new osg : : Texture2D ;
texture2D - > setTextureSize ( tex_width , tex_height ) ;
texture2D - > setInternalFormat ( GL_RGBA ) ;
texture2D - > setFilter ( osg : : Texture2D : : MIN_FILTER , osg : : Texture2D : : LINEAR ) ;
texture2D - > setFilter ( osg : : Texture2D : : MAG_FILTER , osg : : Texture2D : : LINEAR ) ;
texture = texture2D ;
}
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if ( useHDR )
{
texture - > setInternalFormat ( GL_RGBA16F_ARB ) ;
texture - > setSourceFormat ( GL_RGBA ) ;
texture - > setSourceType ( GL_FLOAT ) ;
}
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// first create the geometry of the flag of which to view.
{
// create the to visualize.
osg : : Geometry * polyGeom = new osg : : Geometry ( ) ;
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polyGeom - > setSupportsDisplayList ( false ) ;
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osg : : Vec3 origin ( 0.0f , 0.0f , 0.0f ) ;
osg : : Vec3 xAxis ( 1.0f , 0.0f , 0.0f ) ;
osg : : Vec3 yAxis ( 0.0f , 0.0f , 1.0f ) ;
osg : : Vec3 zAxis ( 0.0f , - 1.0f , 0.0f ) ;
float height = 100.0f ;
float width = 200.0f ;
int noSteps = 20 ;
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osg : : Vec3Array * vertices = new osg : : Vec3Array ;
osg : : Vec3 bottom = origin ;
osg : : Vec3 top = origin ; top . z ( ) + = height ;
osg : : Vec3 dv = xAxis * ( width / ( ( float ) ( noSteps - 1 ) ) ) ;
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osg : : Vec2Array * texcoords = new osg : : Vec2Array ;
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// note, when we use TextureRectangle we have to scale the tex coords up to compensate.
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osg : : Vec2 bottom_texcoord ( 0.0f , 0.0f ) ;
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osg : : Vec2 top_texcoord ( 0.0f , useTextureRectangle ? tex_height : 1.0f ) ;
osg : : Vec2 dv_texcoord ( ( useTextureRectangle ? tex_width : 1.0f ) / ( float ) ( noSteps - 1 ) , 0.0f ) ;
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for ( int i = 0 ; i < noSteps ; + + i )
{
vertices - > push_back ( top ) ;
vertices - > push_back ( bottom ) ;
top + = dv ;
bottom + = dv ;
texcoords - > push_back ( top_texcoord ) ;
texcoords - > push_back ( bottom_texcoord ) ;
top_texcoord + = dv_texcoord ;
bottom_texcoord + = dv_texcoord ;
}
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// pass the created vertex array to the points geometry object.
polyGeom - > setVertexArray ( vertices ) ;
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polyGeom - > setTexCoordArray ( 0 , texcoords ) ;
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osg : : Vec4Array * colors = new osg : : Vec4Array ;
colors - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
polyGeom - > setColorArray ( colors ) ;
polyGeom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
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polyGeom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUAD_STRIP , 0 , vertices - > size ( ) ) ) ;
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// new we need to add the texture to the Drawable, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg : : StateSet * stateset = new osg : : StateSet ;
stateset - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON ) ;
polyGeom - > setStateSet ( stateset ) ;
polyGeom - > setUpdateCallback ( new MyGeometryCallback ( origin , xAxis , yAxis , zAxis , 1.0 , 1.0 / width , 0.2f ) ) ;
osg : : Geode * geode = new osg : : Geode ( ) ;
geode - > addDrawable ( polyGeom ) ;
parent - > addChild ( geode ) ;
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}
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// then create the camera node to do the render to texture
{
osg : : CameraNode * camera = new osg : : CameraNode ;
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// set up the background color and clear mask.
camera - > setClearColor ( osg : : Vec4 ( 0.1f , 0.1f , 0.3f , 1.0f ) ) ;
camera - > setClearMask ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
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const osg : : BoundingSphere & bs = subgraph - > getBound ( ) ;
if ( ! bs . valid ( ) )
{
return subgraph ;
}
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float znear = 1.0f * bs . radius ( ) ;
float zfar = 3.0f * bs . radius ( ) ;
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// 2:1 aspect ratio as per flag geomtry below.
float proj_top = 0.25f * znear ;
float proj_right = 0.5f * znear ;
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znear * = 0.9f ;
zfar * = 1.1f ;
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// set up projection.
camera - > setProjectionMatrixAsFrustum ( - proj_right , proj_right , - proj_top , proj_top , znear , zfar ) ;
// set view
camera - > setReferenceFrame ( osg : : Transform : : ABSOLUTE_RF ) ;
camera - > setViewMatrixAsLookAt ( bs . center ( ) - osg : : Vec3 ( 0.0f , 2.0f , 0.0f ) * bs . radius ( ) , bs . center ( ) , osg : : Vec3 ( 0.0f , 0.0f , 1.0f ) ) ;
// set viewport
camera - > setViewport ( 0 , 0 , tex_width , tex_height ) ;
// set the camera to render before the main camera.
camera - > setRenderOrder ( osg : : CameraNode : : PRE_RENDER ) ;
// tell the camera to use OpenGL frame buffer object where supported.
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camera - > setRenderTargetImplementation ( renderImplementation ) ;
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if ( useImage )
{
osg : : Image * image = new osg : : Image ;
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//image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
image - > allocateImage ( tex_width , tex_height , 1 , GL_RGBA , GL_FLOAT ) ;
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// attach the image so its copied on each frame.
camera - > attach ( osg : : CameraNode : : COLOR_BUFFER , image ) ;
camera - > setPostDrawCallback ( new MyCameraPostDrawCallback ( image ) ) ;
// Rather than attach the texture directly to illustrate the texture's ability to
// detect an image update and to subload the image onto the texture. You needn't
// do this when using an Image for copying to, as a seperate camera->attach(..)
// would suffice as well, but we'll do it the long way round here just for demonstation
// purposes (long way round meaning we'll need to copy image to main memory, then
// copy it back to the graphics card to the texture in one frame).
// The long way round allows us to mannually modify the copied image via the callback
// and then let this modified image by reloaded back.
texture - > setImage ( 0 , image ) ;
}
else
{
// attach the texture and use it as the color buffer.
camera - > attach ( osg : : CameraNode : : COLOR_BUFFER , texture ) ;
}
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// add subgraph to render
camera - > addChild ( subgraph ) ;
parent - > addChild ( camera ) ;
}
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return parent ;
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}
int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
// set up the usage document, in case we need to print out how to use this program.
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arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry. " ) ;
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arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --fbo " , " Use Frame Buffer Object for render to texture, where supported. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --fb " , " Use FrameBuffer for render to texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --pbuffer " , " Use Pixel Buffer for render to texture, where supported. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --window " , " Use a seperate Window for render to texture. " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --width " , " Set the width of the render to texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --height " , " Set the height of the render to texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --image " , " Render to an image, then apply a post draw callback to it, and use this image to update a texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --texture-rectangle " , " Use osg::TextureRectangle for doing the render to texure to. " ) ;
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// construct the viewer.
osgProducer : : Viewer viewer ( arguments ) ;
// set up the value with sensible default event handlers.
viewer . setUpViewer ( osgProducer : : Viewer : : STANDARD_SETTINGS ) ;
// get details on keyboard and mouse bindings used by the viewer.
viewer . getUsage ( * arguments . getApplicationUsage ( ) ) ;
// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
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unsigned tex_width = 1024 ;
unsigned tex_height = 512 ;
while ( arguments . read ( " --width " , tex_width ) ) { }
while ( arguments . read ( " --height " , tex_height ) ) { }
osg : : CameraNode : : RenderTargetImplementation renderImplementation = osg : : CameraNode : : FRAME_BUFFER_OBJECT ;
while ( arguments . read ( " --fbo " ) ) { renderImplementation = osg : : CameraNode : : FRAME_BUFFER_OBJECT ; }
while ( arguments . read ( " --pbuffer " ) ) { renderImplementation = osg : : CameraNode : : PIXEL_BUFFER ; }
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while ( arguments . read ( " --pbuffer-rtt " ) ) { renderImplementation = osg : : CameraNode : : PIXEL_BUFFER_RTT ; }
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while ( arguments . read ( " --fb " ) ) { renderImplementation = osg : : CameraNode : : FRAME_BUFFER ; }
while ( arguments . read ( " --window " ) ) { renderImplementation = osg : : CameraNode : : SEPERATE_WINDOW ; }
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bool useImage = false ;
while ( arguments . read ( " --image " ) ) { useImage = true ; }
bool useTextureRectangle = false ;
while ( arguments . read ( " --texture-rectangle " ) ) { useTextureRectangle = true ; }
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bool useHDR = false ;
while ( arguments . read ( " --hdr " ) ) { useHDR = true ; }
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// any option left unread are converted into errors to write out later.
arguments . reportRemainingOptionsAsUnrecognized ( ) ;
// report any errors if they have occured when parsing the program aguments.
if ( arguments . errors ( ) )
{
arguments . writeErrorMessages ( std : : cout ) ;
return 1 ;
}
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if ( arguments . argc ( ) < = 1 )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout , osg : : ApplicationUsage : : COMMAND_LINE_OPTION ) ;
return 1 ;
}
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// load the nodes from the commandline arguments.
osg : : Node * loadedModel = osgDB : : readNodeFiles ( arguments ) ;
if ( ! loadedModel )
{
return 1 ;
}
// create a transform to spin the model.
osg : : MatrixTransform * loadedModelTransform = new osg : : MatrixTransform ;
loadedModelTransform - > addChild ( loadedModel ) ;
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osg : : NodeCallback * nc = new osg : : AnimationPathCallback ( loadedModelTransform - > getBound ( ) . center ( ) , osg : : Vec3 ( 0.0f , 0.0f , 1.0f ) , osg : : inDegrees ( 45.0f ) ) ;
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loadedModelTransform - > setUpdateCallback ( nc ) ;
osg : : Group * rootNode = new osg : : Group ( ) ;
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rootNode - > addChild ( createPreRenderSubGraph ( loadedModelTransform , tex_width , tex_height , renderImplementation , useImage , useTextureRectangle , useHDR ) ) ;
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// add model to the viewer.
viewer . setSceneData ( rootNode ) ;
// create the windows and run the threads.
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viewer . realize ( ) ;
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while ( ! viewer . done ( ) )
{
// wait for all cull and draw threads to complete.
viewer . sync ( ) ;
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer . update ( ) ;
// fire off the cull and draw traversals of the scene.
viewer . frame ( ) ;
}
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// wait for all cull and draw threads to complete before exit.
viewer . sync ( ) ;
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return 0 ;
}