Fixed osgsimplegl3 example's set up of the main camera.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14524 16af8721-9629-0410-8352-f15c8da7e697
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@ -20,7 +20,7 @@
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void configureShaders( osg::StateSet* stateSet )
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{
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const std::string vertexSource =
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const std::string vertexSource =
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"#version 140 \n"
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" \n"
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"uniform mat4 osg_ModelViewProjectionMatrix; \n"
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@ -41,7 +41,7 @@ void configureShaders( osg::StateSet* stateSet )
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"} \n";
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osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
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const std::string fragmentSource =
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const std::string fragmentSource =
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"#version 140 \n"
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" \n"
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"in vec4 color; \n"
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@ -90,16 +90,16 @@ int main( int argc, char** argv )
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return( 1 );
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}
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osgViewer::Viewer viewer;
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// Create a Camera that uses the above OpenGL context.
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osg::Camera* cam = new osg::Camera;
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osg::Camera* cam = viewer.getCamera();
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cam->setGraphicsContext( gc.get() );
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// Must set perspective projection for fovy and aspect.
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cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) );
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// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
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cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
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osgViewer::Viewer viewer;
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viewer.setCamera( cam );
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viewer.setSceneData( root );
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// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use,
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