Converted osganimate example to osgViewer
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@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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CXXFILES =\
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osganimate.cpp\
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osganimate.cpp\
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LIBS += -losgProducer -lProducer -losgSim -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgViewer -losgSim -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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INSTFILES = \
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$(CXXFILES)\
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$(CXXFILES)\
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@ -15,8 +15,8 @@
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#include <osgSim/OverlayNode>
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#include <osgSim/OverlayNode>
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#include <osgProducer/Viewer>
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#include <osgViewer/Viewer>
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#include <iostream>
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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{
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@ -215,13 +215,7 @@ int main( int argc, char **argv )
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// initialize the viewer.
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// initialize 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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// 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 user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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if (arguments.read("-h") || arguments.read("--help"))
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@ -262,31 +256,5 @@ int main( int argc, char **argv )
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// set the scene to render
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// set the scene to render
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viewer.setSceneData(rootnode);
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viewer.setSceneData(rootnode);
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// create the windows and run the threads.
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return viewer.run();
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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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}
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}
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