From Rainer Oder, updates to osgplanets
This commit is contained in:
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2252e9e851
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7039e5cb98
@ -5,6 +5,7 @@
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osgUtil/Optimizer>
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@ -18,128 +19,6 @@
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#include <osgProducer/Viewer>
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struct SolarSystemParameters
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{
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SolarSystemParameters():
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radiusSun(20.0),
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RorbitEarth(100.0),
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radiusEarth(10.0),
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radiusMoon(2.0),
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RorbitMoon(20.0),
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tiltEarth(5.0),
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rotateSpeedEarth(5.0)
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{}
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double radiusSun;
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double RorbitEarth;
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double radiusEarth;
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double radiusMoon;
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double RorbitMoon;
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double tiltEarth;
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double rotateSpeedEarth;
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};
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osg::Node* createSolarSystem(SolarSystemParameters& parameters)
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{
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return 0;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// 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 use of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes.");
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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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// initialize the viewer.
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osgProducer::Viewer viewer(arguments);
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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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SolarSystemParameters parameters;
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while (arguments.read("--radiusMoon",parameters.radiusMoon)) {}
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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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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* model = createSolarSystem(parameters);
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if (!model)
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{
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return 1;
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}
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std::cout << "radiusSun = " << parameters.radiusSun << std::endl;
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std::cout << "RorbitEarth = " << parameters.RorbitEarth << std::endl;
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std::cout << "radiusEarth = " << parameters.radiusEarth << std::endl;
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std::cout << "radiusMoon = " << parameters.radiusMoon << std::endl;
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std::cout << "RorbitMoon = " << parameters.RorbitMoon << std::endl;
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std::cout << "tiltEarth = " << parameters.tiltEarth << std::endl;
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std::cout << "rotateSpeedEarth = " << parameters.rotateSpeedEarth << std::endl;
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/*
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// tilt the scene so the default eye position is looking down on the model.
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osg::MatrixTransform* rootnode = new osg::MatrixTransform;
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rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
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rootnode->addChild(model);
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// set the scene to render
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viewer.setSceneData(rootnode);
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// create the windows and run the threads.
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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 before exit.
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viewer.sync();
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*/
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return 0;
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}
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/*////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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@ -165,147 +44,260 @@ osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,dou
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}
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return animationPath;
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}
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}// end createAnimationPath
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osg::Node* createBase(const osg::Vec3& center,float radius)
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osg::MatrixTransform* createEarthTranslationAndTilt( double RorbitEarth, double tiltEarth )
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{
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osg::MatrixTransform* earthPositioned = new osg::MatrixTransform;
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//earthPositioned->setDataVariance(osg::Object::STATIC);
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earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitEarth, 0.0 ) )*
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osg::Matrix::scale(1.0, 1.0, 1.0)*
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osg::Matrix::rotate(osg::inDegrees( tiltEarth ),0.0f,0.0f,1.0f));
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return earthPositioned;
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}// end createEarthTranslationAndTilt
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int numTilesX = 10;
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int numTilesY = 10;
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float width = 2*radius;
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float height = 2*radius;
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osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
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osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
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osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
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// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
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osg::Vec3Array* coords = new osg::Vec3Array;
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int iy;
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for(iy=0;iy<=numTilesY;++iy)
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{
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for(int ix=0;ix<=numTilesX;++ix)
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{
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coords->push_back(v000+dx*(float)ix+dy*(float)iy);
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}
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}
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//Just two colours - black and white.
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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)); // white
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colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
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int numColors=colors->size();
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int numIndicesPerRow=numTilesX+1;
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osg::UByteArray* coordIndices = new osg::UByteArray; // assumes we are using less than 256 points...
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osg::UByteArray* colorIndices = new osg::UByteArray;
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for(iy=0;iy<numTilesY;++iy)
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{
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for(int ix=0;ix<numTilesX;++ix)
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{
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// four vertices per quad.
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coordIndices->push_back(ix +(iy+1)*numIndicesPerRow);
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coordIndices->push_back(ix +iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
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// one color per quad
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colorIndices->push_back((ix+iy)%numColors);
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}
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}
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// set up a single normal
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
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osg::Geometry* geom = new osg::Geometry;
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geom->setVertexArray(coords);
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geom->setVertexIndices(coordIndices);
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geom->setColorArray(colors);
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geom->setColorIndices(colorIndices);
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geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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geom->setNormalArray(normals);
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geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geom);
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return geode;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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osg::MatrixTransform* createRotation( double orbit, double speed )
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{
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osg::Vec3 center( 0.0, 0.0, 0.0 );
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* glider = osgDB::readNodeFile("glider.osg");
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if (glider)
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{
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const osg::BoundingSphere& bs = glider->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
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osg::AnimationPath* animationPath = createAnimationPath( center, orbit, animationLength );
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positioned->addChild(glider);
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osg::MatrixTransform* rotation = new osg::MatrixTransform;
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rotation->setUpdateCallback( new osg::AnimationPathCallback( animationPath, 0.0f, speed ) );
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
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xform->addChild(positioned);
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return rotation;
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}// end createEarthRotation
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model->addChild(xform);
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}
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Node* createModel()
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osg::MatrixTransform* createMoonTranslation( double RorbitMoon )
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{
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osg::Vec3 center(0.0f,0.0f,0.0f);
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float radius = 100.0f;
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osg::MatrixTransform* moonPositioned = new osg::MatrixTransform;
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//earthPositioned->setDataVariance(osg::Object::STATIC);
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//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( RorbitEarth, 0.0, 0.0 ) )*
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moonPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, RorbitMoon, 0.0 ) )*
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//earthPositioned->setMatrix(osg::Matrix::translate(osg::Vec3( 0.0, 0.0, RorbitEarth ) )*
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osg::Matrix::scale(1.0, 1.0, 1.0)*
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osg::Matrix::rotate(osg::inDegrees(0.0f),0.0f,0.0f,1.0f));
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osg::Group* root = new osg::Group;
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return moonPositioned;
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}// end createMoonTranslation
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root->addChild(createMovingModel(center,radius*0.8f));
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root->addChild(createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius));
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osg::Geode* createPlanet( double radius, std::string name, osg::Vec4 color )
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{
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// create a cube shape
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osg::Sphere *planetSphere = new osg::Sphere( osg::Vec3( 0.0, 0.0, 0.0 ), radius );
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return root;
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} */
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// create a container that makes the sphere drawable
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osg::ShapeDrawable *sPlanetSphere = new osg::ShapeDrawable( planetSphere );
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// set the object color
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sPlanetSphere->setColor( color );
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// create a geode object to as a container for our drawable sphere object
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osg::Geode* geodePlanet = new osg::Geode();
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geodePlanet->setName( name );
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// add our drawable sphere to the geode container
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geodePlanet->addDrawable( sPlanetSphere );
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return( geodePlanet );
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}// end createPlanet
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class SolarSystem
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{
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public:
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double _radiusSun;
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double _radiusEarth;
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double _RorbitEarth;
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double _tiltEarth;
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double _rotateSpeedEarthAndMoon;
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double _rotateSpeedEarth;
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double _radiusMoon;
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double _RorbitMoon;
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double _rotateSpeedMoon;
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SolarSystem(
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double _radiusSun = 20.0,
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double _radiusEarth = 10.0,
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double _RorbitEarth = 100.0,
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double _tiltEarth = 5.0,
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double _rotateSpeedEarthAndMoon = 5.0,
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double _rotateSpeedEarth = 5.0,
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double _radiusMoon = 2.0,
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double _RorbitMoon = 20.0,
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double _rotateSpeedMoon = 5.0 )
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{}
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osg::Group* built()
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{
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osg::Group* thisSystem = new osg::Group;
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// create the sun
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osg::Node* sun = createPlanet( _radiusSun, "Sun", osg::Vec4( 1.0f, 1.0f, 0.5f, 1.0f) );
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// stick sun right under root, no transformations for the sun
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thisSystem->addChild( sun );
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//creating right side of the graph with earth and moon and the rotations above it
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// create earth and moon
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osg::Node* earth = createPlanet( _radiusEarth, "Earth", osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f) );
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osg::Node* moon = createPlanet( _radiusMoon, "Moon", osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f) );
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// create transformations for the earthMoonGroup
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osg::MatrixTransform* aroundSunRotation = createRotation( _RorbitEarth, _rotateSpeedEarthAndMoon );
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osg::MatrixTransform* earthPosition = createEarthTranslationAndTilt( _RorbitEarth, _tiltEarth );
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//Group with earth and moon under it
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osg::Group* earthMoonGroup = new osg::Group;
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//transformation to rotate the earth around itself
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osg::MatrixTransform* earthRotationAroundItself = createRotation ( 0.0, _rotateSpeedEarth );
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//transformations for the moon
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osg::MatrixTransform* moonAroundEarthXform = createRotation( _RorbitMoon, _rotateSpeedMoon );
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osg::MatrixTransform* moonTranslation = createMoonTranslation( _RorbitMoon );
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moonTranslation->addChild( moon );
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moonAroundEarthXform->addChild( moonTranslation );
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earthMoonGroup->addChild( moonAroundEarthXform );
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earthRotationAroundItself->addChild( earth );
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earthMoonGroup->addChild( earthRotationAroundItself );
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earthPosition->addChild( earthMoonGroup );
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aroundSunRotation->addChild( earthPosition );
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thisSystem->addChild( aroundSunRotation );
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return( thisSystem );
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}
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void printParameters()
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{
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std::cout << "radiusSun\t= " << _radiusSun << std::endl;
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std::cout << "radiusEarth\t= " << _radiusEarth << std::endl;
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std::cout << "RorbitEarth\t= " << _RorbitEarth << std::endl;
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std::cout << "tiltEarth\t= " << _tiltEarth << std::endl;
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std::cout << "rotateSpeedEarthAndMoon= " << _rotateSpeedEarthAndMoon << std::endl;
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std::cout << "rotateSpeedEarth= " << _rotateSpeedEarth << std::endl;
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std::cout << "radiusMoon\t= " << _radiusMoon << std::endl;
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std::cout << "RorbitMoon\t= " << _RorbitMoon << std::endl;
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std::cout << "rotateSpeedMoon\t= " << _rotateSpeedMoon << std::endl;
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}
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}; // end SolarSystem
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// 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 use of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes.");
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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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// initialize the viewer.
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osgProducer::Viewer viewer(arguments);
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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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SolarSystem solarSystem;
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while (arguments.read("--radiusSun",solarSystem._radiusSun)) { }
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while (arguments.read("--radiusEarth",solarSystem._radiusEarth)) { }
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while (arguments.read("--RorbitEarth",solarSystem._RorbitEarth)) { }
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while (arguments.read("--tiltEarth",solarSystem._tiltEarth)) { }
|
||||
while (arguments.read("--rotateSpeedEarthAndMoon",solarSystem._rotateSpeedEarthAndMoon)) { }
|
||||
while (arguments.read("--rotateSpeedEarth",solarSystem._rotateSpeedEarth)) { }
|
||||
while (arguments.read("--radiusMoon",solarSystem._radiusMoon)) { }
|
||||
while (arguments.read("--RorbitMoon",solarSystem._RorbitMoon)) { }
|
||||
while (arguments.read("--rotateSpeedMoon",solarSystem._rotateSpeedMoon)) { }
|
||||
|
||||
|
||||
// solarSystem.printParameters();
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
{
|
||||
std::cout << "setup the following arguments: " << std::endl;
|
||||
std::cout << "--radiusSun: double" << std::endl;
|
||||
std::cout << "--radiusEarth: double" << std::endl;
|
||||
std::cout << "--RorbitEarth: double" << std::endl;
|
||||
std::cout << "--tiltEarth: double" << std::endl;
|
||||
std::cout << "--rotateSpeedEarthAndMoon: double" << std::endl;
|
||||
std::cout << "--rotateSpeedEarth: double" << std::endl;
|
||||
std::cout << "--radiusMoon: double" << std::endl;
|
||||
std::cout << "--RorbitMoon: double" << std::endl;
|
||||
std::cout << "--rotateSpeedMoon: double" << std::endl;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
||||
osg::Group* root = solarSystem.built();
|
||||
|
||||
/*
|
||||
// tilt the scene so the default eye position is looking down on the model.
|
||||
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
|
||||
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
|
||||
rootnode->addChild(model);
|
||||
*/
|
||||
|
||||
// run optimization over the scene graph
|
||||
osgUtil::Optimizer optimzer;
|
||||
optimzer.optimize( root );
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData( root );
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.realize();
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user