Added osgtexturecompression example to demonstate the quality difference between
different compression techniques.
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@ -108,6 +108,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
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ADD_SUBDIRECTORY(osgtexture2D)
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ADD_SUBDIRECTORY(osgtexture3D)
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ADD_SUBDIRECTORY(osgtexturerectangle)
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ADD_SUBDIRECTORY(osgtexturecompression)
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ADD_SUBDIRECTORY(osgthirdpersonview)
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ADD_SUBDIRECTORY(osgunittests)
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ADD_SUBDIRECTORY(osgvertexprogram)
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3
examples/osgtexturecompression/CMakeLists.txt
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3
examples/osgtexturecompression/CMakeLists.txt
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SET(TARGET_SRC osgtexturecompression.cpp )
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SETUP_EXAMPLE(osgtexturecompression)
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examples/osgtexturecompression/osgtexturecompression.cpp
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226
examples/osgtexturecompression/osgtexturecompression.cpp
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/* OpenSceneGraph example, osgtexture3D.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/Texture2D>
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#include <osg/TexGen>
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#include <osg/Geode>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osgGA/TrackballManipulator>
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#include <osgViewer/CompositeViewer>
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#include <iostream>
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osg::Camera* createHUD(const std::string& label)
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{
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// create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD
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osg::Camera* camera = new osg::Camera;
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// set the projection matrix
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camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
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// set the view matrix
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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// only clear the depth buffer
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// draw subgraph after main camera view.
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camera->setRenderOrder(osg::Camera::POST_RENDER);
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// we don't want the camera to grab event focus from the viewers main camera(s).
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camera->setAllowEventFocus(false);
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// add to this camera a subgraph to render
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{
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osg::Geode* geode = new osg::Geode();
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std::string font("fonts/arial.ttf");
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// turn lighting off for the text and disable depth test to ensure its always ontop.
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::Vec3 position(150.0f,150.0f,0.0f);
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(font);
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text->setPosition(position);
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text->setCharacterSize(100.0f);
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text->setText(label);
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camera->addChild(geode);
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}
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return camera;
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}
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osg::Node* creatQuad(const std::string& name,
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osg::Image* image,
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osg::Texture::InternalFormatMode formatMode,
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osg::Texture::FilterMode minFilter)
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{
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osg::Group* group = new osg::Group;
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{
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(createTexturedQuadGeometry(
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osg::Vec3(0.0f,0.0f,0.0f),
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osg::Vec3(float(image->s()),0.0f,0.0f),
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osg::Vec3(0.0f,0.0f,float(image->t()))));
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geode->setName(name);
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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osg::Texture2D* texture = new osg::Texture2D(image);
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texture->setInternalFormatMode(formatMode);
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texture->setFilter(osg::Texture::MIN_FILTER, minFilter);
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stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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group->addChild(geode);
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}
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{
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group->addChild(createHUD(name));
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}
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return group;
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}
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int main(int argc, char** argv)
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{
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osg::ArgumentParser arguments(&argc, argv);
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// construct the viewer.
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osgViewer::CompositeViewer viewer(arguments);
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if (arguments.argc()<=1)
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{
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std::cout<<"Please supply an image filename on the commnand line."<<std::endl;
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return 1;
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}
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std::string filename = arguments[1];
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osg::ref_ptr<osg::Image> image = osgDB::readImageFile(filename);
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if (!image)
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{
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std::cout<<"Error: unable able to read image from "<<filename<<std::endl;
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return 1;
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}
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osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
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return 1;
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}
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unsigned int width, height;
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wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 0;
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traits->y = 0;
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traits->width = width;
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traits->height = height;
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traits->windowDecoration = false;
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traits->doubleBuffer = true;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (!gc)
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{
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std::cout<<"Error: GraphicsWindow has not been created successfully."<<std::endl;
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}
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gc->setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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osg::ref_ptr<osgGA::TrackballManipulator> trackball = new osgGA::TrackballManipulator;
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typedef std::vector< osg::ref_ptr<osg::Node> > Models;
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Models models;
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models.push_back(creatQuad("no compression", image.get(), osg::Texture::USE_IMAGE_DATA_FORMAT, osg::Texture::LINEAR));
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models.push_back(creatQuad("ARB compression", image.get(), osg::Texture::USE_ARB_COMPRESSION, osg::Texture::LINEAR));
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models.push_back(creatQuad("DXT1 compression", image.get(), osg::Texture::USE_S3TC_DXT1_COMPRESSION, osg::Texture::LINEAR));
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models.push_back(creatQuad("DXT3 compression", image.get(), osg::Texture::USE_S3TC_DXT3_COMPRESSION, osg::Texture::LINEAR));
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models.push_back(creatQuad("DXT5 compression", image.get(), osg::Texture::USE_S3TC_DXT5_COMPRESSION, osg::Texture::LINEAR));
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int numX = 1;
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int numY = 1;
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// compute the number of views up and across that are need
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{
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float aspectRatio = float(width)/float(height);
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float multiplier = sqrtf(float(models.size())/aspectRatio);;
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float multiplier_x = multiplier*aspectRatio;
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float multiplier_y = multiplier;
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if ((multiplier_x/ceilf(multiplier_x)) > (multiplier_y/ceilf(multiplier_y)))
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{
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numX = int(ceilf(multiplier_x));
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numY = int(ceilf(float(models.size())/float(numX)));
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}
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else
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{
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numY = int(ceilf(multiplier_y));
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numX = int(ceilf(float(models.size())/float(numY)));
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}
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}
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// populate the view with the required view to view each model.
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for(unsigned int i=0; i<models.size(); ++i)
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{
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osgViewer::View* view = new osgViewer::View;
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int xCell = i % numX;
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int yCell = i / numX;
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int vx = int((float(xCell)/float(numX)) * float(width));
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int vy = int((float(yCell)/float(numY)) * float(height));
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int vw = int(float(width) / float(numX));
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int vh = int(float(height) / float(numY));
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view->setSceneData(models[i].get());
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view->getCamera()->setProjectionMatrixAsPerspective(30.0, double(vw) / double(vh), 1.0, 1000.0);
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view->getCamera()->setViewport(new osg::Viewport(vx, vy, vw, vh));
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view->getCamera()->setGraphicsContext(gc.get());
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view->getCamera()->setClearMask(0);
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view->setCameraManipulator(trackball.get());
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viewer.addView(view);
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}
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return viewer.run();
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}
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