From Wojciech Leandowski, "I removed few lines of code that were setting Threading mode and Screen mode. I believe they are now not neccessary because the same does osgViewer::Viewer argument parser. In fact argument list does not contain these args after they were parsed by osgViewer::Viewer constructor.
I also allowed myself to add ThreadingHandler to the example."
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@ -514,7 +514,6 @@ int main(int argc, char** argv)
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arguments.getApplicationUsage()->addCommandLineOption("--two-sided", "Use two-sided stencil extension for shadow volumes.");
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arguments.getApplicationUsage()->addCommandLineOption("--two-pass", "Use two-pass stencil for shadow volumes.");
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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@ -525,15 +524,6 @@ int main(int argc, char** argv)
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return 1;
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}
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// default to single threaded during dev work.
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viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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while (arguments.read("--SingleThreaded")) viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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while (arguments.read("--CullDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
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while (arguments.read("--DrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
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while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
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bool postionalLight = true;
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while (arguments.read("--positionalLight")) postionalLight = true;
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while (arguments.read("--directionalLight")) postionalLight = false;
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@ -541,10 +531,6 @@ int main(int argc, char** argv)
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bool updateLightPosition = true;
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while (arguments.read("--noUpdate")) updateLightPosition = false;
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int screenNum = -1;
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while (arguments.read("--screen", screenNum)) viewer.setUpViewOnSingleScreen(screenNum);
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// set up the camera manipulators.
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{
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osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
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@ -580,13 +566,14 @@ int main(int argc, char** argv)
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// add the record camera path handler
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viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);
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// add the threading handler
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viewer.addEventHandler( new osgViewer::ThreadingHandler() );
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osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
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shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
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shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
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if (arguments.read("--sv"))
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{
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// hint to tell viewer to request stencil buffer when setting up windows
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