Updated the comments to be more relevant
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14774 16af8721-9629-0410-8352-f15c8da7e697
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@ -31,11 +31,9 @@
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#include <iostream>
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//
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// A simple demo demonstrating different texturing modes,
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// including using of texture extensions.
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// A simple demo demonstrating use osg::Texture3D to create a blended animation between four seperate images packed together into a 3d texture
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//
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typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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osg::StateSet* createState()
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@ -176,27 +174,16 @@ osg::Drawable* createSquare(float textureCoordMax=1.0f)
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osg::Node* createModel()
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{
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// create the geometry of the model, just a simple 2d quad right now.
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(createSquare());
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// normally we'd create the stateset's to contain all the textures
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// etc here, but, the above technique uses osg::Image::scaleImage and
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// osg::Image::copySubImage() which are implemented with OpenGL utility
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// library, which unfortunately can't be used until we have a valid
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// OpenGL context, and at this point in initilialization we don't have
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// a valid OpenGL context, so we have to delay creation of state until
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// there is a valid OpenGL context. I'll manage this by using an
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// app callback which will create the state during the first traversal.
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// A bit hacky, and my plan is to reimplement the osg::scaleImage and
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// osg::Image::copySubImage() without using GLU which will get round
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// this current limitation.
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geode->setUpdateCallback(new UpdateStateCallback());
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geode->setStateSet(createState());
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return geode;
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}
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