Cleaned up the GraphicsWindow setup
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9fcace0e73
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@ -122,8 +122,7 @@ int main( int argc, char **argv )
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}
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bool customWindows = false;
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while(arguments.read("-1")) customWindows = true;
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while(arguments.read("-2")) customWindows = false;
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while(arguments.read("-2")) customWindows = true;
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if (customWindows)
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{
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@ -134,38 +133,22 @@ int main( int argc, char **argv )
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return 0;
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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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width -= 500;
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height -= 500;
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 500;
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traits->y = 500;
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traits->width = width;
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traits->height = height;
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#if 0
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traits->windowDecoration = false;
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#else
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traits->x = 250;
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traits->y = 200;
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traits->width = 800;
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traits->height = 600;
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traits->windowDecoration = true;
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#endif
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (gw)
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if (gc.valid())
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
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gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
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// need to ensure that the window is cleared make sure that the complete window is set the correct colour
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// rather than just the parts of the window that are under the camera's viewports
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gw->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
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gw->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
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gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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@ -178,7 +161,7 @@ int main( int argc, char **argv )
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport((i*width)/numCameras,(i*height)/numCameras, width/numCameras, height/numCameras));
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camera->setViewport(new osg::Viewport((i* traits->width)/numCameras,(i* traits->height)/numCameras, traits->width/numCameras, traits->height/numCameras));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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