Removed spaces at ends of lines
This commit is contained in:
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d0f4086a57
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d82c62a03b
@ -39,9 +39,9 @@
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// This demo illustrates how to create the various different types of geometry that
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// the osg::Geometry class can represent. This demo uses the OpenGL red book diagram of different
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// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives. The OpenSceneGraph
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// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also
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// the osg::Geometry class can represent. This demo uses the OpenGL red book diagram of different
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// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives. The OpenSceneGraph
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// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also
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// wrapped around OpenGL's vertex arrays and draw arrays/elements calls. Familiarity with
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// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
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// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
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@ -51,7 +51,7 @@
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// a draw method for drawing objects in the scene. osg::Geometry contains all the vertex, normal
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// color and texture coordinate arrays required to specify the coordinates of your objects, and the
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// primitives join these coordinates together as the points, lines or surfaces that you will see
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// rendered on your screen.
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// rendered on your screen.
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//
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// This demo is split into two functions, the createScene() function which creates the scene graph
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// with the various primitives in it, and the main() which sets up a basic viewer window and
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@ -60,7 +60,7 @@
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struct NormalPrint
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{
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void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const
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void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const
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{
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osg::Vec3 normal = (v2-v1)^(v3-v2);
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normal.normalize();
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@ -72,10 +72,10 @@ struct NormalPrint
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void printTriangles(const std::string& name, osg::Drawable& drawable)
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{
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std::cout<<name<<std::endl;
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osg::TriangleFunctor<NormalPrint> tf;
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drawable.accept(tf);
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std::cout<<std::endl;
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}
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@ -94,9 +94,9 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and points primitive.
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osg::Geometry* pointsGeom = new osg::Geometry();
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// create a Vec3Array and add to it all my coordinates.
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// Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array
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// Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array
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// and std::vector<>. osg::Array's are reference counted and hence sharable,
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// which std::vector<> provides all the convenience, flexibility and robustness
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// of the most popular of all STL containers.
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@ -106,25 +106,25 @@ osg::Node* createScene()
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vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
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vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));
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vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889));
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// pass the created vertex array to the points geometry object.
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pointsGeom->setVertexArray(vertices);
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// create the color of the geometry, one single for the whole geometry.
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// for consistency of design even one single color must added as an element
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// in a color array.
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osg::Vec4Array* colors = new osg::Vec4Array;
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// add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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// pass the color array to points geometry, note the binding to tell the geometry
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// that only use one color for the whole object.
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pointsGeom->setColorArray(colors);
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pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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@ -138,8 +138,8 @@ osg::Node* createScene()
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// parameter is the index position into the vertex array of the first point
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// to draw, and the third parameter is the number of points to draw.
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pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size()));
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// add the points geometry to the geode.
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geode->addDrawable(pointsGeom);
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}
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@ -148,7 +148,7 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll preallocate the vertex array to the size we
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// need and then simple set them as array elements, 8 points
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// makes 4 line segments.
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@ -162,16 +162,16 @@ osg::Node* createScene()
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(*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217);
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(*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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linesGeom->setColorArray(colors);
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linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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@ -180,21 +180,21 @@ osg::Node* createScene()
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8));
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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// create LINE_STRIP
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll preallocate the vertex array to the size
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// this time we'll preallocate the vertex array to the size
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// and then use an iterator to fill in the values, a bit perverse
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// but does demonstrate that we have just a standard std::vector underneath.
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osg::Vec3Array* vertices = new osg::Vec3Array(5);
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@ -204,10 +204,10 @@ osg::Node* createScene()
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(vitr++)->set(0.164788, -2.15188e-09, 0.366653);
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(vitr++)->set(-0.0288379, -2.15188e-09, 0.333695);
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(vitr++)->set(-0.0453167, -2.15188e-09, 0.280139);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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@ -222,11 +222,11 @@ osg::Node* createScene()
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5));
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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@ -235,9 +235,9 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* linesGeom = new osg::Geometry();
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// this time we'll a C arrays to initialize the vertices.
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osg::Vec3 myCoords[] =
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{
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osg::Vec3(0.741546, -2.15188e-09, 0.453167),
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@ -247,33 +247,33 @@ osg::Node* createScene()
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osg::Vec3(0.968129, -2.15188e-09, 0.337815),
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osg::Vec3(0.869256, -2.15188e-09, 0.531441)
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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linesGeom->setVertexArray(vertices);
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// set the colors as before, plus using the above
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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linesGeom->setColorArray(colors);
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linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// set the normal in the same way color.
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osg::Vec3Array* normals = new osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
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linesGeom->setNormalArray(normals);
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linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords));
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// add the points geometry to the geode.
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geode->addDrawable(linesGeom);
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}
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@ -301,17 +301,17 @@ osg::Node* createScene()
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// According to the OpenGL diagram vertices should be specified in a clockwise direction.
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// In reality you need to specify coords for polygons in a anticlockwise direction
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// for their front face to be pointing towards you; get this wrong and you could
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// find back face culling removing the wrong faces of your models. The OpenGL diagram
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// find back face culling removing the wrong faces of your models. The OpenGL diagram
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// is just plain wrong, but it's a nice diagram so we'll keep it for now!
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// create POLYGON
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// this time we'll use C arrays to initialize the vertices.
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// note, anticlockwise ordering.
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// note II, OpenGL polygons must be convex, planar polygons, otherwise
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// note II, OpenGL polygons must be convex, planar polygons, otherwise
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// undefined results will occur. If you have concave polygons or ones
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// that cross over themselves then use the osgUtil::Tessellator to fix
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// the polygons into a set of valid polygons.
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@ -323,30 +323,30 @@ osg::Node* createScene()
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osg::Vec3(-0.766264, 0.0f, -0.0576758),
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osg::Vec3(-0.980488, 0.0f, -0.094753)
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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// use the shared color array.
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polyGeom->setColorArray(shared_colors.get());
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// use the shared normal array.
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polyGeom->setNormalArray(shared_normals.get());
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polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
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printTriangles("Polygon",*polyGeom);
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// add the points geometry to the geode.
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geode->addDrawable(polyGeom);
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}
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@ -356,7 +356,7 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, anticlockwise ordering.
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osg::Vec3 myCoords[] =
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{
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@ -370,29 +370,29 @@ osg::Node* createScene()
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osg::Vec3(0.164788, 0.0f, -0.0453167),
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osg::Vec3(0.13595, 0.0f, -0.255421)
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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// use the shared color array.
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polyGeom->setColorArray(shared_colors.get());
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// use the shared normal array.
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polyGeom->setNormalArray(shared_normals.get());
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polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords));
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printTriangles("Quads",*polyGeom);
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// add the points geometry to the geode.
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@ -403,7 +403,7 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
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osg::Vec3 myCoords[] =
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{
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@ -419,29 +419,29 @@ osg::Node* createScene()
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osg::Vec3(1.11232, -2.15188e-09, 0.0123591),
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osg::Vec3(1.12468, 9.18133e-09, -0.164788),
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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// use the shared color array.
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polyGeom->setColorArray(shared_colors.get());
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// use the shared normal array.
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polyGeom->setNormalArray(shared_normals.get());
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polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,numCoords));
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printTriangles("Quads strip",*polyGeom);
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// add the points geometry to the geode.
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@ -452,7 +452,7 @@ osg::Node* createScene()
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{
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// create Geometry object to store all the vertices and lines primitive.
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osg::Geometry* polyGeom = new osg::Geometry();
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// note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
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osg::Vec3 myCoords[] =
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{
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@ -468,7 +468,7 @@ osg::Node* createScene()
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osg::Vec3(-1.067, 9.18133e-09, -0.609715),
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// TRIANGLE STRIP 6 vertices, v6..v11
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// note defined top point first,
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// note defined top point first,
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// then anticlockwise for the next two points,
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// then alternating to bottom there after.
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osg::Vec3(-0.160668, -2.15188e-09, -0.531441),
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@ -487,46 +487,46 @@ osg::Node* createScene()
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osg::Vec3(0.840418, -2.15188e-09, -0.506723),
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};
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int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
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osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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// use the shared color array.
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polyGeom->setColorArray(shared_colors.get());
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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// use the shared normal array.
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polyGeom->setNormalArray(shared_normals.get());
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polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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// This time we simply use primitive, and hardwire the number of coords to use
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// This time we simply use primitive, and hardwire the number of coords to use
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// since we know up front,
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,6));
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,6,6));
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,12,5));
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||||
// polygon stipple
|
||||
osg::StateSet* stateSet = new osg::StateSet();
|
||||
polyGeom->setStateSet(stateSet);
|
||||
|
||||
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
|
||||
|
||||
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
|
||||
osg::PolygonStipple* polygonStipple = new osg::PolygonStipple;
|
||||
stateSet->setAttributeAndModes(polygonStipple,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
|
||||
#endif
|
||||
|
||||
|
||||
printTriangles("Triangles/Strip/Fan",*polyGeom);
|
||||
|
||||
// add the points geometry to the geode.
|
||||
geode->addDrawable(polyGeom);
|
||||
}
|
||||
|
||||
return geode;
|
||||
|
||||
return geode;
|
||||
}
|
||||
|
||||
|
||||
@ -543,33 +543,33 @@ class MyTransformCallback : public osg::NodeCallback
|
||||
|
||||
virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
|
||||
{
|
||||
osg::MatrixTransform* transform = dynamic_cast<osg::MatrixTransform*>(node);
|
||||
osg::MatrixTransform* transform = dynamic_cast<osg::MatrixTransform*>(node);
|
||||
if (nv && transform && nv->getFrameStamp())
|
||||
{
|
||||
double time = nv->getFrameStamp()->getSimulationTime();
|
||||
transform->setMatrix(osg::Matrix::translate(0.0f,1.0f+cosf(time*_angular_velocity),0.0f));
|
||||
}
|
||||
|
||||
|
||||
// must continue subgraph traversal.
|
||||
traverse(node,nv);
|
||||
|
||||
traverse(node,nv);
|
||||
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
float _angular_velocity;
|
||||
|
||||
};
|
||||
|
||||
|
||||
osg::Node* createBackground()
|
||||
{
|
||||
{
|
||||
|
||||
// we'll create a texture mapped quad to sit behind the Geometry
|
||||
// we'll create a texture mapped quad to sit behind the Geometry
|
||||
osg::Image* image = osgDB::readImageFile("Images/primitives.gif");
|
||||
if (!image) return NULL;
|
||||
|
||||
|
||||
|
||||
|
||||
// create Geometry object to store all the vertices and lines primitive.
|
||||
osg::Geometry* polyGeom = new osg::Geometry();
|
||||
|
||||
@ -626,11 +626,11 @@ osg::Node* createBackground()
|
||||
|
||||
// There are three variants of the DrawElements osg::Primitive, UByteDrawElements which
|
||||
// contains unsigned char indices, UShortDrawElements which contains unsigned short indices,
|
||||
// and UIntDrawElements which contains ... unsigned int indices.
|
||||
// The first parameter to DrawElements is
|
||||
// and UIntDrawElements which contains ... unsigned int indices.
|
||||
// The first parameter to DrawElements is
|
||||
polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP,numIndices,myIndices));
|
||||
|
||||
// new we need to add the texture to the Drawable, we do so by creating a
|
||||
// new we need to add the texture to the Drawable, we do so by creating a
|
||||
// StateSet to contain the Texture2D StateAttribute.
|
||||
osg::StateSet* stateset = new osg::StateSet;
|
||||
|
||||
@ -642,7 +642,7 @@ osg::Node* createBackground()
|
||||
|
||||
polyGeom->setStateSet(stateset);
|
||||
|
||||
|
||||
|
||||
// create the Geode (Geometry Node) to contain all our osg::Geometry objects.
|
||||
osg::Geode* geode = new osg::Geode();
|
||||
|
||||
@ -652,7 +652,7 @@ osg::Node* createBackground()
|
||||
//return geode;
|
||||
|
||||
// create a transform to move the background back and forward with.
|
||||
|
||||
|
||||
osg::MatrixTransform* transform = new osg::MatrixTransform();
|
||||
transform->setUpdateCallback(new MyTransformCallback(1.0f));
|
||||
transform->addChild(geode);
|
||||
|
Loading…
Reference in New Issue
Block a user