Added a realize callback for setting up the pbuffer so that it definately

has a valid graphics context.
This commit is contained in:
Robert Osfield 2003-04-18 08:17:18 +00:00
parent c269cc88b2
commit dac86dabb5

View File

@ -548,36 +548,24 @@ texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
return parent; return parent;
} }
void write_usage(std::ostream& out,const std::string& name) class InitializePbufferCallback : public osgProducer::OsgCameraGroup::RealizeCallback
{ {
out << std::endl; public:
out <<"usage:"<< std::endl; InitializePbufferCallback() {}
out <<" "<<name<<" [options] infile1 [infile2 ...]"<< std::endl;
out << std::endl; virtual void operator()( osgProducer::OsgCameraGroup&, osgProducer::OsgSceneHandler& sh, const Producer::RenderSurface& )
out <<"options:"<< std::endl; {
out <<" -l libraryName - load plugin of name libraryName"<< std::endl; if (!g_pPixelBuffer)
out <<" i.e. -l osgdb_pfb"<< std::endl; {
out <<" Useful for loading reader/writers which can load"<< std::endl; g_pPixelBuffer = new PBuffer(512,512);
out <<" other file formats in addition to its extension."<< std::endl; g_pPixelBuffer->initialize();
out <<" -e extensionName - load reader/wrter plugin for file extension"<< std::endl; }
out <<" i.e. -e pfb"<< std::endl;
out <<" Useful short hand for specifying full library name as"<< std::endl; // now safe to continue
out <<" done with -l above, as it automatically expands to"<< std::endl; sh.init();
out <<" the full library name appropriate for each platform."<< std::endl; }
out <<std::endl;
out <<" -stereo - switch on stereo rendering, using the default of,"<< std::endl; };
out <<" ANAGLYPHIC or the value set in the OSG_STEREO_MODE "<< std::endl;
out <<" environmental variable. See doc/stereo.html for "<< std::endl;
out <<" further details on setting up accurate stereo "<< std::endl;
out <<" for your system. "<< std::endl;
out <<" -stereo ANAGLYPHIC - switch on anaglyphic(red/cyan) stereo rendering."<< std::endl;
out <<" -stereo QUAD_BUFFER - switch on quad buffered stereo rendering."<< std::endl;
out <<std::endl;
out <<" -stencil - use a visual with stencil buffer enabled, this "<< std::endl;
out <<" also allows the depth complexity statistics mode"<< std::endl;
out <<" to be used (press 'p' three times to cycle to it)."<< std::endl;
out << std::endl;
}
int main( int argc, char **argv ) int main( int argc, char **argv )
{ {
@ -647,12 +635,12 @@ int main( int argc, char **argv )
// set the scene to render // set the scene to render
viewer.setSceneData(rootNode); viewer.setSceneData(rootNode);
// use a realize callback to create and initialize the PBuffer to ensure it has a valid graphics context.
viewer.setRealizeCallback(new InitializePbufferCallback());
// create the windows and run the threads. // create the windows and run the threads.
viewer.realize(); viewer.realize();
g_pPixelBuffer = new PBuffer(512,512);
g_pPixelBuffer->initialize();
while( !viewer.done() ) while( !viewer.done() )
{ {
// wait for all cull and draw threads to complete. // wait for all cull and draw threads to complete.