/* OpenSceneGraph example, osgtexture2D. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // filter wall and animation callback. // class FilterCallback : public osg::NodeCallback { public: FilterCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { // start with a mip mapped mode to ensure that _minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("Tri-linear mip mapping (default filtering)\nsetFilter(MIN_FILTER,LINEAR_MIP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST); _magFilterList.push_back(osg::Texture2D::NEAREST); _textList.push_back("Nearest filtering\nsetFilter(MIN_FILTER,NEAREST)\nsetFilter(MAG_FILTER,NEAREST)"); _minFilterList.push_back(osg::Texture2D::LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("Linear filtering\nsetFilter(MIN_FILTER,LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("nearest mip mapping (default filtering)\nsetFilter(MIN_FILTER,)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,LINEAR_MIPMAP_NEAREST)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,NEAREST_MIPMAP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getSimulationTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current position, wrap round if required. _currPos++; if (_currPos>=_minFilterList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setFilter(osg::Texture2D::MIN_FILTER,_minFilterList[_currPos]); _texture->setFilter(osg::Texture2D::MAG_FILTER,_magFilterList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector FilterList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; FilterList _minFilterList; FilterList _magFilterList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createFilterWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(1.0f,0.0f,0.0f); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setImage(osgDB::readRefImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::YZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new FilterCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // anisotropic wall and animation callback. // class AnisotropicCallback : public osg::NodeCallback { public: AnisotropicCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { _maxAnisotropyList.push_back(1.0f); _textList.push_back("No anisotropic filtering (default)\nsetMaxAnisotropy(1.0f)"); _maxAnisotropyList.push_back(2.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(2.0f)"); _maxAnisotropyList.push_back(4.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(4.0f)"); _maxAnisotropyList.push_back(8.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)"); _maxAnisotropyList.push_back(16.0f); _textList.push_back("Highest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getSimulationTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current position, wrap round if required. _currPos++; if (_currPos>=_maxAnisotropyList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setMaxAnisotropy(_maxAnisotropyList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector AnisotropyList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; AnisotropyList _maxAnisotropyList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createAnisotripicWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 center((bb.xMin()+bb.xMax())*0.5f,(bb.yMin()+bb.yMax())*0.5f,bb.zMin()); float height = bb.yMax()-bb.yMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,0.0f,1.0f); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setImage(osgDB::readRefImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XY_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new AnisotropicCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // wrap wall and animation callback. // class WrapCallback : public osg::NodeCallback { public: WrapCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { _wrapList.push_back(osg::Texture2D::CLAMP); _textList.push_back("Default tex coord clamp\nsetWrap(WRAP_S,CLAMP)"); _wrapList.push_back(osg::Texture2D::CLAMP_TO_EDGE); _textList.push_back("Clamp to edge extension\nsetWrap(WRAP_S,CLAMP_TO_EDGE)"); _wrapList.push_back(osg::Texture2D::CLAMP_TO_BORDER); _textList.push_back("Clamp to border color extension\nsetWrap(WRAP_S,CLAMP_TO_BORDER)"); _wrapList.push_back(osg::Texture2D::REPEAT); _textList.push_back("Repeat wrap\nsetWrap(WRAP_S,REPEAT)"); _wrapList.push_back(osg::Texture2D::MIRROR); _textList.push_back("Mirror wrap extension\nsetWrap(WRAP_S,MIRROR)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getSimulationTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current position, wrap round if required. _currPos++; if (_currPos>=_wrapList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setWrap(osg::Texture2D::WRAP_S,_wrapList[_currPos]); _texture->setWrap(osg::Texture2D::WRAP_T,_wrapList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector WrapList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; WrapList _wrapList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createWrapWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMax(),bb.yMax(),bb.zMax()); osg::Vec3 bottom_left(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMin(),bb.zMax()); osg::Vec3 center(bb.xMax(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(-1.0f,2.0f); (*texcoords)[1].set(-1.0f,-1.0f); (*texcoords)[2].set(2.0f,-1.0f); (*texcoords)[3].set(2.0f,2.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(-1.0f,0.0f,0.0f); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); // only used when wrap is set to CLAMP_TO_BORDER texture->setImage(osgDB::readRefImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); // create the text label. osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::YZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new WrapCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // sublooad wall and animation callback. // class ImageUpdateCallback : public osg::NodeCallback { public: ImageUpdateCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { #if 1 osg::ref_ptr originalImage = osgDB::readRefImageFile("Images/dog_left_eye.jpg"); osg::ref_ptr subImage = new osg::Image; subImage->setUserData(originalImage.get()); // attach the originalImage as user data to prevent it being deleted. // now assign the appropriate portion data from the originalImage subImage->setImage(originalImage->s()/2, originalImage->t()/2, originalImage->r(), // half the width and height originalImage->getInternalTextureFormat(), // same internal texture format originalImage->getPixelFormat(),originalImage->getDataType(), // same pixel foramt and data type originalImage->data(originalImage->s()/4,originalImage->t()/4), // offset the start point to 1/4 into the image osg::Image::NO_DELETE, // don't attempt to delete the image data, leave this to the originalImage originalImage->getPacking(), // use the same packing originalImage->s()); // use the width of the original image as the row width subImage->setPixelBufferObject(new osg::PixelBufferObject(subImage.get())); #if 0 OSG_NOTICE<<"orignalImage iterator"<s()<<", "<t()<(itr.data()); d<(itr.data()+itr.size()); ++d) { *d = 255-*d; } } #endif _imageList.push_back(subImage); #else _imageList.push_back(osgDB::readRefImageFile("Images/dog_left_eye.jpg")); #endif _textList.push_back("Subloaded Image 1 - dog_left_eye.jpg"); _imageList.push_back(osgDB::readRefImageFile("Images/dog_right_eye.jpg")); _textList.push_back("Subloaded Image 2 - dog_right_eye.jpg"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getSimulationTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current position, wrap round if required. _currPos++; if (_currPos>=_imageList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { // Note, as long as the images are the same dimensions subloading will be used // to update the textures. If dimensions change then the texture objects have // to be deleted and re-recreated. // // The load/subload happens during the draw traversal so doesn't happen on // the setImage which just updates internal pointers and modifed flags. _texture->setImage(_imageList[_currPos].get()); //_texture->dirtyTextureObject(); _text->setText(_textList[_currPos]); } protected: typedef std::vector< osg::ref_ptr > ImageList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; ImageList _imageList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createSubloadWall(osg::BoundingBox& bb) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMax()); osg::Vec3 center((bb.xMax()+bb.xMin())*0.5f,bb.yMax(),(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,-1.0f,0.0f); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new ImageUpdateCallback(texture,text)); return group; } osg::Node* createModel() { // create the root node which will hold the model. osg::Group* root = new osg::Group(); // turn off lighting root->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f); root->addChild(createFilterWall(bb,"Images/lz.rgb")); root->addChild(createAnisotripicWall(bb,"Images/primitives.gif")); root->addChild(createWrapWall(bb,"Images/tree0.rgba")); root->addChild(createSubloadWall(bb)); return root; } int main(int , char **) { // construct the viewer. osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData( createModel() ); return viewer.run(); }