211 lines
7.8 KiB
HTML
211 lines
7.8 KiB
HTML
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="GENERATOR" content="Mozilla/4.77 [en] (X11; U; Linux 2.4.3-20mdk i686) [Netscape]">
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<title>examples</title>
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</head>
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<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#990066" alink="#FF0000">
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<img SRC="images/OpenSceneGraphBanner_Distribution.jpg" height=77 width=640>
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<table>
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<tr>
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<td><a href="index.html">Index</a></td>
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<td><a href="introduction.html">Introduction</a></td>
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<td><a href="contents.html">Contents</a></td>
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<td><a href="install.html">Install</a></td>
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<td><a href="dependencies.html">Dependencies</a></td>
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<td><a href="examples.html">examples</a></td>
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<td><a href="data.html">Data</a></td>
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<td><a href="osgviewer.html">Viewer</a></td>
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<td><a href="stereo.html">Stereo</a></td>
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<td><a href="plan.html">Plan</a></td>
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<td><a href="documentation.html">Reference Guides</a></td>
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</tr>
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</table>
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<h2>
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<a NAME="Running the demos"></a><u>Running the examples</u></h2>
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Once the OpenSceneGraph is <a href="install.html">installed</a> you will
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need place the location where it was installed on the you systems paths
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environmental variables, and then download the <a href="data.html">demo
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data</a> and set the <b>OSG_FILE_PATH</b> so that the file loading can
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locate the datasets. It is probably worth setting you autoexec.bat, .bashrc
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or.tcsh etc to pick up on these settings so that next time you log in everything
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is in easy reach.
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<li>
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Windows:</li>
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<ul><b>set PATH = C:/all/the/exisitng/paths;C:/OpenSceneGraph/bin</b>
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<br><b>set OSG_FILE_PATH = C:/OpenSceneGraph-Data;C:/OpenSceneGraph-Data/Images;C:/OpenSceneGraph-Data/Fonts</b></ul>
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<li>
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Unix</li>
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<ul><b>export PATH = ${PATH}:/home/myaccount/OpenSceneGraph/bin</b>
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<br><b>export LD_LIBRARY_PATH = ${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib</b>
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<br><b>export OSG_FILE_PATH = /home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images:/home/myaccount/OpenSceneGraph-Data/Fonts</b>
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<br>or
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<br><b>setenv PATH ${PATH}:/home/myaccount/OpenSceneGraph/bin</b>
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<br><b>setenv LD_LIBRARY_PATH = ${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib</b>
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<br><b>setenv OSG_FILE_PATH /home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images:/home/myaccount/OpenSceneGraph-Data/Fonts</b></ul>
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<li>
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MacOSX:</li>
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<ul><b>setenv PATH "${PATH}:${OSGHOME}/lib:${OSGHOME}/lib/osgPlugins"</b>
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<br><b>setenv DYLD_LIBRARY_PATH "${OSGHOME}/lib:${OSGHOME}/lib/osgPlugins"</b>
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<br><b>setenv OSG_FILE_PATH "/home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images:/home/myaccount/OpenSceneGraph-Data/Fonts"</b></ul>
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All the demos run on the commandline, most requiring parameters, such as
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what file to load, if you are in any doubt just run the application and
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it will either run, or provide help on what options it accepts.
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<br>
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<table>
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<tr>
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<td><a href="osgviewer.html"><img SRC="images/osgviewer_cow.jpg" BORDER=0 height=100 width=128></a></td>
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<td><b>osgviewer cow.osg</b></td>
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<td>The scene graph viewer demo uses osgProducer::Viewer to bring up a basic
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viewer. To find out what command line arguments it takes simply run osgviewer
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without any arguments. To load a model simple run osgviewer filename.ext. The
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osgProducer::Viewer provides an extensive set of operations that can be used
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to display information about the loaded database such as performance stats,
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through to output a snapshot of the screen, which is how these thumbnails
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were created. For a full list of key presses and mouse interaction read
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the <a href="osgviewer.html">osgviewer</a> documentation.</td>
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</tr>
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<tr>
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<td><a href="stereo.html"><img SRC="images/osgviewer_stereo.jpg" BORDER=0 height=100 width=128></a></td>
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<td><b>osgviewer --stereo cessna.osg</b></td>
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<td>The scene graph viewer also supports anaglyphic, quad buffered, and
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split screen stereo modes, for a full list of options and environmental
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variables see the <a href="stereo.html">stereo</a> documentation.</td>
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</tr>
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<tr>
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<td><img SRC="images/hangglide.jpg" BORDER=0 height=100 width=128></td>
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<td><b>hangglide</b></td>
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<td>The hang glide demo creates a simple flying site (Don Burns local hang
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glide site in fact!), demonstrating how to create simple terrain, trees
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and skydomes, and how to implement a simple flight camera manipulator to
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allow the user to fly around. </td>
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</tr>
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<tr>
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<td><img SRC="images/osgbillboard.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgbillboard lz.rgb</b></td>
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<td>Demonstrates how to create the various types of billboard supported
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by the OpenSceneGraph. Billboards are typically used for trees or particles
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effects. </td>
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</tr>
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<tr>
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<td><img SRC="images/osghud.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osghud glider.osg</b></td>
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<td>Very similar to the basic osgviewer demo, but adds an orthographic projection
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over the top of the main 3D view to create a head up display effect. Also
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demonstrates how to use osgText. .</td>
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</tr>
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<tr>
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<td><img SRC="images/osgimpostor.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgimpostor Town.osg</b></td>
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<td>OpenSceneGraph is unique among scene graph in the fact that it supports
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dynamically updated impostors natively, and this demo uses osgUtil::InsertImpostorVisitor
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to traverse the loaded scene graph inserting osg::Importor nodes in place
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of groups and LOD, so you can add Impostor into any of your own datasets!
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The scene graph then takes over full responsibility for managing required
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multistage rendering all dynamically at runtime, whilst keeping it neatly
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encapsulated making it incredible easy to use. The Impostor support demonstrates
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how powerful the multi-stage multi-pass rendering framework that the OpenSceneGraph
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has, almost all other scene graphs have to hardwire such effects into them
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and require significant application coding to do so. </td>
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</tr>
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<tr>
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<td><img SRC="images/osgreflect.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgreflect cow.osg</b></td>
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<td>An example of how to set up planar reflections using the standard multi-pass
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stencil buffer algorithm. This is all handled within the scene graph, so
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there is no need to hardwire multi-pass effects into your own application.
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.</td>
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</tr>
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<tr>
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<td><img SRC="images/osgscribe.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgscribe.cow.osg</b></td>
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<td>An example of how to decorate your scene graph geometry for useful
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effects such as scribing. This demo uses two instances of your model, the
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first one uses the state values set in your scene graph, the second instance
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override the polygmode to render it as wireframe, and with a polygon offset
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to ensure it is seen from all angles. These two instance are grouped together
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and then are treated like any other scene graph. </td>
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</tr>
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<tr>
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<td><img SRC="images/osgstereoimage.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgstereoimage left.rgb right.rgb</b></td>
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<td>An example of use node maks to select different parts of the scene
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graph for different traversals, in this case two separate images are drawn
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for the left and right eyes to generate a stereo 3D image from two flat
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images! .</td>
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</tr>
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<tr>
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<td><img SRC="images/osgtext.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgtext</b></td>
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<td>An example showing how to creating the various different typs of text
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that the osgText library supports. </td>
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</tr>
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<tr>
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<td><img SRC="images/osgtexture.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgtexture lz.rgb reflect.rgb</b></td>
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<td>An example showing how to creating the textured quads, each with different
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texture parameters, including anisotrophic filtering and texture compression! </td>
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</tr>
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<tr>
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<td><img SRC="images/osgwindows.jpg" BORDER=0 height=100 width=128></td>
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<td><b>osgwindows cow.osg</b></td>
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<td>An example of multiple windows all running at once. </td>
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</tr>
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</table>
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</body>
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</html>
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