HI Gino,

Thanks the for the changes, unfortunately your mail tool has inlined
the .cpp file.  Could you repost with the files zipped up to avoid the
mail tool inlining it.

Cheers,
Robert.

On Nov 7, 2007 2:12 PM, Gino van den Bergen <[EMAIL PROTECTED]> wrote:
> I've added the following features to the OSG VRML plugin:
> * Support for Box, Sphere, Cone, and Cylinder. These nodes are converted
> to osg::Geometry conform the VRML97 spec.
> * Backface culling is enabled/disabled according to the "solid" flag for
> geometries that are converted from IndexFaceSets.
> * PROTO instances can now be used for "appearance" and "geometry" fields
> in a Shape node.
>
> The file ReaderWriterVRML2.cpp is adapted for the latest stable public
> release:
>
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.2.0
>
> The changes where needed for being able to read VRML file which are
> output by VMD (http://www.ks.uiuc.edu/Research/vmd/). A sample VRML file
> is enclosed in this submission.
>
> The plugin has been tested against a number of VRML samples that include
> texturing. The texturing is found to be VRML97 compliant for all added
> geometry nodes.
>
> Kind regards,
>
> Gino van den Bergen
> www.dtecta.com
>
>
>
>
> // -*-c++-*-
>
> /*
>  *
>  * VRML2 file converter for OpenSceneGraph.
>  *
>  * authors : Jan Ciger ([EMAIL PROTECTED]),
>  *           Tolga Abaci ([EMAIL PROTECTED]),
>  *           Bruno Herbelin ([EMAIL PROTECTED])
>  *
>  *           (c) VRlab EPFL, Switzerland, 2004-2006
>  */
>
> #include <iostream>
> #include <fstream>
> #include <string>
> #include <complex>
>
> #include <openvrml/vrml97node.h>
> #include <openvrml/common.h>
> #include <openvrml/browser.h>
> #include <openvrml/node.h>
> #include <openvrml/node_ptr.h>
> #include <openvrml/field.h>
>
> #include <osg/TexEnv>
> #include <osg/CullFace>
>
> #include <osg/Geode>
> #include <osg/Geometry>
> #include <osg/Material>
> #include <osg/Image>
> #include <osg/Texture2D>
> #include <osg/Group>
> #include <osg/MatrixTransform>
> #include <osg/Light>
> #include <osg/LightSource>
>
> #include <osg/Notify>
> #include <osgDB/Registry>
> #include <osgDB/ReadFile>
> #include <osgDB/FileNameUtils>
> #include <osgDB/FileUtils>
>
> #include <assert.h>
> #include <map>
>
>
> /**
>  * OpenSceneGraph plugin wrapper/converter.
>  */
> class ReaderWriterVRML2 : public osgDB::ReaderWriter
> {
>     public:
>         ReaderWriterVRML2() { }
>
>         virtual const char* className()
>         {
>             return "VRML2 Reader/Writer";
>         }
>
>         virtual bool acceptsExtension(const std::string& extension)
>         {
>             return osgDB::equalCaseInsensitive(extension, "wrl") ? true : 
> false;
>         }
>
>         virtual ReadResult readNode(const std::string&, const 
> osgDB::ReaderWriter::Options *options = NULL) const;
>     private:
>         osg::ref_ptr<osg::Node> convertFromVRML(openvrml::node *obj) const;
> };
>
> // Register with Registry to instantiate the above reader/writer.
> REGISTER_OSGPLUGIN(vrml, ReaderWriterVRML2)
>
> osgDB::ReaderWriter::ReadResult ReaderWriterVRML2::readNode(const std::string 
> &fname, const Options* opt) const
> {
>     std::string fileName = osgDB::findDataFile(fname, opt);
>     if (fileName.empty()) return ReadResult::FILE_NOT_FOUND;
>
>     // convert possible Windows backslashes to Unix slashes
>     // OpenVRML doesn't like backslashes, even on Windows
>     std::string unixFileName = osgDB::convertFileNameToUnixStyle(fileName);
>
> #ifdef WIN32
>     if(unixFileName[1] == ':') // absolute path
> #else
>     if(unixFileName[0] == '/') // absolute path
> #endif
>         fileName = "file://" + unixFileName;
>     else // relative path
>         fileName = unixFileName;
>
>     std::fstream null;
>     openvrml::browser *browser = new openvrml::browser(null, null);
>
>     std::vector<std::string> parameter;
>     std::vector<std::string> vuri;
>     vuri.push_back(fileName);
>     browser->load_url(vuri, parameter);
>
>     std::vector< openvrml::node_ptr > mfn;
>     mfn = browser->root_nodes();
>
>     if (mfn.size() == 0) {
>         return ReadResult::FILE_NOT_HANDLED;
>
>     } else {
>         osg::ref_ptr<osg::MatrixTransform> osg_root = new 
> osg::MatrixTransform(osg::Matrix(1, 0, 0, 0,
>                                          0, 0, 1, 0,
>                                          0, -1, 0, 0,
>                                          0, 0, 0, 1));
>
>         for (unsigned i = 0; i < mfn.size(); i++) {
>             openvrml::node *vrml_node = mfn[i].get();
>             osg_root->addChild(convertFromVRML(vrml_node).get());
>         }
>
>         return osg_root.get();
>     }
> }
>
> osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node 
> *obj) const
> {
>     std::string name = obj->id();
>     static int osgLightNum = 0;  //light
>
>     // std::cout << obj->type.id << " Node " << " ["<< name <<']' << 
> std::endl;
>
>     if (obj->type.id == "Group") // Group node
>     {
>         openvrml::vrml97_node::group_node *vrml_group;
>         vrml_group = dynamic_cast<openvrml::vrml97_node::group_node *>(obj);
>
>         osg::ref_ptr<osg::Group> osg_group = new osg::Group;
>
>         try
>         {
>             const openvrml::field_value &fv = obj->field("children");
>
>             if ( fv.type() == openvrml::field_value::mfnode_id ) {
>                 const openvrml::mfnode &mfn = dynamic_cast<const 
> openvrml::mfnode &>(fv);
>                 for (unsigned i = 0; i < mfn.value.size(); i++) {
>                     openvrml::node *node = mfn.value[i].get();
>                     osg_group->addChild(convertFromVRML(node).get());
>                 }
>             }
>         } catch (openvrml::unsupported_interface &e)
>         {
>             // no children
>         }
>
>         return osg_group.get();
>
>     } else if (obj->type.id == "Transform") // Handle transforms
>     {
>         openvrml::vrml97_node::transform_node *vrml_transform;
>         vrml_transform = dynamic_cast<openvrml::vrml97_node::transform_node 
> *>(obj);
>
>         openvrml::mat4f vrml_m = vrml_transform->transform();
>         osg::ref_ptr<osg::MatrixTransform> osg_m = new 
> osg::MatrixTransform(osg::Matrix(vrml_m[0][0], vrml_m[0][1], vrml_m[0][2], 
> vrml_m[0][3], vrml_m[1][0], vrml_m[1][1], vrml_m[1][2], vrml_m[1][3], 
> vrml_m[2][0], vrml_m[2][1], vrml_m[2][2], vrml_m[2][3], vrml_m[3][0], 
> vrml_m[3][1], vrml_m[3][2], vrml_m[3][3]));
>
>         try
>         {
>             const openvrml::field_value &fv = obj->field("children");
>
>             if ( fv.type() == openvrml::field_value::mfnode_id ) {
>                 const openvrml::mfnode &mfn = dynamic_cast<const 
> openvrml::mfnode &>(fv);
>                 for (unsigned i = 0; i < mfn.value.size(); i++) {
>                     openvrml::node *node = mfn.value[i].get();
>                     osg_m->addChild(convertFromVRML(node).get());
>                 }
>             }
>         } catch (openvrml::unsupported_interface &e)
>         {
>             // no children
>         }
>
>         return osg_m.get();
>
>     } else if (obj->type.id == "Shape") // Handle Shape node
>     {
>         osg::ref_ptr<osg::Geode> osg_geode = new osg::Geode();
>         osg::ref_ptr<osg::Geometry> osg_geom = new osg::Geometry();
>         osg_geode->addDrawable(osg_geom.get());
>         osg::StateSet *osg_stateset = osg_geom->getOrCreateStateSet();
>
>         osg::ref_ptr<osg::Material> osg_mat = new osg::Material();
>         osg_stateset->setAttributeAndModes(osg_mat.get());
>         osg_mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
>
>         // parse the geometry
>         {
>             const openvrml::field_value &fv = obj->field("geometry");
>
>             if (fv.type() == openvrml::field_value::sfnode_id)
>             {
>                 const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                 // is it indexed_face_set_node ?
>
>                 openvrml::vrml97_node::abstract_geometry_node* vrml_geom =
>                     
> static_cast<openvrml::vrml97_node::abstract_geometry_node*>(sfn.value.get()->to_geometry());
>
>                 if (openvrml::vrml97_node::indexed_face_set_node *vrml_ifs = 
> dynamic_cast<openvrml::vrml97_node::indexed_face_set_node *>(vrml_geom))
>                 {
>                     osg_geom->addPrimitiveSet(new 
> osg::DrawArrayLengths(osg::PrimitiveSet::POLYGON));
>
>                     // get array of vertex coordinate_nodes
>                     {
>                         const openvrml::field_value & fv = 
> vrml_ifs->field("coord");
>                         const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                         openvrml::vrml97_node::coordinate_node 
> *vrml_coord_node =
>                             
> dynamic_cast<openvrml::vrml97_node::coordinate_node *>(sfn.value.get());
>
>                         const std::vector<openvrml::vec3f> &vrml_coord = 
> vrml_coord_node->point();
>                         osg::ref_ptr<osg::Vec3Array> osg_vertices = new 
> osg::Vec3Array();
>
>                         unsigned i;
>                         for (i = 0; i < vrml_coord.size(); i++)
>                         {
>                             openvrml::vec3f vec = vrml_coord[i];
>                             osg_vertices->push_back(osg::Vec3(vec[0], vec[1], 
> vec[2]));
>                         }
>
>                         osg_geom->setVertexArray(osg_vertices.get());
>
>                         // get array of vertex indices
>                         const openvrml::field_value &fv2 = 
> vrml_ifs->field("coordIndex");
>                         const openvrml::mfint32 &vrml_coord_index = 
> dynamic_cast<const openvrml::mfint32 &>(fv2);
>
>                         osg::ref_ptr<osg::IntArray> osg_vert_index = new 
> osg::IntArray();
>
>                         int num_vert = 0;
>                         for (i = 0; i < vrml_coord_index.value.size(); i++)
>                         {
>                             int index = vrml_coord_index.value[i];
>                             if (index == -1) {
>                                 ((osg::DrawArrayLengths*) 
> osg_geom->getPrimitiveSet(0))->push_back(num_vert);
>                                 num_vert = 0;
>                             } else {
>                                 osg_vert_index->push_back(index);
>                                 num_vert ++;
>                             }
>                         }
>
>                         osg_geom->setVertexIndices(osg_vert_index.get());
>                     }
>
>                     {
>                         // get texture coordinate_nodes
>                         const openvrml::field_value &fv = 
> vrml_ifs->field("texCoord");
>                         const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                         openvrml::vrml97_node::texture_coordinate_node 
> *vrml_tex_coord_node =
>                             
> dynamic_cast<openvrml::vrml97_node::texture_coordinate_node 
> *>(sfn.value.get());
>
>                         if (vrml_tex_coord_node != 0) // if no texture, node 
> is NULL pointer
>                         {
>                             const std::vector<openvrml::vec2f> 
> &vrml_tex_coord = vrml_tex_coord_node->point();
>                             osg::ref_ptr<osg::Vec2Array> osg_texcoords = new 
> osg::Vec2Array();
>
>                             unsigned i;
>                             for (i = 0; i < vrml_tex_coord.size(); i++)
>                             {
>                                 openvrml::vec2f vec = vrml_tex_coord[i];
>                                 osg_texcoords->push_back(osg::Vec2(vec[0], 
> vec[1]));
>                             }
>
>                             osg_geom->setTexCoordArray(0, 
> osg_texcoords.get());
>
>                             // get array of texture indices
>                             const openvrml::field_value &fv2 = 
> vrml_ifs->field("texCoordIndex");
>                             const openvrml::mfint32 &vrml_tex_coord_index = 
> dynamic_cast<const openvrml::mfint32 &>(fv2);
>
>                             osg::ref_ptr<osg::IntArray> osg_tex_coord_index = 
> new osg::IntArray();
>
>                             if(vrml_tex_coord_index.value.size() > 0)
>                             {
>                                 for (i = 0; i < 
> vrml_tex_coord_index.value.size(); i++)
>                                 {
>                                     int index = vrml_tex_coord_index.value[i];
>                                     if (index != -1) {
>                                         osg_tex_coord_index->push_back(index);
>                                     }
>                                 }
>                                 osg_geom->setTexCoordIndices(0, 
> osg_tex_coord_index.get());
>                             } else
>                                 // no indices defined, use coordIndex
>                                 osg_geom->setTexCoordIndices(0, 
> osg_geom->getVertexIndices());
>                         }
>                     }
>
>                     // get array of normals per vertex (if specified)
>                     {
>                         const openvrml::field_value &fv = 
> vrml_ifs->field("normal");
>                         const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                         openvrml::vrml97_node::normal_node *vrml_normal_node =
>                             dynamic_cast<openvrml::vrml97_node::normal_node 
> *>(sfn.value.get());
>
>                         if (vrml_normal_node != 0) // if no normals, node is 
> NULL pointer
>                         {
>                             const std::vector<openvrml::vec3f> 
> &vrml_normal_coord = vrml_normal_node->vector();
>
>                             osg::ref_ptr<osg::Vec3Array> osg_normalcoords = 
> new osg::Vec3Array();
>
>                             unsigned i;
>                             for (i = 0; i < vrml_normal_coord.size(); i++)
>                             {
>                                 const openvrml::vec3f vec = 
> vrml_normal_coord[i];
>                                 osg_normalcoords->push_back(osg::Vec3(vec[0], 
> vec[1], vec[2]));
>                             }
>                             osg_geom->setNormalArray(osg_normalcoords.get());
>
>                             // get array of normal indices
>                             const openvrml::field_value &fv2 = 
> vrml_ifs->field("normalIndex");
>                             const openvrml::mfint32 &vrml_normal_index = 
> dynamic_cast<const openvrml::mfint32 &>(fv2);
>
>                             osg::ref_ptr<osg::IntArray> osg_normal_index = 
> new osg::IntArray();
>
>                             if(vrml_normal_index.value.size() > 0)
>                             {
>                                 for (i = 0; i < 
> vrml_normal_index.value.size(); i++)
>                                 {
>                                     int index = vrml_normal_index.value[i];
>                                     if (index != -1) {
>                                         osg_normal_index->push_back(index);
>                                     }
>                                 }
>                                 
> osg_geom->setNormalIndices(osg_normal_index.get());
>                             } else
>                                 // unspecified, use the coordIndex field
>                                 
> osg_geom->setNormalIndices(osg_geom->getVertexIndices());
>
>                             // get normal binding
>                             const openvrml::field_value &fv3 = 
> vrml_ifs->field("normalPerVertex");
>                             const openvrml::sfbool &vrml_norm_per_vertex = 
> dynamic_cast<const openvrml::sfbool &>(fv3);
>
>                             if (vrml_norm_per_vertex.value)
>                             {
>                                 
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
>                             } else
>                             {
>                                 
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
>                             }
>                         }
>                     }
>
>                     // get array of colours per vertex (if specified)
>                     {
>                         const openvrml::field_value &fv = 
> vrml_ifs->field("color");
>                         const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                         openvrml::vrml97_node::color_node *vrml_color_node =
>                             dynamic_cast<openvrml::vrml97_node::color_node 
> *>(sfn.value.get());
>
>                         if (vrml_color_node != 0) // if no colors, node is 
> NULL pointer
>                         {
>                             const std::vector<openvrml::color> &vrml_colors = 
> vrml_color_node->color();
>
>                             osg::ref_ptr<osg::Vec3Array> osg_colors = new 
> osg::Vec3Array();
>
>                             unsigned i;
>                             for (i = 0; i < vrml_colors.size(); i++)
>                             {
>                                 const openvrml::color color = vrml_colors[i];
>                                 osg_colors->push_back(osg::Vec3(color.r(), 
> color.g(), color.b()));
>                             }
>                             osg_geom->setColorArray(osg_colors.get());
>
>                             // get array of color indices
>                             const openvrml::field_value &fv2 = 
> vrml_ifs->field("colorIndex");
>                             const openvrml::mfint32 &vrml_color_index = 
> dynamic_cast<const openvrml::mfint32 &>(fv2);
>
>                             osg::ref_ptr<osg::IntArray> osg_color_index = new 
> osg::IntArray();
>
>                             if(vrml_color_index.value.size() > 0)
>                             {
>                                 for (i = 0; i < 
> vrml_color_index.value.size(); i++)
>                                 {
>                                     int index = vrml_color_index.value[i];
>                                     if (index != -1) {
>                                         osg_color_index->push_back(index);
>                                     }
>                                 }
>                                 
> osg_geom->setColorIndices(osg_color_index.get());
>                             } else
>                                 // unspecified, use coordIndices field
>                                 
> osg_geom->setColorIndices(osg_geom->getVertexIndices());
>
>                             // get color binding
>                             const openvrml::field_value &fv3 = 
> vrml_ifs->field("colorPerVertex");
>                             const openvrml::sfbool &vrml_color_per_vertex = 
> dynamic_cast<const openvrml::sfbool &>(fv3);
>
>                             if (vrml_color_per_vertex.value)
>                             {
>                                 
> osg_geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
>                             } else
>                             {
>                                 
> osg_geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
>                             }
>                         }
>                     }
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_ifs->field("solid")).value)
>                     {
>                          osg_stateset->setAttributeAndModes(new 
> osg::CullFace(osg::CullFace::BACK));
>                     }
>                 }
>                 else if (openvrml::vrml97_node::box_node* vrml_box = 
> dynamic_cast<openvrml::vrml97_node::box_node*>(vrml_geom))
>                 {
>                     const openvrml::vec3f& size = static_cast<const 
> openvrml::sfvec3f&>(vrml_box->field("size")).value;
>
>                     osg::Vec3 halfSize(size[0] * 0.5f, size[1] * 0.5f, 
> size[2] * 0.5f);
>
>                     osg::ref_ptr<osg::Vec3Array> osg_vertices = new 
> osg::Vec3Array();
>                     osg::ref_ptr<osg::Vec2Array> osg_texcoords = new 
> osg::Vec2Array();
>                     osg::ref_ptr<osg::Vec3Array> osg_normals = new 
> osg::Vec3Array();
>
>                     osg::ref_ptr<osg::DrawArrays> box = new 
> osg::DrawArrays(osg::PrimitiveSet::QUADS);
>
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], halfSize[2]));
>
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], -halfSize[2]));
>
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], -halfSize[2]));
>
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], halfSize[2]));
>
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> halfSize[1], -halfSize[2]));
>
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(-halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], -halfSize[2]));
>                     osg_vertices->push_back(osg::Vec3(halfSize[0], 
> -halfSize[1], halfSize[2]));
>
>                     for (int i = 0; i != 6; ++i)
>                     {
>                          osg_texcoords->push_back(osg::Vec2(0.0f, 1.0f));
>                          osg_texcoords->push_back(osg::Vec2(0.0f, 0.0f));
>                          osg_texcoords->push_back(osg::Vec2(1.0f, 0.0f));
>                          osg_texcoords->push_back(osg::Vec2(1.0f, 1.0f));
>                     }
>
>                     osg_normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
>                     osg_normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>                     osg_normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
>                     osg_normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f));
>                     osg_normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>                     osg_normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f));
>
>                     box->setCount(osg_vertices->size());
>
>                     osg_geom->addPrimitiveSet(box.get());
>
>                     osg_geom->setVertexArray(osg_vertices.get());
>                     osg_geom->setTexCoordArray(0, osg_texcoords.get());
>                     osg_geom->setNormalArray(osg_normals.get());
>                     
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
>
>                     osg_stateset->setAttributeAndModes(new 
> osg::CullFace(osg::CullFace::BACK));
>                 }
>                 else if (openvrml::vrml97_node::sphere_node* vrml_sphere = 
> dynamic_cast<openvrml::vrml97_node::sphere_node*>(vrml_geom))
>                 {
>                     float radius = static_cast<const 
> openvrml::sffloat&>(vrml_sphere->field("radius")).value;
>
>                     osg::ref_ptr<osg::Vec3Array> osg_vertices = new 
> osg::Vec3Array();
>                     osg::ref_ptr<osg::Vec2Array> osg_texcoords = new 
> osg::Vec2Array();
>                     osg::ref_ptr<osg::Vec3Array> osg_normals = new 
> osg::Vec3Array();
>
>                     unsigned int numSegments = 40;
>                     unsigned int numRows = 20;
>
>                     const float thetaDelta = 2.0f * float(osg::PI) / 
> float(numSegments);
>                     const float texCoordSDelta = 1.0f / float(numSegments);
>                     const float phiDelta = float(osg::PI) / float(numRows);
>                     const float texCoordTDelta = 1.0f / float(numRows);
>
>                     float phi = -0.5f * float(osg::PI);
>                     float texCoordT = 0.0f;
>
>                     osg::ref_ptr<osg::DrawArrayLengths> sphere = new 
> osg::DrawArrayLengths(osg::PrimitiveSet::QUAD_STRIP);
>
>                     for (unsigned int i = 0; i < numRows; ++i, phi += 
> phiDelta, texCoordT += texCoordTDelta)
>                     {
>                         std::complex<float> latBottom = std::polar(1.0f, phi);
>                         std::complex<float> latTop = std::polar(1.0f, phi + 
> phiDelta);
>                         std::complex<float> eBottom = latBottom * radius;
>                         std::complex<float> eTop = latTop * radius;
>
>                         float theta = 0.0f;
>                         float texCoordS = 0.0f;
>
>                         for (unsigned int j = 0; j < numSegments; ++j, theta 
> += thetaDelta, texCoordS += texCoordSDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>
>                             osg_normals->push_back(osg::Vec3(latTop.real() * 
> n.imag(), latTop.imag(), latTop.real() * n.real()));
>                             osg_normals->push_back(osg::Vec3(latBottom.real() 
> * n.imag(), latBottom.imag(), latBottom.real() * n.real()));
>
>                             osg_texcoords->push_back(osg::Vec2(texCoordS, 
> texCoordT + texCoordTDelta));
>                             osg_texcoords->push_back(osg::Vec2(texCoordS, 
> texCoordT));
>
>                             osg_vertices->push_back(osg::Vec3(eTop.real() * 
> n.imag(), eTop.imag(), eTop.real() * n.real()));
>                             osg_vertices->push_back(osg::Vec3(eBottom.real() 
> * n.imag(), eBottom.imag(), eBottom.real() * n.real()));
>                         }
>
>                         osg_normals->push_back(osg::Vec3(0.0f, latTop.imag(), 
> -latTop.real()));
>                         osg_normals->push_back(osg::Vec3(0.0f, 
> latBottom.imag(), -latBottom.real()));
>
>                         osg_texcoords->push_back(osg::Vec2(1.0f, texCoordT + 
> texCoordTDelta));
>                         osg_texcoords->push_back(osg::Vec2(1.0f, texCoordT));
>
>                         osg_vertices->push_back(osg::Vec3(0.0f, eTop.imag(), 
> -eTop.real()));
>                         osg_vertices->push_back(osg::Vec3(0.0f, 
> eBottom.imag(), -eBottom.real()));
>
>                         sphere->push_back(numSegments * 2 + 2);
>                     }
>
>                     osg_geom->addPrimitiveSet(sphere.get());
>
>                     osg_geom->setVertexArray(osg_vertices.get());
>                     osg_geom->setTexCoordArray(0, osg_texcoords.get());
>                     osg_geom->setNormalArray(osg_normals.get());
>                     
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
>
>                     osg_stateset->setAttributeAndModes(new 
> osg::CullFace(osg::CullFace::BACK));
>
>                 }
>                 else if (openvrml::vrml97_node::cone_node* vrml_cone = 
> dynamic_cast<openvrml::vrml97_node::cone_node*>(vrml_geom))
>                 {
>                     float height = static_cast<const 
> openvrml::sffloat&>(vrml_cone->field("height")).value;
>                     float radius = static_cast<const 
> openvrml::sffloat&>(vrml_cone->field("bottomRadius")).value;
>
>                     osg::ref_ptr<osg::Vec3Array> osg_vertices = new 
> osg::Vec3Array();
>                     osg::ref_ptr<osg::Vec2Array> osg_texcoords = new 
> osg::Vec2Array();
>                     osg::ref_ptr<osg::Vec3Array> osg_normals = new 
> osg::Vec3Array();
>
>                     unsigned int numSegments = 40;
>
>                     const float thetaDelta = 2.0f * float(osg::PI) / 
> float(numSegments);
>
>                     float topY = height * 0.5f;
>                     float bottomY = height * -0.5f;
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_cone->field("side")).value)
>                     {
>                         osg::ref_ptr<osg::DrawArrays> side = new 
> osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP);
>
>                         const float texCoordDelta = 1.0f / float(numSegments);
>                         float theta = 0.0f;
>                         float texCoord = 0.0f;
>
>                         for (unsigned int i = 0; i < numSegments; ++i, theta 
> += thetaDelta, texCoord += texCoordDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>                             std::complex<float> e = n * radius;
>
>                             osg::Vec3 normal(n.imag() * height, radius, 
> n.real() * height);
>                             normal.normalize();
>
>                             osg_normals->push_back(normal);
>                             osg_normals->push_back(normal);
>
>                             osg_texcoords->push_back(osg::Vec2(texCoord, 
> 1.0f));
>                             osg_texcoords->push_back(osg::Vec2(texCoord, 
> 0.0f));
>
>                             osg_vertices->push_back(osg::Vec3(0.0f, topY, 
> 0.0f));
>                             osg_vertices->push_back(osg::Vec3(e.imag(), 
> bottomY, e.real()));
>                         }
>
>                         // do last point by hand to ensure no round off 
> errors.
>
>                         osg::Vec3 normal(0.0f, radius, -height);
>                         normal.normalize();
>
>                         osg_normals->push_back(normal);
>                         osg_normals->push_back(normal);
>
>                         osg_texcoords->push_back(osg::Vec2(1.0f, 1.0f));
>                         osg_texcoords->push_back(osg::Vec2(1.0f, 0.0f));
>
>                         osg_vertices->push_back(osg::Vec3(0.0f, topY, 0.0f));
>                         osg_vertices->push_back(osg::Vec3(0.0f, bottomY, 
> -radius));
>
>                         side->setCount(osg_vertices->size());
>                         osg_geom->addPrimitiveSet(side.get());
>                     }
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_cone->field("bottom")).value)
>                     {
>                         osg::ref_ptr<osg::DrawArrays> bottom = new 
> osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN);
>
>
>                         size_t first = osg_vertices->size();
>                         bottom->setFirst(first);
>
>                         float theta = 0.0f;
>
>                         for (unsigned int i = 0; i < numSegments; ++i, theta 
> += thetaDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>                             std::complex<float> e = n * radius;
>
>                             osg_normals->push_back(osg::Vec3(0.0f, -1.0f, 
> 0.0f));
>                             osg_texcoords->push_back(osg::Vec2(0.5f - 0.5f * 
> n.imag(), 0.5f + 0.5f * n.real()));
>                             osg_vertices->push_back(osg::Vec3(-e.imag(), 
> bottomY, e.real()));
>                         }
>
>                         // do last point by hand to ensure no round off 
> errors.
>
>                         osg_normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f));
>                         osg_texcoords->push_back(osg::Vec2(0.5f, 0.0f));
>                         osg_vertices->push_back(osg::Vec3(0.0f, bottomY, 
> -radius));
>
>                         bottom->setCount(osg_vertices->size() - first);
>                         osg_geom->addPrimitiveSet(bottom.get());
>                     }
>
>                     osg_geom->setVertexArray(osg_vertices.get());
>                     osg_geom->setTexCoordArray(0, osg_texcoords.get());
>                     osg_geom->setNormalArray(osg_normals.get());
>                     
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
>
>                     osg_stateset->setAttributeAndModes(new 
> osg::CullFace(osg::CullFace::BACK));
>                 }
>                 else if (openvrml::vrml97_node::cylinder_node* vrml_cylinder 
> = dynamic_cast<openvrml::vrml97_node::cylinder_node*>(vrml_geom))
>                 {
>                     float height = static_cast<const 
> openvrml::sffloat&>(vrml_cylinder->field("height")).value;
>                     float radius = static_cast<const 
> openvrml::sffloat&>(vrml_cylinder->field("radius")).value;
>
>                     osg::ref_ptr<osg::Vec3Array> osg_vertices = new 
> osg::Vec3Array();
>                     osg::ref_ptr<osg::Vec2Array> osg_texcoords = new 
> osg::Vec2Array();
>                     osg::ref_ptr<osg::Vec3Array> osg_normals = new 
> osg::Vec3Array();
>
>                     unsigned int numSegments = 40;
>
>                     const float thetaDelta = 2.0f * float(osg::PI) / 
> float(numSegments);
>
>
>                     float topY = height * 0.5f;
>                     float bottomY = height * -0.5f;
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_cylinder->field("side")).value)
>                     {
>                         osg::ref_ptr<osg::DrawArrays> side = new 
> osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP);
>
>                         const float texCoordDelta = 1.0f / float(numSegments);
>                         float theta = 0.0f;
>                         float texCoord = 0.0f;
>
>                         for (unsigned int i = 0; i < numSegments; ++i, theta 
> += thetaDelta, texCoord += texCoordDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>                             std::complex<float> e = n * radius;
>
>                             osg::Vec3 normal(n.imag(), 0.0f, n.real());
>
>                             osg_normals->push_back(normal);
>                             osg_normals->push_back(normal);
>
>                             osg_texcoords->push_back(osg::Vec2(texCoord, 
> 1.0f));
>                             osg_texcoords->push_back(osg::Vec2(texCoord, 
> 0.0f));
>
>                             osg_vertices->push_back(osg::Vec3(e.imag(), topY, 
> e.real()));
>                             osg_vertices->push_back(osg::Vec3(e.imag(), 
> bottomY, e.real()));
>                         }
>
>                         // do last point by hand to ensure no round off 
> errors.
>
>                         osg::Vec3 normal(0.0f, 0.0f, -1.0f);
>                         osg_normals->push_back(normal);
>                         osg_normals->push_back(normal);
>
>                         osg_texcoords->push_back(osg::Vec2(1.0f, 1.0f));
>                         osg_texcoords->push_back(osg::Vec2(1.0f, 0.0f));
>
>                         osg_vertices->push_back(osg::Vec3(0.0f, topY, 
> -radius));
>                         osg_vertices->push_back(osg::Vec3(0.0f, bottomY, 
> -radius));
>
>                         side->setCount(osg_vertices->size());
>                         osg_geom->addPrimitiveSet(side.get());
>                     }
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_cylinder->field("bottom")).value)
>                     {
>                         osg::ref_ptr<osg::DrawArrays> bottom = new 
> osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN);
>
>                         size_t first = osg_vertices->size();
>                         bottom->setFirst(first);
>
>                         float theta = 0.0f;
>
>                         for (unsigned int i = 0; i < numSegments; ++i, theta 
> += thetaDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>                             std::complex<float> e = n * radius;
>
>                             osg_normals->push_back(osg::Vec3(0.0f, -1.0f, 
> 0.0f));
>                             osg_texcoords->push_back(osg::Vec2(0.5f - 0.5f * 
> n.imag(), 0.5f + 0.5f * n.real()));
>                             osg_vertices->push_back(osg::Vec3(-e.imag(), 
> bottomY, e.real()));
>                         }
>
>                         // do last point by hand to ensure no round off 
> errors.
>
>                         osg_normals->push_back(osg::Vec3(0.0f, -1.0f, 0.0f));
>                         osg_texcoords->push_back(osg::Vec2(0.5f, 0.0f));
>                         osg_vertices->push_back(osg::Vec3(0.0f, bottomY, 
> -radius));
>
>                         bottom->setCount(osg_vertices->size() - first);
>                         osg_geom->addPrimitiveSet(bottom.get());
>                     }
>
>                     if (static_cast<const 
> openvrml::sfbool&>(vrml_cylinder->field("top")).value)
>                     {
>                         osg::ref_ptr<osg::DrawArrays> top = new 
> osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN);
>
>                         size_t first = osg_vertices->size();
>                         top->setFirst(first);
>
>                         float theta = 0.0f;
>
>                         for (unsigned int i = 0; i < numSegments; ++i, theta 
> += thetaDelta)
>                         {
>                             std::complex<float> n = -std::polar(1.0f, theta);
>                             std::complex<float> e = n * radius;
>
>                             osg_normals->push_back(osg::Vec3(0.0f, 1.0f, 
> 0.0f));
>                             osg_texcoords->push_back(osg::Vec2(0.5f + 0.5f * 
> n.imag(), 0.5f - 0.5f * n.real()));
>                             osg_vertices->push_back(osg::Vec3(e.imag(), topY, 
> e.real()));
>                         }
>
>                         // do last point by hand to ensure no round off 
> errors.
>
>                         osg_normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>                         osg_texcoords->push_back(osg::Vec2(0.5f, 1.0f));
>                         osg_vertices->push_back(osg::Vec3(0.0f, topY, 
> -radius));
>
>                         top->setCount(osg_vertices->size() - first);
>                         osg_geom->addPrimitiveSet(top.get());
>                     }
>
>                     osg_geom->setVertexArray(osg_vertices.get());
>                     osg_geom->setTexCoordArray(0, osg_texcoords.get());
>                     osg_geom->setNormalArray(osg_normals.get());
>                     
> osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
>
>                     osg_stateset->setAttributeAndModes(new 
> osg::CullFace(osg::CullFace::BACK));
>                 }
>                 else
>                 {
>                     // other geometry types not handled yet
>                 }
>             }
>         }
>
>         // parse the appearance
>         {
>             const openvrml::field_value &fv = obj->field("appearance");
>
>             if (fv.type() == openvrml::field_value::sfnode_id)
>             {
>                 const openvrml::sfnode &sfn = dynamic_cast<const 
> openvrml::sfnode &>(fv);
>                 //              std::cerr << "FV->sfnode OK" << std::endl << 
> std::flush;
>
>                 openvrml::vrml97_node::appearance_node* vrml_app = 
> static_cast<openvrml::vrml97_node::appearance_node*>(sfn.value.get()->to_appearance());
>
>                 const openvrml::node_ptr &vrml_material_node = 
> vrml_app->material();
>                 const openvrml::node_ptr &vrml_texture_node = 
> vrml_app->texture();
>
>                 const openvrml::vrml97_node::material_node *vrml_material =
>                     dynamic_cast<const openvrml::vrml97_node::material_node 
> *>(vrml_material_node.get());
>                 //              std::cerr << "sfnode->Material OK" << 
> std::endl << std::flush;
>
>                 if (vrml_material != NULL) {
>                     osg_mat->setAmbient(osg::Material::FRONT_AND_BACK, 
> osg::Vec4(vrml_material->ambient_intensity(),
>                                         vrml_material->ambient_intensity(),
>                                         vrml_material->ambient_intensity(),
>                                         1.0));
>                     osg_mat->setDiffuse(osg::Material::FRONT_AND_BACK, 
> osg::Vec4(vrml_material->diffuse_color().r(),
>                                         vrml_material->diffuse_color().g(),
>                                         vrml_material->diffuse_color().b(),
>                                         1.0));
>                     osg_mat->setEmission(osg::Material::FRONT_AND_BACK, 
> osg::Vec4(vrml_material->emissive_color().r(),
>                                          vrml_material->emissive_color().g(),
>                                          vrml_material->emissive_color().b(),
>                                          1.0));
>                     osg_mat->setSpecular(osg::Material::FRONT_AND_BACK, 
> osg::Vec4(vrml_material->specular_color().r(),
>                                          vrml_material->specular_color().g(),
>                                          vrml_material->specular_color().b(),
>                                          1.0));
>
>                     osg_mat->setTransparency(osg::Material::FRONT_AND_BACK, 
> vrml_material->transparency() );
>                     
> //osg_stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
>                     osg_mat->setShininess(osg::Material::FRONT_AND_BACK, 
> vrml_material->shininess() );
>
>                     //osg_mat->setColorMode(osg::Material::OFF);
>
>                     osg_stateset->setAttributeAndModes(osg_mat.get());
>                     osg_stateset->setMode(GL_BLEND, osg::StateAttribute::ON); 
>  //bhbn
>
>                 }
>
>                 const openvrml::vrml97_node::image_texture_node *vrml_texture 
> =
>                     dynamic_cast<const 
> openvrml::vrml97_node::image_texture_node *>(vrml_texture_node.get());
>                 //              std::cerr << "TextureNode -> ImageTexture OK" 
> << std::endl << std::flush;
>
>                 // if texture is provided
>                 if (vrml_texture != 0) {
>                     const openvrml::field_value &texture_url_fv = 
> vrml_texture->field("url");
>                     const openvrml::mfstring &mfs = dynamic_cast<const 
> openvrml::mfstring &>(texture_url_fv);
>                     //              std::cerr << "Texture URL FV -> mfstring 
> OK" << std::endl << std::flush;
>
>                     const std::string &url = mfs.value[0];
>
>                     osg::ref_ptr<osg::Image> image = 
> osgDB::readImageFile(url);
>
>                     if (image != 0) {
>                         osg::ref_ptr<osg::Texture2D> texture = new 
> osg::Texture2D;
>                         texture->setImage(image.get());
>
>                         // defaults
>                         texture->setWrap(osg::Texture::WRAP_S, 
> osg::Texture::REPEAT);
>                         texture->setWrap(osg::Texture::WRAP_R, 
> osg::Texture::REPEAT);
>                         texture->setWrap(osg::Texture::WRAP_T, 
> osg::Texture::REPEAT);
>
>                         // get the real texture wrapping parameters (if any)
>
>                         try {
>                             const openvrml::field_value &wrap_fv = 
> vrml_texture->field("repeatS");
>                             const openvrml::sfbool &sfb = dynamic_cast<const 
> openvrml::sfbool &>(wrap_fv);
>
>                             if (!sfb.value) {
>                                 texture->setWrap(osg::Texture::WRAP_S, 
> osg::Texture::CLAMP);
>                             }
>                         } catch (...) {
>                             // nothing specified
>                         }
>
>                         try {
>                             const openvrml::field_value &wrap_fv = 
> vrml_texture->field("repeatT");
>                             const openvrml::sfbool &sfb = dynamic_cast<const 
> openvrml::sfbool &>(wrap_fv);
>
>                             if (!sfb.value) {
>                                 texture->setWrap(osg::Texture::WRAP_S, 
> osg::Texture::CLAMP);
>                             }
>                         } catch (...) {
>                             // nothing specified
>                         }
>
>                         osg_stateset->setTextureAttributeAndModes(0, 
> texture.get());
>                         
> //osg_stateset->setMode(GL_BLEND,osg::StateAttribute::ON);  //bhbn
>
>                     } else {
>                         std::cerr << "texture file " << url << " not found !" 
> << std::endl << std::flush;
>                     }
>                 }
>             }
>         }
>
>         return osg_geode.get();
>     } else {
>         return 0;
>     }
>
>     /*
>        } else if(obj->type.id == "DirectionalLight")    // Handle lights
>        {
>            osg::Group* lightGroup = new osg::Group;
>
>            openvrml::vrml97_node::directional_light_node *vrml_light;
>            vrml_light = 
> dynamic_cast<openvrml::vrml97_node::directional_light_node *>(obj);
>
>            // create light with global params
>            osg::Light* myLight = new osg::Light;
>            myLight->setLightNum(osgLightNum);
>            
> myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
>            float osgR = vrml_light->color().r()*vrml_light->intensity();
>            float osgG = vrml_light->color().g()*vrml_light->intensity();
>            float osgB = vrml_light->color().b()*vrml_light->intensity();
>            myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
>            myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
>
>            // configure light as DIRECTIONAL
>            openvrml::sfvec3f &dir = vrml_light->direction_;
>            
> myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2]));
>            
> myLight->setPosition(osg::Vec4(dir.value[0],dir.value[1],dir.value[2], 0.0f));
>
>            // add the light in the scenegraph
>            osg::LightSource* lightS = new osg::LightSource;
>            lightS->setLight(myLight);
>            if (vrml_light->on()) {
>         lightS->setLocalStateSetModes(osg::StateAttribute::ON);
>         //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
>            }
>
>            lightGroup->addChild(lightS);
>            osgLightNum++;
>
>            return lightGroup;
>
>        } else if(obj->type.id == "PointLight")    // Handle lights
>        {
>            osg::Group* lightGroup = new osg::Group;
>
>            openvrml::vrml97_node::point_light_node *vrml_light;
>            vrml_light = dynamic_cast<openvrml::vrml97_node::point_light_node 
> *>(obj);
>
>            // create light with global params
>            osg::Light* myLight = new osg::Light;
>            myLight->setLightNum(osgLightNum);
>            //std::cout<<"lightnum = "<<osgLightNum;
>
>            openvrml::sfvec3f &pos = vrml_light->location_;
>            myLight->setPosition(osg::Vec4(pos.value[0], pos.value[1], 
> pos.value[2], 1.0f));
>
>            
> myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
>            float osgR = vrml_light->color().r()*vrml_light->intensity();
>            float osgG = vrml_light->color().g()*vrml_light->intensity();
>            float osgB = vrml_light->color().b()*vrml_light->intensity();
>            myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
>            myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
>
>            // configure light as POINT
>            myLight->setDirection(osg::Vec3(0.f,0.f,0.f));
>
>            // add the light in the scenegraph
>            osg::LightSource* lightS = new osg::LightSource;
>            lightS->setLight(myLight);
>            if (vrml_light->on()) {
>         lightS->setLocalStateSetModes(osg::StateAttribute::ON);
>         //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
>            }
>
>            lightGroup->addChild(lightS);
>            osgLightNum++;
>
>            return lightGroup;
>
>        } else if(obj->type.id == "SpotLight")    // Handle lights
>        {
>            osg::Group* lightGroup = new osg::Group;
>
>            openvrml::vrml97_node::spot_light_node *vrml_light;
>            vrml_light = dynamic_cast<openvrml::vrml97_node::spot_light_node 
> *>(obj);
>
>            // create light with global params
>            osg::Light* myLight = new osg::Light;
>            myLight->setLightNum(osgLightNum);
>            myLight->setPosition(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
>            
> myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity()));
>            float osgR = vrml_light->color().r()*vrml_light->intensity();
>            float osgG = vrml_light->color().g()*vrml_light->intensity();
>            float osgB = vrml_light->color().b()*vrml_light->intensity();
>            myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f));
>            myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f));
>
>            // configure light as SPOT
>            openvrml::sfvec3f &dir = vrml_light->direction_;
>            
> myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2]));
>
>            // The cutOff value in osg ranges from 0 to 90, we need
>            // to divide by 2 to avoid openGL error.
>            //      myLight->setSpotCutoff(ls.fallsize/2.0f);
>            // The bigger the differens is between fallsize and hotsize
>            // the bigger the exponent should be.
>            //      float diff = ls.fallsize - ls.hotsize;
>            //      myLight->setSpotExponent(diff);
>
>            // add the light in the scenegraph
>            osg::LightSource* lightS = new osg::LightSource;
>            lightS->setLight(myLight);
>            if (vrml_light->on()) {
>         lightS->setLocalStateSetModes(osg::StateAttribute::ON);
>         //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
>            }
>
>            lightGroup->addChild(lightS);
>            osgLightNum++;
>
>            return lightGroup;
>
>        }  else {
>
>     return NULL;
>        }
>     */
> }
>
>
>
>
>
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>
>
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