Hi, I have the following code:
Code: #include <osg/Node> #include <osg/Group> #include <osg/Geode> #include <osg/Geometry> #include <osg/Texture2D> #include <osgDB/ReadFile> #include <osgViewer/Viewer> #include <osg/PositionAttitudeTransform> #include <osgGA/TrackballManipulator> #include <cstdlib> using namespace std; int main(int argc, char** argv){ osgViewer::Viewer viewer; osg::Group* root = new osg::Group(); osg::Geode* pyramidGeode = new osg::Geode(); osg::Geometry* pyramidGeometry = new osg::Geometry(); //Associate the pyramid geometry with the pyramid geode // Add the pyramid geode to the root node of the scene graph. pyramidGeode->addDrawable(pyramidGeometry); root->addChild(pyramidGeode); //Declare an array of vertices. Each vertex will be represented by //a triple -- an instances of the vec3 class. An instance of //osg::Vec3Array can be used to store these triples. Since //osg::Vec3Array is derived from the STL vector class, we can use the //push_back method to add array elements. Push back adds elements to //the end of the vector, thus the index of first element entered is //zero, the second entries index is 1, etc. //Using a right-handed coordinate system with 'z' up, array //elements zero..four below represent the 5 points required to create //a simple pyramid. osg::Vec3Array* pyramidVertices = new osg::Vec3Array; pyramidVertices->push_back( osg::Vec3( 0, 0, 0) ); // front left pyramidVertices->push_back( osg::Vec3(10, 0, 0) ); // front right pyramidVertices->push_back( osg::Vec3(10,10, 0) ); // back right pyramidVertices->push_back( osg::Vec3( 0,10, 0) ); // back left pyramidVertices->push_back( osg::Vec3( 5, 5,10) ); // peak //Associate this set of vertices with the geometry associated with the //geode we added to the scene. pyramidGeometry->setVertexArray( pyramidVertices ); //Next, create a primitive set and add it to the pyramid geometry. //Use the first four points of the pyramid to define the base using an //instance of the DrawElementsUint class. Again this class is derived //from the STL vector, so the push_back method will add elements in //sequential order. To ensure proper backface cullling, vertices //should be specified in counterclockwise order. The arguments for the //constructor are the enumerated type for the primitive //(same as the OpenGL primitive enumerated types), and the index in //the vertex array to start from. osg::DrawElementsUInt* pyramidBase = new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0); pyramidBase->push_back(3); pyramidBase->push_back(2); pyramidBase->push_back(1); pyramidBase->push_back(0); pyramidGeometry->addPrimitiveSet(pyramidBase); //Repeat the same for each of the four sides. Again, vertices are //specified in counter-clockwise order. osg::DrawElementsUInt* pyramidFaceOne = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceOne->push_back(0); pyramidFaceOne->push_back(1); pyramidFaceOne->push_back(4); pyramidGeometry->addPrimitiveSet(pyramidFaceOne); osg::DrawElementsUInt* pyramidFaceTwo = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceTwo->push_back(1); pyramidFaceTwo->push_back(2); pyramidFaceTwo->push_back(4); pyramidGeometry->addPrimitiveSet(pyramidFaceTwo); osg::DrawElementsUInt* pyramidFaceThree = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceThree->push_back(2); pyramidFaceThree->push_back(3); pyramidFaceThree->push_back(4); pyramidGeometry->addPrimitiveSet(pyramidFaceThree); osg::DrawElementsUInt* pyramidFaceFour = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); pyramidFaceFour->push_back(3); pyramidFaceFour->push_back(0); pyramidFaceFour->push_back(4); pyramidGeometry->addPrimitiveSet(pyramidFaceFour); //Declare and load an array of Vec4 elements to store colors. osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 4 red //The next step is to associate the array of colors with the geometry, //assign the color indices created above to the geometry and set the //binding mode to _PER_VERTEX. pyramidGeometry->setColorArray(colors); pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); //Now that we have created a geometry node and added it to the scene //we can reuse this geometry. For example, if we wanted to put a //second pyramid 15 units to the right of the first one, we could add //this geode as the child of a transform node in our scene graph. // Declare and initialize a transform node. osg::PositionAttitudeTransform* pyramidTwoXForm = new osg::PositionAttitudeTransform(); osg::PositionAttitudeTransform* pyramidThreeXForm = new osg::PositionAttitudeTransform(); // Use the 'addChild' method of the osg::Group class to // add the transform as a child of the root node and the // pyramid node as a child of the transform. root->addChild(pyramidTwoXForm); pyramidTwoXForm->addChild(pyramidGeode); root->addChild(pyramidThreeXForm); pyramidThreeXForm->addChild(pyramidGeode); // Declare and initialize a Vec3 instance to change the // position of the model in the scene osg::Vec3 pyramidTwoPosition(-15,10,-10); pyramidTwoXForm->setPosition( pyramidTwoPosition ); osg::Vec3 pyramidThreePosition(15,-20,15); pyramidThreeXForm->setPosition( pyramidThreePosition ); // switch off lighting as we haven't assigned any normals. root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); //The final step is to set up and enter a simulation loop. viewer.setSceneData( root ); //viewer.run(); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.realize(); while( !viewer.done() ) { viewer.frame(); } return 0; } But I don't know what to do for fullscreen spanning. Please help me! Thank you! Cheers, Christina[/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34832#34832 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org