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
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org