Hi Robert,

I am a bit puzzled as the second problem I am having at the moment yields a 
very different behavior when isolated out in a small repro.

This time I get an assertion.

Attached is a modified osggeometry.cpp file that triggers the assertion I'm 
talking about. The assertion is raised when addSlave() is called.

This issue might be by design, though. Not sure.


Code:
osg::Camera *createRTTCamera(osgViewer::Viewer& viewer)
{
        osg::ref_ptr<osg::Camera> slaveCamera = new osg::Camera();

        slaveCamera->setClearColor(osg::Vec4(0, 0, 0, 1)); // initialize alpha 
to 1
        slaveCamera->setClearMask(GL_COLOR_BUFFER_BIT);

        osg::Matrixd projMatrix;
        projMatrix.makeOrtho(0.0, (double)1, 0.0, (double)1, -1.0, 1.0);
        slaveCamera->setProjectionMatrix(projMatrix);
                
        slaveCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
                
        osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0, 0, 64, 64);
        slaveCamera->setViewport(viewport.get());

        osg::Matrixd viewMatrix;
        slaveCamera->setViewMatrix(viewMatrix);
                
        slaveCamera->setRenderOrder(osg::Camera::PRE_RENDER);
        slaveCamera->setAllowEventFocus(false);
        
slaveCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        slaveCamera->setCullingMode(osg::CullSettings::NO_CULLING);
                
        osg::ref_ptr<osg::Camera> masterCamera = viewer.getCamera();
        slaveCamera->setGraphicsContext(masterCamera->getGraphicsContext());
                
        return slaveCamera;
}

void testRTTCamera(osgViewer::Viewer& viewer)
{
        int oldNodeMask = viewer.getCamera()->getNodeMask();

        viewer.getCamera()->setNodeMask(0);
                        
        osg::ref_ptr<osg::Camera> camera = createRTTCamera(viewer);
        viewer.addSlave(camera.get(), false);
        viewer.frame();
                        
        viewer.removeSlave(0);

        viewer.getCamera()->setNodeMask(oldNodeMask);
}

void main(void)
{
    osgViewer::Viewer viewer;

    viewer.setUpViewInWindow(10, 10, 640, 480);
    viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
    
    // add model to viewer.
    viewer.setSceneData( root );

    viewer.realize();

    // Call this method to test the problem mentioned in the current message, 
i.e. the slave camera issue. An assertion is raised when addSlave() is called. 
Why?
    testRTTCamera(viewer);

    // Use this code to test the problem mentioned in my previous thread, eg. 
the pbuffer leak issue. Memory usage will skyrocket
    //while (true)
    //  testLeak();

    viewer.run();
}



Cheers,
Fred

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39460#39460



/* OpenSceneGraph example, osggeometry.
*
*  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 <osg/Geode>
#include <osg/Geometry>
#include <osg/GraphicsContext>
#include <osg/Material>
#include <osg/Vec3>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/PolygonStipple>
#include <osg/TriangleFunctor>
#include <osg/io_utils>

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgGA/TrackballManipulator>

#include <osgViewer/Viewer>

#include <osg/Math>

#include <iostream>

// This demo illustrates how to create the various different types of geometry that
// the osg::Geometry class can represent.  This demo uses the OpenGL red book diagram of different 
// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives.  The OpenSceneGraph 
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also 
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls.  Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!

// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides
// a draw method for drawing objects in the scene.  osg::Geometry contains all the vertex, normal
// color and texture coordinate arrays required to specify the coordinates of your objects, and the
// primitives join these coordinates together as the points, lines or surfaces that you will see
// rendered on your screen. 
//
// This demo is split into two functions, the createScene() function which creates the scene graph
// with the various primitives in it, and the main() which sets up a basic viewer window and
// adds to the it the scene generated by createScene().


struct NormalPrint
{
    void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const 
    {
        osg::Vec3 normal = (v2-v1)^(v3-v2);
        normal.normalize();
        std::cout << "\t("<<v1<<") ("<<v2<<") ("<<v3<<") "<<") normal ("<<normal<<")"<<std::endl;
    }
};

// decompose Drawable primitives into triangles, print out these triangles and computed normals.
void printTriangles(const std::string& name, osg::Drawable& drawable)
{
    std::cout<<name<<std::endl;
    
    osg::TriangleFunctor<NormalPrint> tf;
    drawable.accept(tf);
 
    std::cout<<std::endl;
}

class CBCallback : public osg::Drawable::ComputeBoundingBoxCallback
{
public:
    CBCallback()
	{
	}

    virtual osg::BoundingBox computeBound(const osg::Drawable& drawable) const
    {
        return _boundingBox;
    }
protected:
    /*mutable*/ osg::BoundingBox _boundingBox;
};


osg::Node* createScene()
{
    // create the Geode (Geometry Node) to contain all our osg::Geometry objects.
    osg::Geode* geode = new osg::Geode();

    // following are separate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
    // QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primitives. An image of these primitives
    // is provided in the distribution: OpenSceneGraph-Data/Images/primitives.gif.


    // create POINTS
    {
        // create Geometry object to store all the vertices and points primitive.
        osg::Geometry* pointsGeom = new osg::Geometry();
        
        // create a Vec3Array and add to it all my coordinates.
        // Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array 
        // and std::vector<>.  osg::Array's are reference counted and hence sharable,
        // which std::vector<> provides all the convenience, flexibility and robustness
        // of the most popular of all STL containers.
        osg::Vec3Array* vertices = new osg::Vec3Array;
        vertices->push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.976368, -2.15188e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889));
        
        // pass the created vertex array to the points geometry object.
        pointsGeom->setVertexArray(vertices);
        
        
        
        // create the color of the geometry, one single for the whole geometry.
        // for consistency of design even one single color must added as an element
        // in a color array.
        osg::Vec4Array* colors = new osg::Vec4Array;
        // add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        
        // pass the color array to points geometry, note the binding to tell the geometry
        // that only use one color for the whole object.
        pointsGeom->setColorArray(colors);
        pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        
        
        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        pointsGeom->setNormalArray(normals);
        pointsGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // create and add a DrawArray Primitive (see include/osg/Primitive).  The first
        // parameter passed to the DrawArrays constructor is the Primitive::Mode which
        // in this case is POINTS (which has the same value GL_POINTS), the second
        // parameter is the index position into the vertex array of the first point
        // to draw, and the third parameter is the number of points to draw.
        pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size()));
        
        
        // add the points geometry to the geode.
        geode->addDrawable(pointsGeom);

		pointsGeom->setComputeBoundingBoxCallback(new CBCallback());
    }

    // create LINES
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll preallocate the vertex array to the size we
        // need and then simple set them as array elements, 8 points
        // makes 4 line segments.
        osg::Vec3Array* vertices = new osg::Vec3Array(8);
        (*vertices)[0].set(-1.13704, -2.15188e-09, 0.40373);
        (*vertices)[1].set(-0.856897, -2.15188e-09, 0.531441);
        (*vertices)[2].set(-0.889855, -2.15188e-09, 0.444927);
        (*vertices)[3].set(-0.568518, -2.15188e-09, 0.40373);
        (*vertices)[4].set(-1.00933, -2.15188e-09, 0.370773);
        (*vertices)[5].set(-0.716827, -2.15188e-09, 0.292498);
        (*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217);
        (*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533);

        
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8));
        
        
        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }
    
    // create LINE_STRIP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll preallocate the vertex array to the size 
        // and then use an iterator to fill in the values, a bit perverse
        // but does demonstrate that we have just a standard std::vector underneath.
        osg::Vec3Array* vertices = new osg::Vec3Array(5);
        osg::Vec3Array::iterator vitr = vertices->begin();
        (vitr++)->set(-0.0741545, -2.15188e-09, 0.416089);
        (vitr++)->set(0.234823, -2.15188e-09, 0.259541);
        (vitr++)->set(0.164788, -2.15188e-09, 0.366653);
        (vitr++)->set(-0.0288379, -2.15188e-09, 0.333695);
        (vitr++)->set(-0.0453167, -2.15188e-09, 0.280139);
       
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5));
        
        
        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }

    // create LINE_LOOP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll a C arrays to initialize the vertices.
        
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.741546, -2.15188e-09, 0.453167),
            osg::Vec3(0.840418, -2.15188e-09, 0.304858),
            osg::Vec3(1.12468, -2.15188e-09, 0.300738),
            osg::Vec3(1.03816, 9.18133e-09, 0.453167),
            osg::Vec3(0.968129, -2.15188e-09, 0.337815),
            osg::Vec3(0.869256, -2.15188e-09, 0.531441)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the above
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords));
        
        
        // add the points geometry to the geode.
        geode->addDrawable(linesGeom);
    }




    // now we'll stop creating separate normal and color arrays
    // since we are using the same values all the time, we'll just
    // share the same ColorArray and NormalArrays..

    // set the colors as before, use a ref_ptr rather than just
    // standard C pointer, as that in the case of it not being
    // assigned it will still be cleaned up automatically.
    osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
    shared_colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));

    // same trick for shared normal.
    osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
    shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));



    // Note on vertex ordering.
    // According to the OpenGL diagram vertices should be specified in a clockwise direction.
    // In reality you need to specify coords for polygons in a anticlockwise direction
    // for their front face to be pointing towards you; get this wrong and you could
    // find back face culling removing the wrong faces of your models.  The OpenGL diagram 
    // is just plain wrong, but it's a nice diagram so we'll keep it for now!

    // create POLYGON
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // this time we'll use C arrays to initialize the vertices.
        // note, anticlockwise ordering.
        // note II, OpenGL polygons must be convex, planar polygons, otherwise 
        // undefined results will occur.  If you have concave polygons or ones
        // that cross over themselves then use the osgUtil::Tessellator to fix
        // the polygons into a set of valid polygons.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(-1.0464, 0.0f, -0.193626),
            osg::Vec3(-1.0258, 0.0f, -0.26778),
            osg::Vec3(-0.807461, 0.0f, -0.181267),
            osg::Vec3(-0.766264, 0.0f, -0.0576758),
            osg::Vec3(-0.980488, 0.0f, -0.094753)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));

        printTriangles("Polygon",*polyGeom);
        
        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }


    // create QUADS
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, anticlockwise ordering.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.0247182, 0.0f, -0.156548),
            osg::Vec3(0.0247182, 0.0f, -0.00823939),
            osg::Vec3(-0.160668, 0.0f, -0.0453167),
            osg::Vec3(-0.222464, 0.0f, -0.13183),

            osg::Vec3(0.238942, 0.0f, -0.251302),
            osg::Vec3(0.333696, 0.0f, 0.0329576),
            osg::Vec3(0.164788, 0.0f, -0.0453167),
            osg::Vec3(0.13595,  0.0f, -0.255421)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords));
        
        
        printTriangles("Quads",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create QUAD_STRIP
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.733306, -2.15188e-09, -0.0741545),
            osg::Vec3(0.758024, -2.15188e-09, -0.205985),

            osg::Vec3(0.885735, -2.15188e-09, -0.0576757),
            osg::Vec3(0.885735, -2.15188e-09, -0.214224),

            osg::Vec3(0.964009, 9.18133e-09, -0.0370773),
            osg::Vec3(1.0464, 9.18133e-09, -0.173027),

            osg::Vec3(1.11232, -2.15188e-09, 0.0123591),
            osg::Vec3(1.12468, 9.18133e-09, -0.164788),
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,numCoords));
        
        
        printTriangles("Quads strip",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN all in one Geometry/
    {
        // create Geometry object to store all the vertices and lines primitive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            // TRIANGLES 6 vertices, v0..v5
            // note in anticlockwise order.
            osg::Vec3(-1.12056, -2.15188e-09, -0.840418),
            osg::Vec3(-0.95165, -2.15188e-09, -0.840418),
            osg::Vec3(-1.11644, 9.18133e-09, -0.716827),

            // note in anticlockwise order.
            osg::Vec3(-0.840418, 9.18133e-09, -0.778623),
            osg::Vec3(-0.622074, 9.18133e-09, -0.613835),
            osg::Vec3(-1.067, 9.18133e-09, -0.609715),

            // TRIANGLE STRIP 6 vertices, v6..v11
            // note defined top point first, 
            // then anticlockwise for the next two points,
            // then alternating to bottom there after.
            osg::Vec3(-0.160668, -2.15188e-09, -0.531441),
            osg::Vec3(-0.160668, -2.15188e-09, -0.749785),
            osg::Vec3(0.0617955, 9.18133e-09, -0.531441),
            osg::Vec3(0.168908, -2.15188e-09, -0.753905),
            osg::Vec3(0.238942, -2.15188e-09, -0.531441),
            osg::Vec3(0.280139, -2.15188e-09, -0.823939),

            // TRIANGLE FAN 5 vertices, v12..v16
            // note defined in anticlockwise order.
            osg::Vec3(0.844538, 9.18133e-09, -0.712708),
            osg::Vec3(1.0258, 9.18133e-09, -0.799221),
            osg::Vec3(1.03816, -2.15188e-09, -0.692109),
            osg::Vec3(0.988727, 9.18133e-09, -0.568518),
            osg::Vec3(0.840418, -2.15188e-09, -0.506723),

        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,6,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,12,5));
        
        // polygon stipple
        osg::StateSet* stateSet = new osg::StateSet();
        polyGeom->setStateSet(stateSet);
        
        #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) 
        osg::PolygonStipple* polygonStipple = new osg::PolygonStipple;
        stateSet->setAttributeAndModes(polygonStipple,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
        #endif
        
        printTriangles("Triangles/Strip/Fan",*polyGeom);

        // add the points geometry to the geode.
        geode->addDrawable(polyGeom);
    }
    
    return geode;   
}


// define a node callback to animate a transform as a cycle along the y axis, between 0 and 2.0.
class MyTransformCallback : public osg::NodeCallback
{

    public:

        MyTransformCallback(float angularVelocity)
        {
            _angular_velocity = angularVelocity;
        }

        virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
        {
            osg::MatrixTransform* transform = dynamic_cast<osg::MatrixTransform*>(node);                
            if (nv && transform && nv->getFrameStamp())
            {
                double time = nv->getFrameStamp()->getSimulationTime();
                transform->setMatrix(osg::Matrix::translate(0.0f,1.0f+cosf(time*_angular_velocity),0.0f));
            }
            
            // must continue subgraph traversal.
            traverse(node,nv);            
            
        }
        
    protected:
    
        float               _angular_velocity;

};


osg::Node* createBackground()
{    

    // we'll create a texture mapped quad to sit behind the Geometry 
    osg::Image* image = osgDB::readImageFile("Images/primitives.gif");
    if (!image) return NULL;
    
 
    // create Geometry object to store all the vertices and lines primitive.
    osg::Geometry* polyGeom = new osg::Geometry();

    // note, anticlockwise ordering.
    osg::Vec3 myCoords[] =
    {
        osg::Vec3(-1.22908f,0.0f,1.0f),
        osg::Vec3(-1.22908f,0.0f,-1.0f),
        osg::Vec3(1.22908f,0.0f,-1.0f),
        osg::Vec3(1.22908f,0.0f,1.0f)
    };

    int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

    // pass the created vertex array to the points geometry object.
    polyGeom->setVertexArray(new osg::Vec3Array(numCoords,myCoords));

    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
    polyGeom->setColorArray(colors);
    polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);


    // set the normal in the same way color.
    osg::Vec3Array* normals = new osg::Vec3Array;
    normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
    polyGeom->setNormalArray(normals);
    polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);

    osg::Vec2 myTexCoords[] =
    {
        osg::Vec2(0,1),
        osg::Vec2(0,0),
        osg::Vec2(1,0),
        osg::Vec2(1,1)
    };

    int numTexCoords = sizeof(myTexCoords)/sizeof(osg::Vec2);

    // pass the created tex coord array to the points geometry object,
    // and use it to set texture unit 0.
    polyGeom->setTexCoordArray(0,new osg::Vec2Array(numTexCoords,myTexCoords));

    // well use indices and DrawElements to define the primitive this time.
    unsigned short myIndices[] =
    {
        0,
        1,
        3,
        2
    };

    int numIndices = sizeof(myIndices)/sizeof(unsigned short);

    // There are three variants of the DrawElements osg::Primitive, UByteDrawElements which
    // contains unsigned char indices, UShortDrawElements which contains unsigned short indices,
    // and UIntDrawElements which contains ... unsigned int indices.  
    // The first parameter to DrawElements is 
    polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_STRIP,numIndices,myIndices));

    // new we need to add the texture to the Drawable, we do so by creating a 
    // StateSet to contain the Texture2D StateAttribute.
    osg::StateSet* stateset = new osg::StateSet;

    // set up the texture.
    osg::Texture2D* texture = new osg::Texture2D;
    texture->setImage(image);

    stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);

    polyGeom->setStateSet(stateset);

 
    // create the Geode (Geometry Node) to contain all our osg::Geometry objects.
    osg::Geode* geode = new osg::Geode();

    // add the points geometry to the geode.
    geode->addDrawable(polyGeom);

    //return geode;

    // create a transform to move the background back and forward with.
 
    osg::MatrixTransform* transform = new osg::MatrixTransform();
    transform->setUpdateCallback(new MyTransformCallback(1.0f));
    transform->addChild(geode);

    return transform;
}

void testLeak()
{
	osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();

	osg::ref_ptr<osg::DisplaySettings> ds = new osg::DisplaySettings();

	osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits(ds.get());

	traits->width = 64;
	traits->height = 64;
	traits->pbuffer = true;

	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
}

osg::Camera *createRTTCamera(osgViewer::Viewer& viewer)
{
	osg::ref_ptr<osg::Camera> slaveCamera = new osg::Camera();

	slaveCamera->setClearColor(osg::Vec4(0, 0, 0, 1)); // initialize alpha to 1
	slaveCamera->setClearMask(GL_COLOR_BUFFER_BIT);

	osg::Matrixd projMatrix;
	projMatrix.makeOrtho(0.0, (double)1, 0.0, (double)1, -1.0, 1.0);
	slaveCamera->setProjectionMatrix(projMatrix);
		
	slaveCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
		
	osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0, 0, 64, 64);
	slaveCamera->setViewport(viewport.get());

	osg::Matrixd viewMatrix;
	slaveCamera->setViewMatrix(viewMatrix);
		
	slaveCamera->setRenderOrder(osg::Camera::PRE_RENDER);
	slaveCamera->setAllowEventFocus(false);
	slaveCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
	slaveCamera->setCullingMode(osg::CullSettings::NO_CULLING);
		
	osg::ref_ptr<osg::Camera> masterCamera = viewer.getCamera();
	slaveCamera->setGraphicsContext(masterCamera->getGraphicsContext());
		
	return slaveCamera;
}

void testRTTCamera(osgViewer::Viewer& viewer)
{
	int oldNodeMask = viewer.getCamera()->getNodeMask();

	viewer.getCamera()->setNodeMask(0);
			
	osg::ref_ptr<osg::Camera> camera = createRTTCamera(viewer);
	viewer.addSlave(camera.get(), false);
	viewer.frame();
			
	viewer.removeSlave(0);

	viewer.getCamera()->setNodeMask(oldNodeMask);
}

int main(int, char **)
{
    // create the model
    osg::Group* root = new osg::Group;
    root->addChild( createScene() );
    root->addChild( createBackground() );

    //osgDB::writeNodeFile(*root,"geoemtry.osg");

    osgViewer::Viewer viewer;

	viewer.setUpViewInWindow(10, 10, 640, 480);
	viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
    
    // add model to viewer.
    viewer.setSceneData( root );

	viewer.realize();

	testRTTCamera(viewer);

	//while (true)
	//	testLeak();

	//while (!viewer.done())
	viewer.run();
}
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