Hi,
I made a small test application. Try it out if you want to and see it it works
and does what you want.
Code:
int main( int argc, char **argv )
{
osg::Group *root = new osg::Group;
osg::Group *scene = GetScene(); // <- Cows, planes and stuff
root->addChild( scene );
// Graphics Context and Traits
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->windowName = "Test app";
traits->screenNum = 0;
traits->x = 0;
traits->y = 0;
traits->width = WIDTH;
traits->height = HEIGHT;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->samples = 8;
traits->useCursor = true;
traits->alpha = 1.0;
const std::string version( "3.1" );
traits->glContextVersion = version;
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext( traits.get() );
// Viewer
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
viewer->getCamera()->setProjectionMatrixAsOrtho( -100, 100, -100, 100,
-100, 100 );
viewer->getCamera()->setCullingMode( osg::CullSettings::NO_CULLING );
viewer->getCamera()->setComputeNearFarMode(
osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
viewer->getCamera()->setGraphicsContext( gc.get() );
viewer->getCamera()->setViewport( new osg::Viewport( 0, 0, WIDTH,
HEIGHT) );
viewer->setThreadingModel( osgViewer::ViewerBase::SingleThreaded );
viewer->setCameraManipulator( new osgGA::TrackballManipulator );
viewer->setSceneData( root );
viewer->realize();
while( !viewer->done() )
{
viewer->advance();
viewer->eventTraversal();
viewer->updateTraversal();
viewer->renderingTraversals();
}
return 0;
}
Thank you!
Cheers,
David
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59682#59682
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