Robert Osfield wrote:
<snip>
> In dev version of the OSG there is a new osgViewer that replaces
> osgProducer are does frame up the frame loop in a convinience method,
> but you also can still call the indivdual traversals if you wish.
> So... if you like high level stuff then perhaps its more to your
> liking:
> 
> int main(int, char **)
> {
>    // construct the viewer.
>    osgViewer::Viewer viewer;
> 
>    // add model to viewer.
>    viewer.setSceneData( osg::readNodeFile("cow.osg" ));
> 
>    return viewer.run();
> }
> 
> 
> The run method is a frame driven loop rather than an even driven loop,
> but in principle its kinda similar idea.

Wow! I suddenly realized just how high level OSG can be. Just for
correctness, here's a (non-RSI-afflicted) rewrite:

#include <osgViewer/Viewer>
#include <osgDB/ReadFile>

int main(int, char **)
{
   // construct the viewer.
   osgViewer::Viewer viewer;

   // add model to viewer.
   viewer.setSceneData( osgDB::readNodeFile("cow.osg" ));

   return viewer.run();
}

Compile and link with libosg, libosgDB and libosgViewer and you have a
very nice 3D viewer in just 13 lines of code - including space and comments!

- Ole-Morten
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