OpenSceneGraph 笔记--窗体模式运行
1.使用osgViewer::Viewer代替原来的osgProducer::Viewer
2.先熟悉设计模式,比如最常用的Visitor设计模式。要不然看不懂程序不说,而且更写不出程序。
3.窗体模式运行参考Example osgWindows,重点在于:
TODO:
1.3DS导入插件还不够完善,需要自己写。
2.更深入的了解OSG的机制。
2.先熟悉设计模式,比如最常用的Visitor设计模式。要不然看不懂程序不说,而且更写不出程序。
3.窗体模式运行参考Example osgWindows,重点在于:
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = 640;
traits->y = 0;
traits->width = 640;
traits->height = 480;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// add this slave camra to the viewer, with a shift right of the projection matrix
viewer.addSlave(camera.get(), osg::Matrixd::translate(-1.0,0.0,0.0), osg::Matrixd());
traits->x = 640;
traits->y = 0;
traits->width = 640;
traits->height = 480;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// add this slave camra to the viewer, with a shift right of the projection matrix
viewer.addSlave(camera.get(), osg::Matrixd::translate(-1.0,0.0,0.0), osg::Matrixd());
TODO:
1.3DS导入插件还不够完善,需要自己写。
2.更深入的了解OSG的机制。