本文整理汇总了C++中osg::GLUTWindowRefPtr::getPort方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUTWindowRefPtr::getPort方法的具体用法?C++ GLUTWindowRefPtr::getPort怎么用?C++ GLUTWindowRefPtr::getPort使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类osg::GLUTWindowRefPtr
的用法示例。
在下文中一共展示了GLUTWindowRefPtr::getPort方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
//.........这里部分代码省略.........
SLOG << "Got " << (isPOT?"":"non-") << "power-of-two images and "
<< (hasNPOT?"can":"cannot") << " use NPOT textures, changing "
<< (changeOnlyPart?"part":"all")
<< " of the screen"
<< std::endl;
// Ok, now for the meat of the code...
// first we need an Image to hold the picture(s) to show
image = OSG::Image::create();
// set the image's size and type, and allocate memory
// this example uses RGB. On some systems (e.g. Windows) BGR
// or BGRA might be faster, it depends on how the images are
// acquired
image->set(OSG::Image::OSG_RGB_PF, width, height);
// Now create the texture to be used for the background
texObj = OSG::TextureObjChunk::create();
// Associate image and texture
texObj->setImage(image);
// Set filtering modes. LINEAR is cheap and good if the image size
// changes very little (i.e. the window is about the same size as
// the images).
texObj->setMinFilter(GL_LINEAR);
texObj->setMagFilter(GL_LINEAR);
// Set the wrapping modes. We don't need repetition, it might actually
// introduce artifactes at the borders, so switch it off.
texObj->setWrapS(GL_CLAMP_TO_EDGE);
texObj->setWrapT(GL_CLAMP_TO_EDGE);
// Newer versions of OpenGL can handle NPOT textures directly.
// OpenSG will do that internally automatically.
//
// Older versions need POT textures. By default OpenSG
// will scale an NPOT texture to POT while defining it.
// For changing textures that's too slow.
// So tell OpenSG not to scale the image and adjust the texture
// coordinates used by the TextureBackground (see below).
texObj->setScale(false);
// Create the background
OSG::TextureBackgroundRefPtr back = OSG::TextureBackground::create();
// Set the texture to use
back->setTexture(texObj);
// if the image is NPOT and we don't have hardware support for it
// adjust the texture coordinates.
if(isPOT == false && hasNPOT == false)
{
OSG::UInt32 potWidth = OSG::osgNextPower2(width );
OSG::UInt32 potHeight = OSG::osgNextPower2(height);
OSG::Real32 tcRight = OSG::Real32(width ) / OSG::Real32(potWidth );
OSG::Real32 tcTop = OSG::Real32(height) / OSG::Real32(potHeight);
back->editMFTexCoords()->push_back(OSG::Vec2f( 0.f, 0.f));
back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight, 0.f));
back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight, tcTop));
back->editMFTexCoords()->push_back(OSG::Vec2f( 0.f, tcTop));
}
OSG::commitChanges();
// create the SimpleSceneManager helper
mgr = OSG::SimpleSceneManager::create();
// tell the manager what to manage
mgr->setWindow(gwin );
mgr->setRoot (scene);
mgr->setStatistics(true);
// replace the background
// This has to be done after the viewport has been created, which the
// SSM does in setRoot().
OSG::ViewportRefPtr vp = gwin->getPort(0);
vp->setBackground(back);
}
// show the whole scene
mgr->showAll();
// GLUT main loop
glutMainLoop();
return 0;
}