Hi, Here is a repro of the slave camera problem (the original problem, not the bounding box stuff).
Increase the number of testRTTCamera() iterations to see the problem better. It seems there is something wrong with respects to how GL objects are released, as the program is stuck after a large number of iterations. Cheers, Fred Attached file: modified osggeometry.cpp source code. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39493#39493
/* 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> 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()); viewer.addSlave(slaveCamera.get(), false); osg::ref_ptr<osg::Geode> geode = new osg::Geode(); osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry(); geode->addDrawable(geometry.get()); slaveCamera->addChild(geode.get()); 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); viewer.setCameraManipulator(new osgGA::TrackballManipulator); // add model to viewer. viewer.setSceneData( root ); viewer.realize(); viewer.frame(); // increase the value of n to exacerbate the problem for (int n=0; n < 1000; n++) testRTTCamera(viewer); //while (true) // testLeak(); //while (!viewer.done()) viewer.run(); }
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