3 #include <osg/Drawable>
6 #include <osg/StateSet>
7 #include <osg/MatrixTransform>
27 osg::Drawable(teapot,copyop) {}
35 #if OSG_MIN_VERSION_REQUIRED(3,4,0)
static osg::MatrixTransform * createParticleRenderer(diguyScenario *scenario)
Definition: diguyOsgParticleRenderer.cpp:109
diguyOsgParticleRenderer()
Definition: diguyOsgParticleRenderer.h:20
virtual void drawImplementation(osg::RenderInfo &renderInfo) const override
Definition: diguyOsgParticleRenderer.cpp:130
diguyOsgParticleRenderer(const diguyOsgParticleRenderer &teapot, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY)
Copy constructor using CopyOp to manage deep vs shallow copy.
Definition: diguyOsgParticleRenderer.h:26
virtual ~diguyOsgParticleRenderer()
Definition: diguyOsgParticleRenderer.h:48
Represents the scenario currently being portrayed.
Definition: diguyScenario.h:99
diguyScenario * m_scenario
Definition: diguyOsgParticleRenderer.h:50
virtual osg::BoundingBox computeBound() const
Definition: diguyOsgParticleRenderer.cpp:179
osg::ref_ptr< osg::State > m_state
Definition: diguyOsgParticleRenderer.h:52
osg::ref_ptr< osg::MatrixTransform > m_base_transform
Definition: diguyOsgParticleRenderer.h:51
osg::ref_ptr< osg::StateSet > m_state_set
Definition: diguyOsgParticleRenderer.h:53
Now the OSG wrapper for the OpenGL renderer code, the most complicated bit is computing the bounding ...
Definition: diguyOsgParticleRenderer.h:17
META_Object(myTeapotApp, diguyOsgParticleRenderer)
static diguyScenario * scenario
Definition: simple_playback_ogl.cpp:57