<div> const int width( 800 ), height( 450 );</div><div> const std::string version( "3.0" );</div><div> osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits();</div><div> traits->x = 20; traits->y = 30;</div><div> traits->width = width; traits->height = height;</div><div> traits->windowDecoration = true;</div><div> traits->doubleBuffer = true;</div><div> traits->glContextVersion = version;</div><div> traits->readDISPLAY();</div><div> traits->setUndefinedScreenDetailsToDefaultScreen();</div><div> osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() );</div><div> if( !gc.valid() )</div><div> {</div><div> osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl;</div><div> return( 1 );</div><div> }</div><div><br></div><div> osgViewer::Viewer viewer;</div><div><br></div><div> // Create a Camera that uses the above OpenGL context.</div><div> osg::Camera* cam = viewer.getCamera();</div><div> cam->setGraphicsContext( gc.get() );</div><div> // Must set perspective projection for fovy and aspect.</div><div> cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) );</div><div> // Unlike OpenGL, OSG viewport does *not* default to window dimensions.</div><div> cam->setViewport( new osg::Viewport( 0, 0, width, height ) );</div><div><br></div><div> viewer.setSceneData( root );</div><div><br></div><div> // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use,</div><div> // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default.</div><div> gc->getState()->setUseModelViewAndProjectionUniforms(true);</div><div> gc->getState()->setUseVertexAttributeAliasing(true);</div>
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