Use osg::createTexturedQuadGeometry
Simplifies splash screen code slightly.
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1 changed files with 4 additions and 16 deletions
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@ -225,28 +225,16 @@ void SplashScreen::createNodes()
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setRenderBinDetails(1, "RenderBin");
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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geometry = new osg::Geometry;
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geometry = osg::createTexturedQuadGeometry(osg::Vec3(0.0, 0.0, 0.0),
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osg::Vec3(1.0, 0.0, 0.0),
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osg::Vec3(0.0, 1.0, 0.0));
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geometry->setSupportsDisplayList(false);
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osg::Vec3Array* splashFullscreenQuadVertices = new osg::Vec3Array;
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splashFullscreenQuadVertices->push_back(osg::Vec3(0.0, 0.0, 0.0));
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splashFullscreenQuadVertices->push_back(osg::Vec3(1.0, 0.0, 0.0));
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splashFullscreenQuadVertices->push_back(osg::Vec3(1.0, 1.0, 0.0));
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splashFullscreenQuadVertices->push_back(osg::Vec3(0.0, 1.0, 0.0));
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geometry->setVertexArray(splashFullscreenQuadVertices);
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osg::Vec2Array* quadTexCoords = new osg::Vec2Array;
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quadTexCoords->push_back(osg::Vec2(0, 0));
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quadTexCoords->push_back(osg::Vec2(1.0f, 0));
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quadTexCoords->push_back(osg::Vec2(1.0f, 1.0f));
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quadTexCoords->push_back(osg::Vec2(0, 1.0f));
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geometry->setTexCoordArray(0, quadTexCoords);
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_splashFSQuadColor = new osg::Vec4Array;
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_splashFSQuadColor->push_back(osg::Vec4(1, 1.0f, 1, 1));
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geometry->setColorArray(_splashFSQuadColor);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
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stateSet = geometry->getOrCreateStateSet();
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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