#include <msp/gl/animatedobject.h>
#include <msp/gl/animation.h>
#include <msp/gl/animationplayer.h>
#include <msp/gl/blend.h>
#include <msp/gl/camera.h>
#include <msp/gl/animatedobject.h>
#include <msp/gl/animation.h>
#include <msp/gl/animationplayer.h>
#include <msp/gl/blend.h>
#include <msp/gl/camera.h>
#include <msp/gl/directionallight.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/lighting.h>
#include <msp/gl/directionallight.h>
#include <msp/gl/framebuffer.h>
#include <msp/gl/lighting.h>
wnd_opts.width = lexical_cast<unsigned>(m[1].str);
wnd_opts.height = lexical_cast<unsigned>(m[2].str);
}
wnd_opts.width = lexical_cast<unsigned>(m[1].str);
wnd_opts.height = lexical_cast<unsigned>(m[2].str);
}
}
Viewer::Viewer(int argc, char **argv):
opts(argc, argv),
window(display, opts.wnd_opts),
}
Viewer::Viewer(int argc, char **argv):
opts(argc, argv),
window(display, opts.wnd_opts),
{
GL::SequenceTemplate *tmpl = load<GL::SequenceTemplate>(opts.renderable_name);
GL::SequenceBuilder bld(*tmpl);
{
GL::SequenceTemplate *tmpl = load<GL::SequenceTemplate>(opts.renderable_name);
GL::SequenceBuilder bld(*tmpl);
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
if(!sequence)
{
sequence = new GL::Sequence();
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
if(!sequence)
{
sequence = new GL::Sequence();
GL::Sequence::Step &step = sequence->add_step(0, *renderable);
step.set_lighting(&lighting);
step.set_depth_test(GL::LEQUAL);
GL::Sequence::Step &step = sequence->add_step(0, *renderable);
step.set_lighting(&lighting);
step.set_depth_test(GL::LEQUAL);