osgUtil.SharedArrayOptimizer
类是 OpenSceneGraph 中的一个优化器,用于共享顶点和索引数据的数组,从而减少内存使用量,提高渲染效率。
#include <osg/Node>
#include <osg/Geometry>
#include <osgUtil/SharedArrayOptimizer>
osg::Node* node = ...
osgUtil::SharedArrayOptimizer optimizer;
optimizer.optimize(node);
首先,需要包含 OpenSceneGraph 中的 osg/Node
和 osg/Geometry
头文件。然后创建一个 osg::Node
对象,并实例化 osgUtil::SharedArrayOptimizer
类。调用 optimize()
方法对节点数据进行优化处理。
#include <osg/Geode>
#include <osg/Geometry>
#include <osgUtil/SharedArrayOptimizer>
#include <osgViewer/Viewer>
int main()
{
// 创建一个几何体对象
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
geode->addDrawable(geom);
// 添加顶点、法线和颜色数据
osg::Vec3Array* vertices = new osg::Vec3Array();
vertices->push_back(osg::Vec3(-1.0f, -1.0f, 0.0f));
vertices->push_back(osg::Vec3( 1.0f, -1.0f, 0.0f));
vertices->push_back(osg::Vec3( 0.0f, 1.0f, 0.0f));
geom->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array();
normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
geom->setNormalArray(normals, osg::Array::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array();
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
geom->setColorArray(colors, osg::Array::BIND_OVERALL);
// 添加绘制指令
osg::DrawElementsUInt* indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
indices->push_back(0);
indices->push_back(1);
indices->push_back(2);
geom->addPrimitiveSet(indices);
// 使用 SharedArrayOptimizer 进行共享数组优化
osgUtil::SharedArrayOptimizer optimizer;
optimizer.optimize(geode);
// 创建 Viewer 并运行程序
osgViewer::Viewer viewer;
viewer.setSceneData(geode);
return viewer.run();
}