text: /*
   *
   *  Copyright (C) 2000 Silicon Graphics, Inc.  All Rights Reserved. 
   *
   *  This library is free software; you can redistribute it and/or
   *  modify it under the terms of the GNU Lesser General Public
   *  License as published by the Free Software Foundation; either
   *  version 2.1 of the License, or (at your option) any later version.
   *
   *  This library is distributed in the hope that it will be useful,
   *  but WITHOUT ANY WARRANTY; without even the implied warranty of
   *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   *  Lesser General Public License for more details.
   *
   *  Further, this software is distributed without any warranty that it is
   *  free of the rightful claim of any third person regarding infringement
   *  or the like.  Any license provided herein, whether implied or
   *  otherwise, applies only to this software file.  Patent licenses, if
   *  any, provided herein do not apply to combinations of this program with
   *  other software, or any other product whatsoever.
   * 
   *  You should have received a copy of the GNU Lesser General Public
   *  License along with this library; if not, write to the Free Software
   *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
   *
   *  Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
   *  Mountain View, CA  94043, or:
   * 
   *  http://www.sgi.com 
   * 
   *  For further information regarding this notice, see: 
   * 
   *  http://oss.sgi.com/projects/GenInfo/NoticeExplan/
   *
   */
  
  /*--------------------------------------------------------------
   *  This is an example from the Inventor Mentor
   *  chapter 7, example 2.
   *
   *  This example illustrates using texture coordindates on
   *  a Face Set.
   *------------------------------------------------------------*/
  
  #include <stdlib.h>
  #include <Inventor/Xt/SoXt.h>
  #include <Inventor/Xt/viewers/SoXtExaminerViewer.h>
  #include <Inventor/nodes/SoCoordinate3.h>
  #include <Inventor/nodes/SoFaceSet.h>
  #include <Inventor/nodes/SoNormal.h>
  #include <Inventor/nodes/SoNormalBinding.h>
  #include <Inventor/nodes/SoSeparator.h>
  #include <Inventor/nodes/SoTexture2.h>
  #include <Inventor/nodes/SoTextureCoordinate2.h>
  #include <Inventor/nodes/SoTextureCoordinateBinding.h>
  
  int
  main(int , char **argv)
  {
     Widget myWindow = SoXt::init(argv[0]);
     if(myWindow == NULL) exit(1);
  
     SoSeparator *root = new SoSeparator;
     root->ref();
  
     // Choose a texture 
     SoTexture2 *brick = new SoTexture2;
     root->addChild(brick);
     brick->filename.setValue("/usr/share/src/Inventor/examples/data/brick.1.rgb");
  
  #ifdef IV_STRICT
     // This is the preferred code for Inventor 2.1 
  
     // Using the new SoVertexProperty node is more efficient
     SoVertexProperty *myVertexProperty = new SoVertexProperty;
  
     // Define the square's spatial coordinates
     myVertexProperty->vertex.set1Value(0, SbVec3f(-3, -3, 0));
     myVertexProperty->vertex.set1Value(1, SbVec3f( 3, -3, 0));
     myVertexProperty->vertex.set1Value(2, SbVec3f( 3,  3, 0));
     myVertexProperty->vertex.set1Value(3, SbVec3f(-3,  3, 0));
  
     // Define the square's normal
     myVertexProperty->normal.set1Value(0, SbVec3f(0, 0, 1));
  
     // Define the square's texture coordinates
     myVertexProperty->texCoord.set1Value(0, SbVec2f(0, 0));
     myVertexProperty->texCoord.set1Value(1, SbVec2f(1, 0));
     myVertexProperty->texCoord.set1Value(2, SbVec2f(1, 1));
     myVertexProperty->texCoord.set1Value(3, SbVec2f(0, 1));
  
     // SoTextureCoordinateBinding node is now obsolete--in Inventor 2.1,
     // texture coordinates will always be generated if none are 
     // provided.
     /*
       SoTextureCoordinateBinding *tBind =
              new SoTextureCoordinateBinding;
       root->addChild(tBind);
       tBind->value = SoTextureCoordinateBinding::PER_VERTEX;
     */
     // Define normal binding
      myVertexProperty->normalBinding = SoNormalBinding::OVERALL;
  
     // Define a FaceSet
     SoFaceSet *myFaceSet = new SoFaceSet;
     root->addChild(myFaceSet);
     myFaceSet->numVertices.set1Value(0, 4);
  
     myFaceSet->vertexProperty.setValue(myVertexProperty);
  
  #else
     // Define the square's spatial coordinates
     SoCoordinate3 *coord = new SoCoordinate3;
     root->addChild(coord);
     coord->point.set1Value(0, SbVec3f(-3, -3, 0));
     coord->point.set1Value(1, SbVec3f( 3, -3, 0));
     coord->point.set1Value(2, SbVec3f( 3,  3, 0));
     coord->point.set1Value(3, SbVec3f(-3,  3, 0));
  
     // Define the square's normal
     SoNormal *normal = new SoNormal;
     root->addChild(normal);
     normal->vector.set1Value(0, SbVec3f(0, 0, 1));
  
     // Define the square's texture coordinates
     SoTextureCoordinate2 *texCoord = new SoTextureCoordinate2;
     root->addChild(texCoord);
     texCoord->point.set1Value(0, SbVec2f(0, 0));
     texCoord->point.set1Value(1, SbVec2f(1, 0));
     texCoord->point.set1Value(2, SbVec2f(1, 1));
     texCoord->point.set1Value(3, SbVec2f(0, 1));
  
     // Define normal binding
     SoNormalBinding *nBind = new SoNormalBinding;
     root->addChild(nBind);
     nBind->value.setValue(SoNormalBinding::OVERALL);
  
     // SoTextureCoordinateBinding node is now obsolete--in Inventor 2.1,
     // texture coordinates will always be generated if none are 
     // provided.
     /*
       SoTextureCoordinateBinding *tBind =
              new SoTextureCoordinateBinding;
       root->addChild(tBind);
       tBind->value.setValue 
              (SoTextureCoordinateBinding::PER_VERTEX);
     */
  
     // Define a FaceSet
     SoFaceSet *myFaceSet = new SoFaceSet;
     root->addChild(myFaceSet);
     myFaceSet->numVertices.set1Value(0, 4);
  #endif
  
     SoXtExaminerViewer *myViewer = 
              new SoXtExaminerViewer(myWindow);
     myViewer->setSceneGraph(root);
     myViewer->setTitle("Texture Coordinates");
  
     // In Inventor 2.1, if the machine does not have hardware texture
     // mapping, we must override the default drawStyle to display textures.
     myViewer->setDrawStyle(SoXtViewer::STILL, SoXtViewer::VIEW_AS_IS);
  
     myViewer->show();
  
     SoXt::show(myWindow);
     SoXt::mainLoop();
  }
  