#include #include #include #include int main( int /*argc*/, char** /*argv*/ ) { pangolin::CreateWindowAndBind("Main",640,480); glEnable(GL_DEPTH_TEST); // Define Projection and initial ModelView matrix pangolin::OpenGlRenderState s_cam( pangolin::ProjectionMatrix(640,480,420,420,320,240,0.2,100), pangolin::ModelViewLookAt(-2,2,-2, 0,0,0, pangolin::AxisY) ); pangolin::Renderable tree; for(size_t i=0; i < 10; ++i ) { auto axis_i = std::make_shared(); axis_i->T_pc = pangolin::OpenGlMatrix::Translate(i*2.0, i*0.1, 0.0); tree.Add(axis_i); } // Create Interactive View in window pangolin::SceneHandler handler(tree, s_cam); pangolin::View& d_cam = pangolin::CreateDisplay() .SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f) .SetHandler(&handler); d_cam.SetDrawFunction([&](pangolin::View& view){ view.Activate(s_cam); tree.Render(); }); while( !pangolin::ShouldQuit() ) { // Clear screen and activate view to render into glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Swap frames and Process Events pangolin::FinishFrame(); } return 0; }