#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Vec3>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/PolygonStipple>
#include <osg/TriangleFunctor>

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgGA/TrackballManipulator>

#include <osgProducer/Viewer>

#include <osg/Math>



// This demos uses the illustrates how to creates the various different types of geometry that
// the osg::Geometry class can represent.  This demos uses the OpenGL red books diagram of different 
// OpenGL Primitives as a template for all the equivilant OpenSceneGraph Primitives.  The OpenSceneGraph 
// wraps OpenGL very thinly so uses all the same enum and naming conventions. The coordinate data is also 
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls.  Familarity with
// OpenGL will help understand the the osg::Geometry class which encapsulate all this, or if you
// havn't learnt OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!

// The osg::Geometry class "is a" subclass of osg::Drawable base class, so is an object that provides
// a draw method for drawing objects in the scene.  osg::Geometry contains all the vertex, normal
// color and texture coordate arrays required to specify the coordinates of your objects, and the
// primtives join these coordinates together as the points, lines or surfaces that you will see
// rendered on your screen. 
//
// This demo is split into two functions, the createScene() function which creates the scene graph
// with the various primitives in it, and the main() which sets up a basic viewer window and
// adds to the it the scene generated by createScene().


struct NormalPrint
{
    void operator() (const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3, bool) const 
    {
        osg::Vec3 normal = (v2-v1)^(v3-v2);
        normal.normalize();
        std::cout << "\t("<<v1<<") ("<<v2<<") ("<<v3<<") "<<") normal ("<<normal<<")"<<std::endl;
    }
};

// decompose Drawable primtives into triangles, print out these triangles and computed normals.
void printTriangles(const std::string& name, osg::Drawable& drawable)
{
    std::cout<<name<<std::endl;
    
    osg::TriangleFunctor<NormalPrint> tf;
    drawable.accept(tf);
 
    std::cout<<std::endl;
}


osg::Node* createScene()
{
    // create the Geode (Geometry Node) to contain all our osg::Geometry objects.
    osg::Geode* geode = new osg::Geode();

    // follows are separate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
    // QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primtives.  A image of these primtives
    // are provided in the distribution : OpenSceneGraph-Data/Images/primtives.gif.


    // create POINTS
    {
        // create Geometry object to store all the vetices and points primtive.
        osg::Geometry* pointsGeom = new osg::Geometry();
        
        // create a Vec3Array and add to it all my coordinates.
        // Like all the *Array variants (see include/osg/Array) , Vec3Array is derivied from both osg::Array 
        // and std::vector<>.  osg::Array's are reference counted and hence sharable,
        // which std::vector<> provides all the convinience, flexibility and robustness
        // of the most popular of all STL containers.
        osg::Vec3Array* vertices = new osg::Vec3Array;
        vertices->push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.976368, -2.15188e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
        vertices->push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));
        vertices->push_back(osg::Vec3(-0.790982, 9.18133e-09, 0.959889));
        
        // pass the created vertex array to the points geometry object.
        pointsGeom->setVertexArray(vertices);
        
        
        
        // create the color of the geometry, one single for the whole geometry.
        // for consitency of design even one single color must added as an element
        // in a color array.
        osg::Vec4Array* colors = new osg::Vec4Array;
        // add a white color, colors take the form r,g,b,a with 0.0 off, 1.0 full on.
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        
        // pass the color arry to points geometry, note the binding to tell the geometry
        // that only use one color for the whole object.
        pointsGeom->setColorArray(colors);
        pointsGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        
        
        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        pointsGeom->setNormalArray(normals);
        pointsGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // create and add a DrawArray Primitive (see include/osg/Primtive).  The first
        // paramter passed to the DrawArrays constructor is the Primtive::Mode which
        // in this case is POINTS (which has the same value GL_POINTS), the second
        // parameter is the index position into the vertex array of the first point
        // to draw, and the third parameter is the number of points to draw.
        pointsGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,vertices->size()));
        
        
        // add the points geomtry to the geode.
        geode->addDrawable(pointsGeom);
    }

    // create LINES
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll prealloacte the vertex array to the size we
        // need and then simple set them as array elements, 8 points
        // makes 4 line segments.
        osg::Vec3Array* vertices = new osg::Vec3Array(8);
        (*vertices)[0].set(-1.13704, -2.15188e-09, 0.40373);
        (*vertices)[1].set(-0.856897, -2.15188e-09, 0.531441);
        (*vertices)[2].set(-0.889855, -2.15188e-09, 0.444927);
        (*vertices)[3].set(-0.568518, -2.15188e-09, 0.40373);
        (*vertices)[4].set(-1.00933, -2.15188e-09, 0.370773);
        (*vertices)[5].set(-0.716827, -2.15188e-09, 0.292498);
        (*vertices)[6].set(-1.07936, 9.18133e-09, 0.317217);
        (*vertices)[7].set(-0.700348, 9.18133e-09, 0.362533);

        
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the aobve
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,8));
        
        
        // add the points geomtry to the geode.
        geode->addDrawable(linesGeom);
    }
    
    // create LINE_STRIP
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll prealloacte the vertex array to the size 
        // and then use an iterator to fill in the values, a bit perverse
        // but does demonstrate that we have just a standard std::vector underneath.
        osg::Vec3Array* vertices = new osg::Vec3Array(5);
        osg::Vec3Array::iterator vitr = vertices->begin();
        (vitr++)->set(-0.0741545, -2.15188e-09, 0.416089);
        (vitr++)->set(0.234823, -2.15188e-09, 0.259541);
        (vitr++)->set(0.164788, -2.15188e-09, 0.366653);
        (vitr++)->set(-0.0288379, -2.15188e-09, 0.333695);
        (vitr++)->set(-0.0453167, -2.15188e-09, 0.280139);
       
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the aobve
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);


        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);


        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP,0,5));
        
        
        // add the points geomtry to the geode.
        geode->addDrawable(linesGeom);
    }

    // create LINE_LOOP
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* linesGeom = new osg::Geometry();
        
        // this time we'll a C arrays to initilize the vertices.
        
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.741546, -2.15188e-09, 0.453167),
            osg::Vec3(0.840418, -2.15188e-09, 0.304858),
            osg::Vec3(1.12468, -2.15188e-09, 0.300738),
            osg::Vec3(1.03816, 9.18133e-09, 0.453167),
            osg::Vec3(0.968129, -2.15188e-09, 0.337815),
            osg::Vec3(0.869256, -2.15188e-09, 0.531441)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        linesGeom->setVertexArray(vertices);
        
        // set the colors as before, plus using the aobve
        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
        linesGeom->setColorArray(colors);
        linesGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // set the normal in the same way color.
        osg::Vec3Array* normals = new osg::Vec3Array;
        normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
        linesGeom->setNormalArray(normals);
        linesGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        linesGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,numCoords));
        
        
        // add the points geomtry to the geode.
        geode->addDrawable(linesGeom);
    }




    // now we'll stop creating separate normal and color arrays
    // since we are using the same values all the time, we'll just
    // share the same ColorArray and NormalArrays..

    // set the colors as before, use a ref_ptr rather than just
    // standard C pointer, as that in the case of it not being
    // assigned it will still be cleaned up automatically.
    osg::ref_ptr<osg::Vec4Array> shared_colors = new osg::Vec4Array;
    shared_colors->push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f));

    // same trick for shared normal.
    osg::ref_ptr<osg::Vec3Array> shared_normals = new osg::Vec3Array;
    shared_normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));



    // Note on vertex ordering.
    // While the OpenGL diagram should vertices specified in a clockwise direction
    // in reality you need to specify coords for polygons into a anticlockwise direction
    // for their front face to be pointing towards your, get this wrong and you could
    // find back face culling removing the wrong faces of your models.  The OpenGL diagram 
    // is just plain wrong, but its nice diagram so we'll keep it for now!

    // create POLYGON
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // this time we'll a C arrays to initilize the vertices.
        // note, anticlockwsie ordering.
        // note II, OpenGL polygons must be convex plan polygons, otherwise 
        // undefined results will occur.  If you have concave polygons or ones
        // that cross over themselves then use the osgUtil::Tesselator to fix
        // the polygons into a set of valid polygons.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(-1.0464, 0.0f, -0.193626),
            osg::Vec3(-1.0258, 0.0f, -0.26778),
            osg::Vec3(-0.807461, 0.0f, -0.181267),
            osg::Vec3(-0.766264, 0.0f, -0.0576758),
            osg::Vec3(-0.980488, 0.0f, -0.094753)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));

        printTriangles("Polygon",*polyGeom);
        
        // add the points geomtry to the geode.
        geode->addDrawable(polyGeom);
    }


    // create QUADS
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, anticlockwsie ordering.
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.0247182, 0.0f, -0.156548),
            osg::Vec3(0.0247182, 0.0f, -0.00823939),
            osg::Vec3(-0.160668, 0.0f, -0.0453167),
            osg::Vec3(-0.222464, 0.0f, -0.13183),

            osg::Vec3(0.238942, 0.0f, -0.251302),
            osg::Vec3(0.333696, 0.0f, 0.0329576),
            osg::Vec3(0.164788, 0.0f, -0.0453167),
            osg::Vec3(0.13595,  0.0f, -0.255421)
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords));
        
        
        printTriangles("Quads",*polyGeom);

        // add the points geomtry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create QUAD_STRIP
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            osg::Vec3(0.733306, -2.15188e-09, -0.0741545),
            osg::Vec3(0.758024, -2.15188e-09, -0.205985),

            osg::Vec3(0.885735, -2.15188e-09, -0.0576757),
            osg::Vec3(0.885735, -2.15188e-09, -0.214224),

            osg::Vec3(0.964009, 9.18133e-09, -0.0370773),
            osg::Vec3(1.0464, 9.18133e-09, -0.173027),

            osg::Vec3(1.11232, -2.15188e-09, 0.0123591),
            osg::Vec3(1.12468, 9.18133e-09, -0.164788),
        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,numCoords));
        
        
        printTriangles("Quads strip",*polyGeom);

        // add the points geomtry to the geode.
        geode->addDrawable(polyGeom);
    }

    // create TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN all in one Geometry/
    {
        // create Geometry object to store all the vetices and lines primtive.
        osg::Geometry* polyGeom = new osg::Geometry();
        
        // note, first coord at top, second at bottom, reverse to that buggy OpenGL image..
        osg::Vec3 myCoords[] =
        {
            // TRIANGLES 6 vertices, v0..v5
            // note in aniclockwise order.
            osg::Vec3(-1.12056, -2.15188e-09, -0.840418),
            osg::Vec3(-0.95165, -2.15188e-09, -0.840418),
            osg::Vec3(-1.11644, 9.18133e-09, -0.716827),

            // note in aniclockwise order.
            osg::Vec3(-0.840418, 9.18133e-09, -0.778623),
            osg::Vec3(-0.622074, 9.18133e-09, -0.613835),
            osg::Vec3(-1.067, 9.18133e-09, -0.609715),

            // TRIANGLE STRIP 6 vertices, v6..v11
            // note defined top point first, 
            // then anticlockwise for the next two points,
            // then alternating to bottom there after.
            osg::Vec3(-0.160668, -2.15188e-09, -0.531441),
            osg::Vec3(-0.160668, -2.15188e-09, -0.749785),
            osg::Vec3(0.0617955, 9.18133e-09, -0.531441),
            osg::Vec3(0.168908, -2.15188e-09, -0.753905),
            osg::Vec3(0.238942, -2.15188e-09, -0.531441),
            osg::Vec3(0.280139, -2.15188e-09, -0.823939),

            // TRIANGLE FAN 5 vertices, v12..v16
            // note defined in anticlockwsie order.
            osg::Vec3(0.844538, 9.18133e-09, -0.712708),
            osg::Vec3(1.0258, 9.18133e-09, -0.799221),
            osg::Vec3(1.03816, -2.15188e-09, -0.692109),
            osg::Vec3(0.988727, 9.18133e-09, -0.568518),
            osg::Vec3(0.840418, -2.15188e-09, -0.506723),

        };
        
        int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);
        
        osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,myCoords);
       
        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);
        
        // use the shared color array.
        polyGeom->setColorArray(shared_colors.get());
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
        

        // use the shared normal array.
        polyGeom->setNormalArray(shared_normals.get());
        polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
        

        // This time we simply use primitive, and hardwire the number of coords to use 
        // since we know up front,
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,6,6));
        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,12,5));
        
	// polygon stipple
	osg::StateSet* stateSet = new osg::StateSet();
	polyGeom->setStateSet(stateSet);
	osg::PolygonStipple* polygonStipple = new osg::PolygonStipple;
	stateSet->setAttributeAndModes(polygonStipple,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
        
        printTriangles("Triangles/Strip/Fan",*polyGeom);

        // add the points geomtry to the geode.
        geode->addDrawable(polyGeom);
    }
    
    return geode;   
}


// define a node callback to animation a transform as a cycle along the y axis, between 0 and 2.0.
class MyTransformCallback : public osg::NodeCallback
{

    public:

        MyTransformCallback(float angularVelocity)
        {
            _angular_velocity = angularVelocity;
        }

        virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
        {
            osg::MatrixTransform* transform = dynamic_cast<osg::MatrixTransform*>(node);                
            if (nv && transform && nv->getFrameStamp())
            {
                double time = nv->getFrameStamp()->getReferenceTime();
                transform->setMatrix(osg::Matrix::translate(0.0f,1.0f+cosf(time*_angular_velocity),0.0f));
            }
            
            // must continue subgraph traversal.
            traverse(node,nv);            
            
        }
        
    protected:
    
        float               _angular_velocity;

};


osg::Node* createBackground()
{    

    // we'll create a texture mapped quad to sit behind the Geometry 
    osg::Image* image = osgDB::readImageFile("Images/primitives.gif");
    if (!image) return NULL;
    
 
    // create Geometry object to store all the vetices and lines primtive.
    osg::Geometry* polyGeom = new osg::Geometry();

    // note, anticlockwsie ordering.
    osg::Vec3 myCoords[] =
    {
        osg::Vec3(-1.22908f,0.0f,1.0f),
        osg::Vec3(-1.22908f,0.0f,-1.0f),
        osg::Vec3(1.22908f,0.0f,-1.0f),
        osg::Vec3(1.22908f,0.0f,1.0f)
    };

    int numCoords = sizeof(myCoords)/sizeof(osg::Vec3);

    // pass the created vertex array to the points geometry object.
    polyGeom->setVertexArray(new osg::Vec3Array(numCoords,myCoords));

    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
    polyGeom->setColorArray(colors);
    polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);


    // set the normal in the same way color.
    osg::Vec3Array* normals = new osg::Vec3Array;
    normals->push_back(osg::Vec3(0.0f,-1.0f,0.0f));
    polyGeom->setNormalArray(normals);
    polyGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);

    osg::Vec2 myTexCoords[] =
    {
        osg::Vec2(0,1),
        osg::Vec2(0,0),
        osg::Vec2(1,0),
        osg::Vec2(1,1)
    };

    int numTexCoords = sizeof(myCoords)/sizeof(osg::Vec2);

    // pass the created tex coord array to the points geometry object,
    // and use it to set texture unit 0.
    polyGeom->setTexCoordArray(0,new osg::Vec2Array(numTexCoords,myTexCoords));

    // well use indices and DrawElements to define the primitive this time.
    unsigned short myIndices[] =
    {
        0,
        1,
        2,
        3
    };

    int numIndices = sizeof(myIndices)/sizeof(unsigned short);

    // Theere are three variants of the DrawElements osg::Primitive, UByteDrawElements which
    // contains unsigned char indicies, UShortDrawElements which contains unsigned short indices,
    // and UIntDrawElements whcih contains ... unsigned int indices.  
    // The first parameter to DrawElements is 
    polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,numIndices,myIndices));

    // new we need to add the texture to the Drawable, we do so by creating a 
    // StateSet to contain the Texture2D StateAttribute.
    osg::StateSet* stateset = new osg::StateSet;

    // set up the texture.
    osg::Texture2D* texture = new osg::Texture2D;
    texture->setImage(image);

    stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);

    polyGeom->setStateSet(stateset);

 
    // create the Geode (Geometry Node) to contain all our osg::Geometry objects.
    osg::Geode* geode = new osg::Geode();

    // add the points geomtry to the geode.
    geode->addDrawable(polyGeom);

    //return geode;

    // create a tranform to move the background back and forward with.
 
    osg::MatrixTransform* transform = new osg::MatrixTransform();
    transform->setUpdateCallback(new MyTransformCallback(1.0f));
    transform->addChild(geode);

    return transform;
}




int main( int argc, char **argv )
{
    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

    // set up the usage document, in case we need to print out how to use this program.
    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create osg::Geometry.");
    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");

    // construct the viewer.
    osgProducer::Viewer viewer(arguments);

    // set up the value with sensible default event handlers.
    viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);

    // get details on keyboard and mouse bindings used by the viewer.
    viewer.getUsage(*arguments.getApplicationUsage());

    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }

    // any option left unread are converted into errors to write out later.
    arguments.reportRemainingOptionsAsUnrecognized();

    // report any errors if they have occured when parsing the program aguments.
    if (arguments.errors())
    {
        arguments.writeErrorMessages(std::cout);
        return 1;
    }
    

    // create the model
    osg::Group* root = new osg::Group;
    root->addChild( createScene() );
    root->addChild( createBackground() );

    //osgDB::writeNodeFile(*root,"geoemtry.osg");


    // add model to viewer.
    viewer.setSceneData( root );

    // create the windows and run the threads.
    viewer.realize();

    while( !viewer.done() )
    {
        // wait for all cull and draw threads to complete.
        viewer.sync();

        // update the scene by traversing it with the the update visitor which will
        // call all node update callbacks and animations.
        viewer.update();
         
        // fire off the cull and draw traversals of the scene.
        viewer.frame();
        
    }
    
    // wait for all cull and draw threads to complete before exit.
    viewer.sync();

    return 0;
}
