int main(int, char **argv) { // Initialize Inventor. This returns a main window to use. // If unsuccessful, exit. HWND myWindow = SoWin::init("A red cone."); // pass the app name if (myWindow == NULL) exit(1); // Make a scene containing a red cone SoSeparator *root = new SoSeparator; SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; SoMaterial *myMaterial = new SoMaterial; root->ref(); root->addChild(myCamera); root->addChild(new SoDirectionalLight); myMaterial->diffuseColor.setValue(1.0, 1.0, 0.0); // Red root->addChild(myMaterial); root->addChild(new SoCone); // Create a renderArea in which to see our scene graph. // The render area will appear within the main window. SoWinExaminerViewer *myRenderArea = new SoWinExaminerViewer(myWindow); // Make myCamera see everything. myCamera->viewAll(root, myRenderArea->getViewportRegion()); // Put our scene in myRenderArea, change the title myRenderArea->setSceneGraph(root); myRenderArea->setTitle("A red cone"); myRenderArea->show(); SoWin::show(myWindow); // Display main window SoWin::mainLoop(); // Main Inventor event loop delete myRenderArea; root->unref(); return 0; }
int main(int, char **argv) { // Initialize Inventor. This returns a main window to use. // If unsuccessful, exit. HWND myWindow = SoWin::init("Water molecule"); // pass the app name if (myWindow == NULL) exit(1); // Make a scene containing a red cone SoGroup *waterMolecule = new SoGroup; // water molecule SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; SoGroup *oxygen = new SoGroup; // oxygen atom SoMaterial *redPlastic = new SoMaterial; SoSphere *sphere1 = new SoSphere; SoGroup *hydrogen1 = new SoGroup; // hydrogen atoms SoGroup *hydrogen2 = new SoGroup; SoTransform *hydrogenXform1 = new SoTransform; SoTransform *hydrogenXform2 = new SoTransform; SoMaterial *whitePlastic = new SoMaterial; SoSphere *sphere2 = new SoSphere; SoSphere *sphere3 = new SoSphere; // Set all field values for the oxygen atom redPlastic->ambientColor.setValue(1.0, 0.0, 0.0); redPlastic->diffuseColor.setValue(1.0, 0.0, 0.0); redPlastic->specularColor.setValue(0.5, 0.5, 0.5); redPlastic->shininess = 0.5; // Set all field values for the hydrogen atoms hydrogenXform1->scaleFactor.setValue(0.75, 0.75, 0.75); hydrogenXform1->translation.setValue(0.1, 1.2, 1.0); hydrogenXform2->translation.setValue(0.0, -3.2, 0.0); whitePlastic->ambientColor.setValue(1.0, 1.0, 1.0); whitePlastic->diffuseColor.setValue(1.0, 1.0, 1.0); whitePlastic->specularColor.setValue(0.5, 0.5, 0.5); whitePlastic->shininess = 0.5; // Create a hierarchy waterMolecule->ref(); waterMolecule->addChild(oxygen); waterMolecule->addChild(hydrogen1); waterMolecule->addChild(hydrogen2); oxygen->addChild(redPlastic); oxygen->addChild(sphere1); hydrogen1->addChild(hydrogenXform1); hydrogen1->addChild(whitePlastic); hydrogen1->addChild(sphere2); hydrogen2->addChild(hydrogenXform2); hydrogen2->addChild(sphere3); SoWinExaminerViewer *myRenderArea = new SoWinExaminerViewer(myWindow); // Make myCamera see everything. myCamera->viewAll(waterMolecule, myRenderArea->getViewportRegion()); // Put our scene in myRenderArea, change the title myRenderArea->setSceneGraph(waterMolecule); myRenderArea->setTitle("Water molecule"); myRenderArea->show(); SoWin::show(myWindow); // Display main window SoWin::mainLoop(); // Main Inventor event loop delete myRenderArea; waterMolecule->unref(); return 0; }
int WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { #else // UNIX int main(int argc, char ** argv) { #endif // initialize Coin and glut libraries SoDB::init(); #ifdef _WIN32 int argc = 1; char * argv[] = { "glutiv.exe", (char *) NULL }; glutInit(&argc, argv); #else glutInit(&argc, argv); #endif glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); SoSeparator * root; root = new SoSeparator; root->ref(); SoPerspectiveCamera * camera = new SoPerspectiveCamera; root->addChild(camera); root->addChild(new SoDirectionalLight); root->addChild(createScenegraph()); scenemanager = new SoSceneManager; scenemanager->setRenderCallback(redraw_cb, (void *)1); scenemanager->setBackgroundColor(SbColor(0.2f, 0.2f, 0.2f)); scenemanager->activate(); camera->viewAll(root, scenemanager->getViewportRegion()); scenemanager->setSceneGraph(root); glutInitWindowSize(512, 400); SbString title("Offscreen Rendering"); glutwin = glutCreateWindow(title.getString()); glutDisplayFunc(expose_cb); glutReshapeFunc(reshape_cb); // start main loop processing (with an idle callback) glutIdleFunc(idle_cb); glutMainLoop(); root->unref(); delete scenemanager; return 0; }
int main(int , char **argv) { // Initialize Inventor. This returns a main window to use. // If unsuccessful, exit. QWidget* myWindow = SoQt::init(argv[0]); // pass the app name if (myWindow == NULL) exit(1); // Make a scene containing a red cone SoSeparator *root = new SoSeparator; SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; SoMaterial *myMaterial = new SoMaterial; root->ref(); root->addChild(myCamera); root->addChild(new SoDirectionalLight); myMaterial->diffuseColor.setValue(1.0, 0.0, 0.0); // Red root->addChild(myMaterial); // GsTL_SoNode::initClass(); GsTL_SoNode* obj = new GsTL_SoNode; obj->addChild(new SoCone); root->addChild( obj ); obj->visible = true; // Create a renderArea in which to see our scene graph. // The render area will appear within the main window. SoQtRenderArea *myRenderArea = new SoQtRenderArea(myWindow); // Make myCamera see everything. myCamera->viewAll(root, myRenderArea->getViewportRegion()); // Put our scene in myRenderArea, change the title myRenderArea->setSceneGraph(root); myRenderArea->setTitle("Hello Cone"); myRenderArea->show(); SoQt::show(myWindow); // Display main window SoQt::mainLoop(); // Main Inventor event loop }
SoSeparator * createScenegraph(void) { SoSeparator * texroot = new SoSeparator; texroot->ref(); SoInput in; in.setBuffer(red_cone_iv, strlen(red_cone_iv)); SoSeparator * result = SoDB::readAll(&in); if (result == NULL) { exit(1); } SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; SoRotationXYZ *rot = new SoRotationXYZ; rot->axis = SoRotationXYZ::X; rot->angle = M_PI_2; myCamera->position.setValue(SbVec3f(-0.2, -0.2, 2.0)); myCamera->scaleHeight(0.4); texroot->addChild(myCamera); texroot->addChild(new SoDirectionalLight); texroot->addChild(rot); texroot->addChild(result); myCamera->viewAll(texroot, SbViewportRegion()); // Generate the texture map SoTexture2 *texture = new SoTexture2; texture->ref(); if (generateTextureMap(texroot, texture, 128, 128)) printf ("Successfully generated texture map\n"); else printf ("Could not generate texture map\n"); texroot->unref(); // Make a scene with a cube and apply the texture to it SoSeparator * root = new SoSeparator; root->addChild(texture); root->addChild(new SoCube); return root; }
static SoSeparator * setUpGraph(const SbViewportRegion &vpReg, SoInput *sceneInput, Options &options) // ////////////////////////////////////////////////////////////// { // Create a root separator to hold everything. Turn // caching off, since the transformation will blow // it anyway. SoSeparator *root = new SoSeparator; root->ref(); root->renderCaching = SoSeparator::OFF; // Add a camera to view the scene SoPerspectiveCamera *camera = new SoPerspectiveCamera; root->addChild(camera); // Add a transform node to spin the scene SoTransform *sceneTransform = new SoTransform; sceneTransform->setName(SCENE_XFORM_NAME); root->addChild(sceneTransform); // Read and add input scene graph SoSeparator *inputRoot = SoDB::readAll(sceneInput); if (inputRoot == NULL) { fprintf(stderr, "Cannot read scene graph\n"); root->unref(); exit(1); } root->addChild(inputRoot); SoPath *path; SoGroup *parent, *group; SoSearchAction act; // expand out all File nodes and replace them with groups // containing the children SoFile *fileNode; act.setType(SoFile::getClassTypeId()); act.setInterest(SoSearchAction::FIRST); act.apply(inputRoot); while ((path = act.getPath()) != NULL) { fileNode = (SoFile *) path->getTail(); path->pop(); parent = (SoGroup *) path->getTail(); group = fileNode->copyChildren(); if (group) { parent->replaceChild(fileNode, group); // apply action again and continue act.apply(inputRoot); } } // expand out all node kits and replace them with groups // containing the children SoBaseKit *kitNode; SoChildList *childList; act.setType(SoBaseKit::getClassTypeId()); act.setInterest(SoSearchAction::FIRST); act.apply(inputRoot); while ((path = act.getPath()) != NULL) { kitNode = (SoBaseKit *) path->getTail(); path->pop(); parent = (SoGroup *) path->getTail(); group = new SoGroup; childList = kitNode->getChildren(); for (int i=0; i<childList->getLength(); i++) group->addChild((*childList)[i]); parent->replaceChild(kitNode, group); act.apply(inputRoot); } // check to see if there are any lights // if no lights, add a directional light to the scene act.setType(SoLight::getClassTypeId()); act.setInterest(SoSearchAction::FIRST); act.apply(inputRoot); if (act.getPath() == NULL) { // no lights SoDirectionalLight *light = new SoDirectionalLight; root->insertChild(light, 1); } else options.hasLights = TRUE; // check to see if there are any texures in the scene act.setType(SoTexture2::getClassTypeId()); act.setInterest(SoSearchAction::FIRST); act.apply(inputRoot); if (act.getPath() != NULL) options.hasTextures = TRUE; camera->viewAll(root, vpReg); // print out information about the scene graph int32_t numTris, numLines, numPoints, numNodes; countPrimitives( inputRoot, numTris, numLines, numPoints, numNodes ); printf("Number of nodes in scene graph: %d\n", numNodes ); printf("Number of triangles in scene graph: %d\n", numTris ); printf("Number of lines in scene graph: %d\n", numLines ); printf("Number of points in scene graph: %d\n\n", numPoints ); // Make the center of rotation the center of // the scene SoGetBoundingBoxAction bba(vpReg); bba.apply(root); sceneTransform->center = bba.getBoundingBox().getCenter(); return root; }
int main(int argc, char** argv) { // verify that argument is given if (argc < 2) { std::cerr << "syntax: chain <XML file>" << std::endl; return -1; } // setup the simulation XMLReader::read(std::string(argv[1])); // get the (only) simulation object boost::shared_ptr<Simulator> s = XMLReader::_sim_objs.front(); // setup the visualization QWidget* mainwin = SoQt::init(argc, argv, argv[0]); SoQtExaminerViewer* viewer = new SoQtExaminerViewer(mainwin); SoSeparator* main_sep = new SoSeparator; main_sep->ref(); // add a camera SoPerspectiveCamera* camera = new SoPerspectiveCamera; camera->position = SbVec3f(0, 0, 150); camera->pointAt(SbVec3f(0,0,1)); main_sep->addChild(camera); // add lights SoDirectionalLight* light = new SoDirectionalLight; light->direction = SbVec3f(0,0,1); SoDirectionalLight* light2 = new SoDirectionalLight; light2->direction = SbVec3f(0,0,-1); SoDirectionalLight* light3 = new SoDirectionalLight; light3->direction = SbVec3f(-10,-5,-1); SoDirectionalLight* light4 = new SoDirectionalLight; light4->direction = SbVec3f(-10,-5,1); SoDirectionalLight* light5 = new SoDirectionalLight; light5->direction = SbVec3f(0,-10,1); main_sep->addChild(light); main_sep->addChild(light2); main_sep->addChild(light3); main_sep->addChild(light4); main_sep->addChild(light5); // setup the simulator visualization viz = boost::shared_ptr<InventorOutput>(new InventorOutput(s)); SoSeparator* sep = viz->get_root(); main_sep->addChild(sep); // start rendering viewer->setSceneGraph(sep); viewer->show(); // add a timer sensor that runs the simulation SoTimerSensor* timer = new SoTimerSensor(&render, &s); SbTime interval(STEP_SIZE); timer->setInterval(interval); timer->schedule(); // popup the main window SoQt::show(mainwin); SoQt::mainLoop(); delete viewer; }
int main(int argc, char ** argv) #endif { // initialize Coin and glut libraries SoDB::init(); SoNodeKit::init(); SoInteraction::init(); #ifdef _WIN32 int argc = 1; char * argv[] = { "glutiv.exe", (char *) NULL }; glutInit(&argc, argv); #else glutInit(&argc, argv); #endif glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); // Note: _don't_ use SoGroup, as TGS' Inventor has a bug where // lightsource contribution will get accumulated over runs. SoSeparator * root[SCENEWINDOWS]; for (unsigned int i=0; i < SCENEWINDOWS; i++) { // set up individual parts of scenegraph root[i] = new SoSeparator; root[i]->ref(); SoPerspectiveCamera * camera = new SoPerspectiveCamera; root[i]->addChild(camera); root[i]->addChild(new SoDirectionalLight); SoDrawStyle * drawstyle = new SoDrawStyle; drawstyle->style.setValue(i % 3); root[i]->addChild(drawstyle); root[i]->addChild(commongraph()); // initialize scenemanager instance scenemanager[i] = new SoSceneManager; scenemanager[i]->setRenderCallback(redraw_cb, (void *)i); scenemanager[i]->setBackgroundColor(SbColor(0.2f, 0.2f, i * 0.2f)); scenemanager[i]->activate(); camera->viewAll(root[i], scenemanager[i]->getViewportRegion()); scenemanager[i]->setSceneGraph(root[i]); // glut window initialization glutInitWindowSize(512, 400); SbString title("window "); title += (char)(i + 0x30); glutwin[i] = glutCreateWindow(title.getString()); glutDisplayFunc(expose_cb); glutReshapeFunc(reshape_cb); } SoDB::setRealTimeInterval(1/120.0); // start main loop processing (with an idle callback) glutIdleFunc(idle_cb); glutMainLoop(); // clean up Coin resource use for (int j=0; j < SCENEWINDOWS; j++) { root[j]->unref(); delete scenemanager[j]; } return 0; }
int main(int argc, char * argv[]) { /* Default values of program arguments. */ char * heightmap_name = NULL; int triangle_count = 1000; int tile_size = 33; int pixel_error = 6; int edgeSize = 4096; int xOffset = 0; int yOffset = 0; bool drawWater = false; SbBool is_full_screen = FALSE; SbBool is_frustrum_culling = TRUE; /* Get program arguments. */ int command = 0; while ((command = getopt(argc, argv, "h:x:y:s:S:a:e:r:g:fcW")) != -1) { switch (command) { /* Heightmap. */ case 'h': { heightmap_name = optarg; } break; /* Algorithm. */ case 'a': { if (!strcmp(optarg, "roam")) { algorithm = ID_ALG_ROAM; } else if (!strcmp(optarg, "geomipmapping")) { algorithm = ID_ALG_GEO_MIPMAP; } else if (!strcmp(optarg, "chunkedlod")) { algorithm = ID_ALG_CHUNKED_LOD; } else if (!strcmp(optarg, "brutalforce")) { algorithm = ID_ALG_BRUAL_FORCE; } } break; /* Size of the plot map, in data points a long one edge (map is a square). */ case 's': { sscanf(optarg, "%d", &edgeSize); } /* Scaling factor. */ case 'S': { sscanf(optarg, "%d", &scaleFactor); } break; /* X offset in data points. */ case 'x': { sscanf(optarg, "%d", &xOffset); } break; /* Y offset in data points. */ case 'y': { sscanf(optarg, "%d", &yOffset); } break; /* Pixel error of rendering. */ case 'e': { sscanf(optarg, "%d", &pixel_error); } break; /* Number of triangles in triangulation. */ case 'r': { sscanf(optarg, "%d", &triangle_count); } break; /* Tile side size. */ case 'g': { sscanf(optarg, "%d", &tile_size); } break; /* Fullscreen. */ case 'f': { is_full_screen = TRUE; } break; /* Frustrum culling. */ case 'c': { is_frustrum_culling = FALSE; } break; /* Draw water line. */ case 'W': { drawWater = true; } break; case '?': { std::cout << "Unknown option!" << std::endl; help(); exit(1); } break; } } /* Check obligatory arguments. */ if (heightmap_name == NULL) { std::cout << "Input height map wasn't specified!" << std::endl; help(); exit(1); } /* Load heightmap. */ int height = 0; // SoTerrain only seems to handle size which // are multiples of 1024. The +1 maybe due // to some sloppiness some later in the code // (i.e. "<" vs "<=" or something). int width = edgeSize +1; // 1024 + 1;// 1024 * 4 + 1; height = width; PR_INIT_PROFILER(); /* Set environment variables. */ //putenv("IV_SEPARATOR_MAX_CACHES=0"); putenv((char*)"COIN_SHOW_FPS_COUNTER=1"); //putenv("COIN_AUTO_CACHING=0"); /* Create window. */ QWidget * window; if ((window = SoQt::init(argc, argv, "SoTerrain Test Application")) == NULL) { exit(1); } /* Initialization of custom Inventor classes. */ SoSimpleROAMTerrain::initClass(); SoSimpleGeoMipmapTerrain::initClass(); SoSimpleChunkedLoDTerrain::initClass(); SoProfileGroup::initClass(); /* Create scene graph. */ SoProfileGroup *root = new SoProfileGroup(); SoEventCallback *style_callback = new SoEventCallback(); SoPerspectiveCamera *camera = new SoPerspectiveCamera(); SoDrawStyle *style = new SoDrawStyle(); SoDirectionalLight *light = new SoDirectionalLight(); SoSeparator *separator = new SoSeparator(); SoSeparator *terrainSeparator = new SoSeparator(); SoSeparator *markers = new SoSeparator(); // not sure turning off Culling here is having any effect. terrainSeparator->pickCulling.setValue(SoSeparator::OFF); terrainSeparator->renderCulling.setValue(SoSeparator::OFF); SoEventCallback *terrain_callback = new SoEventCallback(); /* Use the TerrainBuilder class to generating the various components. */ TerrainBuilder terrainBuilder; terrainBuilder.setHeight(height); terrainBuilder.setWidth(width); terrainBuilder.initialize(); terrainBuilder.setScalingFactor(scaleFactor); terrainBuilder.setYOffset(yOffset); terrainBuilder.setXOffset(xOffset); terrainBuilder.loadXYZFile(heightmap_name, 4801 * 4801); SoTexture2 *texture = terrainBuilder.getTexture(); SoTextureCoordinate2 *texture_coords = terrainBuilder.getTextureCoordinates(); SoCoordinate3 *coords = terrainBuilder.getMapCoordinates(); SoNormal *normals = terrainBuilder.getNormals(); SoNormalBinding *normal_binding = new SoNormalBinding(); ref_long = terrainBuilder.getRefLong(); ref_lat = terrainBuilder.getRefLat(); style_callback->addEventCallback(SoKeyboardEvent::getClassTypeId(), styleCallback, style); light->direction.setValue(-0.5f, 0.5f, -1.0f); normal_binding->value.setValue(SoNormalBinding::PER_VERTEX_INDEXED); // Create the push pin marker. marker_lat = 37.753; marker_long = -122.440; SoResetTransform *resetForTerrain = new SoResetTransform(); MarkerPin *marker = new MarkerPin(); marker->setScalingFactor(scaleFactor); marker->setReferencePosition(ref_lat, ref_long); marker->setLabel("San Francisco"); marker->setLocation(marker_lat, marker_long, 0.0); SoEventCallback * marker_callback = new SoEventCallback(); marker_callback->addEventCallback( SoKeyboardEvent::getClassTypeId(), markerCallback, marker); vesselMarker = new MarkerPin(); vesselMarker->setScalingFactor(scaleFactor); vesselMarker->setReferencePosition(ref_lat, ref_long); vesselMarker->setLabel("Farralon"); vesselMarker->setLocation(37.7, -123.0, 0.0); /* Connect scene graph nodes. */ root->ref(); root->addChild(style); root->addChild(separator); separator->addChild(terrain_callback); separator->addChild(style_callback); separator->addChild(marker_callback); separator->addChild(camera); separator->addChild(light); separator->addChild(terrainSeparator); terrainSeparator->addChild(resetForTerrain); terrainSeparator->addChild(texture); terrainSeparator->addChild(texture_coords); terrainSeparator->addChild(coords); terrainSeparator->addChild(normals); terrainSeparator->addChild(normal_binding); separator->addChild(markers); separator->addChild(marker->getSoMarker()); separator->addChild(vesselMarker->getSoMarker()); // Water drawing has performance issues. if (drawWater) { separator->addChild(terrainBuilder.getWater()); } switch (algorithm) { case ID_ALG_ROAM: { SoSimpleROAMTerrain * terrain = new SoSimpleROAMTerrain(); terrain->mapSize.setValue(width); terrain->pixelError.setValue(pixel_error); terrain->triangleCount.setValue(triangle_count); terrain->frustrumCulling.setValue(is_frustrum_culling); terrain_callback->addEventCallback(SoKeyboardEvent::getClassTypeId(), terrainCallback, terrain); terrainSeparator->addChild(terrain); } break; case ID_ALG_GEO_MIPMAP: { SoSimpleGeoMipmapTerrain * terrain = new SoSimpleGeoMipmapTerrain(); terrain->mapSize.setValue(width); terrain->tileSize.setValue(tile_size); terrain->pixelError.setValue(pixel_error); terrain_callback->addEventCallback(SoKeyboardEvent::getClassTypeId(), terrainCallback, terrain); terrainSeparator->addChild(terrain); } break; case ID_ALG_CHUNKED_LOD: { SoSimpleChunkedLoDTerrain * terrain = new SoSimpleChunkedLoDTerrain(); terrain->mapSize.setValue(width); terrain->tileSize.setValue(tile_size); terrain->pixelError.setValue(pixel_error); terrain_callback->addEventCallback(SoKeyboardEvent::getClassTypeId(), terrainCallback, terrain); terrainSeparator->addChild(terrain); } break; case ID_ALG_BRUAL_FORCE: { SoIndexedTriangleStripSet * terrain = new SoIndexedTriangleStripSet(); /* Create terrain heightmap vertices indices. */ terrain->coordIndex.setNum((height - 1) * ((2 * width) + 1)); int * indices = terrain->coordIndex.startEditing(); int I = 0; for (int Y = 0; Y < (height - 1); Y++) { for (int X = 0; X < width; X++) { indices[I++] = (Y * width) + X; indices[I++] = ((Y + 1) * width) + X; } indices[I++] = -1; } terrain->coordIndex.finishEditing(); terrainSeparator->addChild(terrain); } break; } // terrainSeparator->addChild(terrainBuilder.getWater()); /* Setup camera and render area. */ SoQtFreeViewer * render_area = new SoQtFreeViewer(window); SoSceneManager * scene_manager = new SoSceneManager(); render_area->setHeadlight(TRUE /*FALSE*/); render_area->setSceneManager(scene_manager); scene_manager->setRenderCallback(renderCallback, render_area); scene_manager->activate(); camera->viewAll(root, render_area->getViewportRegion()); camera->nearDistance.setValue(0.01f); render_area->setSceneGraph(root); render_area->setTitle("Terrain Viewer Application"); render_area->setSize(SbVec2s(640, 480)); render_area->show(); render_area->setFullScreen(is_full_screen); camera->position.setValue(0 , 0, 1); // Use a SoIdleSensor to update marker position, this is because // we can't add new markers when the tree is still being traversed // (only when idle). SoIdleSensor * positionUpdater = new SoIdleSensor(); positionUpdater->setFunction(updatePositionCallback); positionUpdater->setData(markers); // Use a SoTimeSensor to periodically schedule // the SoIdleSensor to update marker positions. SoTimerSensor * timerSensor = new SoTimerSensor(timerSensorCallback, root); timerSensor->setInterval(0.2f); timerSensor->setData(positionUpdater); timerSensor->schedule(); /* Run application. */ SoQt::show(window); SoQt::mainLoop(); SoQt::done(); // PR_PRINT_RESULTS(profile_name); /* Free memory. */ root->unref(); delete positionUpdater; delete render_area; return EXIT_SUCCESS; }