osg::ref_ptr<osg::Node> OSG_Qt_::createSimple() { osg::ref_ptr<osg::Geode> geode = new osg::Geode; osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry; // Application vertex osg :: ref_ptr <osg :: Vec3Array is> = the coords new new osg :: Vec3Array is; // apply color osg :: ref_ptr <osg :: Vec4Array> Colors = new new osg :: Vec4Array; // Application normal vector osg ref_ptr :: <OSG :: Vec3Array is> = Norms new new OSG Vec3Array is ::; // Set the vertex associated manner geometry-> addPrimitiveSet ( new new OSG :: DrawArrays (OSG primitives - :: :: :: Quads Mode, 0 , . 4 )); coords->push_back(osg::Vec3(-10.0,0.0,-10.0)); coords->push_back(osg::Vec3(10.0, 0.0, -10.0)); coords->push_back(osg::Vec3(10.0, 0.0, 10.0)); coords->push_back(osg::Vec3(-10.0, 0.0, 10.0)); // color assignment colors-> push_back (OSG :: Vec4f ( 1.0 , 0.0 , 0.0 , 1.0 )); colors->push_back(osg::Vec4f(0.0, 1.0, 0.0, 1.0)); colors->push_back(osg::Vec4f(0.0, 0.0, 1.0, 1.0)); colors->push_back(osg::Vec4f(1.0, 1.0, 0.0, 1.0)); // normal vector assignment norms-> push_back (OSG :: Vec3 ( 0.0 , - 1.0 , 0.0 )); // Set the vertex geometry-> setVertexArray (the coords. GET ()); // set the color geometry-> setColorArray (Colors. GET ()); // color bindings embodiment geometry-> setColorBinding (OSG :: :: AttributeBinding the Geometry BIND_PER_VERTEX ::); // set the normal vector geometry-> setNormalArray (Norms. GET ()); // normals binding geometry-> setNormalBinding (OSG the Geometry :: :: :: AttributeBinding BIND_OVERALL); geode->addDrawable(geometry.get()); return geode; }