Browse Source

remove old-style multimon framework

David Rose 23 years ago
parent
commit
02ae0536c4
1 changed files with 0 additions and 1593 deletions
  1. 0 1593
      panda/src/framework/framework_multimon.cxx

+ 0 - 1593
panda/src/framework/framework_multimon.cxx

@@ -1,1593 +0,0 @@
-// Filename: framework.cxx
-// Created by:  cary (25Mar99)
-//
-////////////////////////////////////////////////////////////////////
-//
-// PANDA 3D SOFTWARE
-// Copyright (c) 2001, Disney Enterprises, Inc.  All rights reserved
-//
-// All use of this software is subject to the terms of the Panda 3d
-// Software license.  You should have received a copy of this license
-// along with this source code; you will also find a current copy of
-// the license at http://www.panda3d.org/license.txt .
-//
-// To contact the maintainers of this program write to
-// [email protected] .
-//
-////////////////////////////////////////////////////////////////////
-
-// We need to include bitMask.h first to avoid a VC++ compiler bug
-// related to 2 parameter templates
-#include "bitMask.h"
-
-#include "framework.h"
-#include "config_framework.h"
-
-#include "pystub.h"
-#include "time.h"
-// Since framework.cxx includes pystub.h, no program that links with
-// framework needs to do so.  No Python code should attempt to link
-// with libframework.so.
-
-#include "cullTraverser.h"
-#include "appTraverser.h"
-#include "directRenderTraverser.h"
-#include "mouse.h"
-#include "mouseWatcher.h"
-#include "buttonThrower.h"
-#include "keyboardButton.h"
-#include "eventHandler.h"
-#include "throw_event.h"
-#include "camera.h"
-#include "geom.h"
-#include "geomprimitives.h"
-#include "renderRelation.h"
-#include "dataRelation.h"
-#include "geomNode.h"
-#include "namedNode.h"
-#include "pt_NamedNode.h"
-#include "colorTransition.h"
-#include "renderModeTransition.h"
-#include "materialTransition.h"
-#include "dataGraphTraversal.h"
-#include "trackball.h"
-#include "driveInterface.h"
-#include "transform2sg.h"
-#include "texture.h"
-#include "texturePool.h"
-#include "textureTransition.h"
-#include "interactiveGraphicsPipe.h"
-#include "noninteractiveGraphicsPipe.h"
-#include "graphicsWindow.h"
-#include "plist.h"
-#include "materialTransition.h"
-#include "animControl.h"
-#include "animControlCollection.h"
-#include "auto_bind.h"
-#include "ambientLight.h"
-#include "directionalLight.h"
-#include "pointLight.h"
-#include "spotlight.h"
-#include "dconfig.h"
-#include "cullFaceTransition.h"
-#include "pruneTransition.h"
-#include "dftraverser.h"
-#include "renderBuffer.h"
-#include "loader.h"
-#include "fogTransition.h"
-#include "clockObject.h"
-#include "compose_matrix.h"
-#include "notify.h"
-#include "nullTransitionWrapper.h"
-#include "nullLevelState.h"
-#include "sceneGraphReducer.h"
-#include "textNode.h"
-#include "depthTestTransition.h"
-#include "depthWriteTransition.h"
-#include "orthographicLens.h"
-#include "transparencyTransition.h"
-#include "bamReader.h"
-#include "collisionRay.h"
-#include "collisionNode.h"
-#include "collisionTraverser.h"
-#include "collisionHandlerFloor.h"
-#include "nodePath.h"
-#include "multiplexStream.h"
-#include "dSearchPath.h"
-#include "camera.h"
-#include "perspectiveLens.h"
-#include "wdxGraphicsPipe.h"
-#include "wdxGraphicsWindow.h"
-
-#ifdef USE_IPC
-#include "ipc_file.h"
-#include "ipc_mutex.h"
-#include "ipc_thread.h"
-#endif
-
-Configure(framework);
-
-ConfigureFn(framework) {
-}
-
-int NumWindows=1;
-
-AppTraverser *app_traverser;
-PT_NamedNode data_root;
-PT_NamedNode root;
-PT(GeomNode) geomnode;
-PT_NamedNode render_top;
-PT_NamedNode render;
-NodeRelation *render_arc;
-PT(MouseAndKeyboard) mak;
-PT(MouseWatcher) mouse_watcher;
-PT(Trackball) trackball;
-PT(DriveInterface) drive_interface;
-PT_NamedNode camera_top;
-NodeRelation *camera_top_arc;
-
-static Node *current_trackball = NULL;
-static Node *alt_trackball = NULL;
-
-Texture* ttex;
-//PT(GraphicsPipe) main_pipe;
-PT(GraphicsPipe) rib_pipe;
-//PT(GraphicsWindow) main_win;
-PT(GraphicsWindow) rib_win;
-RenderRelation* first_arc;
-PT(wdxGraphicsWindow) main_window;
-wdxGraphicsWindowGroup *pWinGrp;
-
-PT_NamedNode lights;
-
-PT(AmbientLight) light;
-PT(DirectionalLight) dlight;
-bool have_dlight = false;
-PT(PointLight) plight;
-PT(Spotlight) slight;
-
-PT(Material) material;
-
-PT(Fog) fog;
-
-Loader loader;
-
-EventHandler event_handler(EventQueue::get_global_event_queue());
-
-std::string chan_config = "single";
-
-static double start_time = 0.0;
-static int start_frame_count = 0;
-
-void (*extra_display_func)() = NULL;
-void (*define_keys)(EventHandler&) = NULL;
-void (*extra_overrides_func)(ChanCfgOverrides&, std::string&) = NULL;
-void (*first_init)() = NULL;
-void (*additional_idle)() = NULL;
-
-#ifdef USE_IPC
-static bool forked_draw = framework.GetBool("fork-draw", false);
-static mutex run_render;
-static bool render_running = true;
-static bool quit_draw = false;
-static thread* draw_thread;
-#endif
-
-static CollisionTraverser *col_trans = NULL;
-static CollisionHandlerFloor *col_handler = NULL;
-static CollisionNode *ray_node = NULL;
-
-class GeomNorms : public GeomLine
-{
-public:
-  GeomNorms(void) : GeomLine() {}
-  virtual Geom *explode() const {
-    return new GeomNorms(*this);
-  }
-
-  static TypeHandle get_class_type(void) {
-    return _type_handle;
-  }
-  static void init_type(void) {
-    GeomLine::init_type();
-    register_type(_type_handle, "GeomNorms",
-                  GeomLine::get_class_type());
-  }
-  virtual TypeHandle get_type(void) const {
-    return get_class_type();
-  }
-private:
-  static TypeHandle _type_handle;
-};
-
-TypeHandle GeomNorms::_type_handle;
-
-// Since the Normal*Traversers don't care about state, we don't need
-// to accumulate the RenderTransitions, so it will template on
-// NullTransition.
-class NormalAddTraverser :
-  public TraverserVisitor<NullTransitionWrapper, NullLevelState> {
-public:
-  NormalAddTraverser(GraphicsStateGuardian *gsg) : _gsg(gsg) {}
-  bool reached_node(Node*, NullTransitionWrapper&, NullLevelState&);
-
-  // No need to declare a forward_arc() function that simply returns
-  // true; this is the default behavior.
-
-public:
-  GraphicsStateGuardian *_gsg;
-};
-
-bool NormalAddTraverser::
-reached_node(Node *node, NullTransitionWrapper &, NullLevelState &) {
-  if (node->is_of_type(GeomNode::get_class_type())) {
-    GeomNorms *gn = new GeomNorms;
-    GeomNode *geom = DCAST(GeomNode, node);
-    int vert_count = 0;
-    int i;
-    for (i = 0; i < geom->get_num_geoms(); i++) {
-      dDrawable *d = geom->get_geom(i);
-      if (d->is_of_type(Geom::get_class_type())) {
-        Geom *g = DCAST(Geom, d);
-        for (int j=0; j<g->get_num_prims(); ++j)
-          vert_count += g->get_length(j);
-      }
-    }
-    if (vert_count > 0) {
-      PTA_Vertexf verts=PTA_Vertexf::empty_array(2 * vert_count);
-      for (i = 0; i < geom->get_num_geoms(); i++) {
-        dDrawable *d = geom->get_geom(i);
-        if (d->is_of_type(Geom::get_class_type())) {
-          PTA_Vertexf lverts;
-          PTA_ushort iverts;
-          Geom *g = DCAST(Geom, d);
-          g->get_coords(lverts, iverts);
-          int vert_idx = 0;
-          if (g->get_binding(G_NORMAL) == G_OFF) {
-            for (int j=0; j<g->get_num_prims(); ++j) {
-              for (int k=0; k<g->get_length(j); ++k, ++vert_idx) {
-                verts[2 * vert_idx] = lverts[vert_idx];
-                verts[(2 * vert_idx) + 1] = lverts[vert_idx];
-              }
-            }
-          } else {
-            PTA_Normalf lnorms;
-            PTA_ushort inorms;
-            GeomBindType nbond;
-            g->get_normals(lnorms, nbond, inorms);
-            for (int j=0; j<g->get_num_prims(); ++j) {
-              for (int k=0; k<g->get_length(j); ++k, ++vert_idx) {
-                verts[2 * vert_idx] = lverts[vert_idx];
-                verts[(2 * vert_idx) + 1] = lverts[vert_idx]
-                  + lnorms[vert_idx];
-              }
-            }
-          }
-        }
-      }
-      gn->set_num_prims(vert_count);
-      gn->set_coords(verts);
-    }
-    geom->add_geom(gn);
-  }
-  return true;
-}
-
-class NormalDelTraverser :
-  public TraverserVisitor<NullTransitionWrapper, NullLevelState> {
-public:
-  NormalDelTraverser(GraphicsStateGuardian *gsg) : _gsg(gsg) {}
-  bool reached_node(Node*, NullTransitionWrapper&, NullLevelState&);
-public:
-  GraphicsStateGuardian *_gsg;
-};
-
-bool NormalDelTraverser::
-reached_node(Node *node, NullTransitionWrapper &, NullLevelState &) {
-  if (node->is_of_type(GeomNode::get_class_type())) {
-    GeomNode *geom = DCAST(GeomNode, node);
-    int i, j;
-    do {
-      for (i = 0, j = -1;
-           i < geom->get_num_geoms();
-           ++i) {
-        if (geom->get_geom(i)->is_of_type(GeomNorms::get_class_type())) {
-          j = i;
-        }
-      }
-      if (j != -1) {
-        geom->remove_geom(j);
-      }
-    } while (j != -1);
-  }
-  return true;
-}
-
-//hacks.  the callback architecture should be changed to make this more straightfwd
-static wdxGraphicsWindow *g_pCurRenderWin=NULL;
-static bool g_bDoAppTraversal=false;
-void render_frame(void){ //GraphicsPipe *pipe) {
-
-    // I think we want to traverse only once/frame, so use flag
-  if(g_bDoAppTraversal)
-      app_traverser->traverse(render_top); 
-  g_bDoAppTraversal=false;
-
-/*  int num_windows = pipe->get_num_windows();
-  for (int w = 0; w < num_windows; w++) {        ?????
-    GraphicsWindow *win = pipe->get_window(w);
-
-  }
-*/  
-
-  g_pCurRenderWin->get_gsg()->render_frame();
-}
-
-// to be used with new display callback system
-class DisplayCallback : public GraphicsWindow::Callback {
-  public:
-    virtual void draw(bool) {
-      render_frame(/*main_pipe*/);
-      if (extra_display_func != NULL)
-        extra_display_func();
-    }
-};
-
-// to be used with old GLUT callback system
-void display_func( void ) {
-  render_frame(/*main_pipe*/);
-  if (extra_display_func != NULL)
-    extra_display_func();
-}
-
-void set_lighting(bool enabled) {
-  cerr << "lighting is no longer supported in old scene graph.\n";
-}
-
-// to be used with new display callback system
-class IdleCallback : public GraphicsWindow::Callback {
-  public:
-    virtual void idle(void) {
-      // Initiate the data traversal, to send device data down its
-      // respective pipelines.
-      traverse_data_graph(data_root);
-
-      // Perform the collision traversal, if we have a collision
-      // traverser standing by.
-      if (col_trans != (CollisionTraverser *)NULL) {
-        col_trans->traverse(render_top);
-      }
-
-      // Throw any events generated recently.
-      event_handler.process_events();
-
-      if (additional_idle != NULL) {
-        (*additional_idle)();
-      }
-    }
-};
-
-// to be used with old GLUT callback system
-void idle_func( void )
-{
-    // Initiate the data traversal, to send device data down its
-    // respective pipelines.
-    traverse_data_graph(data_root);
-
-    // Throw any events generated recently.
-    event_handler.process_events();
-}
-
-void unpause_draw(void);
-
-void event_esc(CPT_Event ev) {
-#ifdef USE_IPC
-  if (forked_draw) {
-    quit_draw = true;
-    unpause_draw();
-    mutex_lock m(run_render);
-  }
-#endif
-
-  double now = ClockObject::get_global_clock()->get_frame_time();
-  double delta = now - start_time;
-
-  int frame_count = ClockObject::get_global_clock()->get_frame_count();
-  int num_frames = frame_count - start_frame_count;
-  if (num_frames > 0) {
-    nout << endl << num_frames << " frames in " << delta << " seconds" << endl;
-    double x = ((double)num_frames) / delta;
-    nout << x << " fps average (" << 1000.0 / x << "ms)" << endl;
-  }
-
-  // The Escape key was pressed.  Exit the application.
-
-  rib_pipe = NULL;
-  rib_win = NULL;
-
-#ifdef DO_PSTATS
-  if (PStatClient::is_connected()) {
-    framework_cat.info() << "Disconnecting from stats host" << endl;
-    PStatClient::disconnect();
-  }
-#endif
-
-   if(ev->get_name()=="q") {
-     // if app ever exits using exit() without close_window, hopefully this will work
-     framework_cat.debug() << "Testing unsafe, no close_window(), direct exit() of framework\n";
-   } else {
-     delete pWinGrp;  // calls close_window
-     pWinGrp=NULL;
-     framework_cat.debug() << "Exiting framework\n";
-   }
-
-//   main_win = NULL;
-//   main_pipe = NULL;
-
-   exit(0);
-}
-
-void event_f(CPT_Event) {
-  double now = ClockObject::get_global_clock()->get_frame_time();
-  double delta = now - start_time;
-
-  int frame_count = ClockObject::get_global_clock()->get_frame_count();
-  int num_frames = frame_count - start_frame_count;
-  if (num_frames > 0) {
-    nout << endl << num_frames << " frames in " << delta << " seconds" << endl;
-    double x = ((double)num_frames) / delta;
-    nout << x << " fps average (" << 1000.0 / x << "ms)" << endl;
-
-    // Reset the frame rate counter for the next press of 'f'.
-    start_time = now;
-    start_frame_count = frame_count;
-  }
-}
-
-void event_S(CPT_Event) {
-#ifdef DO_PSTATS
-  framework_cat.info() << "Connecting to stats host" << endl;
-  PStatClient::connect();
-#else
-  framework_cat.error() << "Stats host not supported." << endl;
-#endif
-}
-
-void event_A(CPT_Event) {
-#ifdef DO_PSTATS
-  if (PStatClient::is_connected()) {
-    framework_cat.info() << "Disconnecting from stats host" << endl;
-    PStatClient::disconnect();
-  } else {
-    framework_cat.error() << "Stats host is already disconnected." << endl;
-  }
-#else
-  framework_cat.error() << "Stats host not supported." << endl;
-#endif
-}
-
-void event_t(CPT_Event) {
-  // The "t" key was pressed.  Toggle the showing of textures.
-  static bool textures_enabled = true;
-
-  textures_enabled = !textures_enabled;
-  if (textures_enabled) {
-    // Remove the override from the initial state.
-    render_arc->clear_transition(TextureTransition::get_class_type());
-  } else {
-    // Set an override on the initial state to disable texturing.
-    TextureTransition *ta = new TextureTransition;
-    ta->set_priority(100);
-    render_arc->set_transition(ta);
-  }
-}
-
-void event_l(CPT_Event) {
-  // The "l" key was pressed.  Toggle lighting.
-  static bool lighting_enabled = false;
-
-  lighting_enabled = !lighting_enabled;
-  set_lighting(lighting_enabled);
-}
-
-void event_w(CPT_Event) {
-  // The "w" key was pressed.  Toggle wireframe mode.
-  static bool wireframe_mode = false;
-
-  wireframe_mode = !wireframe_mode;
-  if (!wireframe_mode) {
-    // Set the normal, filled mode on the render arc.
-    RenderModeTransition *rma = new RenderModeTransition(RenderModeProperty::M_filled);
-    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
-    render_arc->set_transition(rma);
-    render_arc->set_transition(cfa);
-
-  } else {
-    // Set the initial state up for wireframe mode.
-    RenderModeTransition *rma = new RenderModeTransition(RenderModeProperty::M_wireframe);
-    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_none);
-    render_arc->set_transition(rma);
-    render_arc->set_transition(cfa);
-  }
-}
-
-void event_b(CPT_Event) {
-  // The 'b' key was pressed.  Toggle backface culling.
-  static bool backface_mode = false;
-
-  backface_mode = !backface_mode;
-  if (backface_mode) {
-    material->set_twoside(true);
-    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_none);
-    render_arc->set_transition(cfa);
-  } else {
-    material->set_twoside(false);
-    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
-    render_arc->set_transition(cfa);
-  }
-}
-
-void event_R(CPT_Event) {
-  /* The "R" key was pressed.  Dump a RIB file.
-  if (rib_win == (GraphicsWindow*)0L)
-    return;
-  nout << "Writing RIB frame " << rib_win->get_frame_number() << "\n";
-  render_frame(rib_pipe);
-  */
-}
-
-void event_grave(CPT_Event) {
-  GraphicsStateGuardian *gsg = main_window->get_gsg();
-  const RenderBuffer &rb = gsg->get_render_buffer(RenderBuffer::T_front);
-
-  // We simply grab the first DisplayRegion on the first Layer on the
-  // window's main channel.
-  GraphicsChannel *channel = main_window->get_channel(0);
-  nassertv(channel != (GraphicsChannel *)NULL);
-
-  if (channel->get_num_layers() == 0) {
-    nout << "Channel has no layers!\n";
-    return;
-  }
-  GraphicsLayer *layer = channel->get_layer(0);
-  nassertv(layer != (GraphicsLayer *)NULL);
-
-  if (layer->get_num_drs() == 0) {
-    nout << "Layer has no display regions!\n";
-    return;
-  }
-  DisplayRegion *dr = layer->get_dr(0);
-  nassertv(dr != (DisplayRegion *)NULL);
-
-  int width = dr->get_pixel_width();
-  int height = dr->get_pixel_height();
-
-  PixelBuffer p(width, height, 3, 1, PixelBuffer::T_unsigned_byte,
-                PixelBuffer::F_rgb);
-
-  nout << "Capturing frame.\n";
-
-  p.copy(gsg, dr, rb);
-  ostringstream s;
-  s << "frame" << ClockObject::get_global_clock()->get_frame_count() << ".bmp";
-  Filename filename = s.str();
-  p.write(filename);
-
-  cerr << "Wrote " << filename << "\n";
-}
-
-void event_n(CPT_Event) {
-  static bool normals_on = false;
-
-  normals_on = !normals_on;
-
-  // do i do this for every window??  bugbug
-  for(unsigned int j=0;j<pWinGrp->_windows.size();j++) 
-      if (normals_on) {
-          NormalAddTraverser trav(pWinGrp->_windows[j]->get_gsg());
-          df_traverse(render, trav, NullTransitionWrapper(), NullLevelState(),
-                RenderRelation::get_class_type());
-      } else {
-          NormalDelTraverser trav(pWinGrp->_windows[j]->get_gsg());
-          df_traverse(render, trav, NullTransitionWrapper(), NullLevelState(),
-              RenderRelation::get_class_type());
-      }
-
-}
-
-void event_C(CPT_Event) {
-  static bool showing_collision_solids = false;
-
-  showing_collision_solids = !showing_collision_solids;
-  if (showing_collision_solids) {
-    // So we'll break down and use the NodePath interface in
-    // framework.  We haven't used it here before, but it's such a
-    // splendid interface; why not use it?
-    NodePath render_path(render);
-    render_path.show_collision_solids();
-
-  } else {
-    NodePath render_path(render);
-    render_path.hide_collision_solids();
-  }
-}
-
-void event_N(CPT_Event) {
-  nout << "Reducing scene graph.\n";
-  SceneGraphReducer gr(RenderRelation::get_class_type());
-  gr.apply_transitions(first_arc);
-  int num_reduced = gr.flatten(root, true);
-  nout << "Removed " << num_reduced << " arcs.\n";
-}
-
-// switch_trackball() is a local function to fiddle with the dgraph
-// arcs to make a different trackball be in control of the mouse.
-static void
-switch_trackball(Node *trackball) {
-  if (current_trackball != NULL) {
-    remove_child(mouse_watcher, current_trackball,
-                 DataRelation::get_class_type());
-  }
-  current_trackball = trackball;
-  if (current_trackball != NULL) {
-    new DataRelation(mouse_watcher, current_trackball);
-  }
-}
-
-// set_alt_trackball() should be called by user code to change the
-// alternate trackball that is in effect when the user presses "c".
-void
-set_alt_trackball(Node *tb) {
-  if (tb == NULL) {
-    switch_trackball(trackball);
-  } else {
-    alt_trackball = tb;
-    switch_trackball(alt_trackball);
-  }
-}
-
-
-static void
-start_drive() {
-  // Extract the current position from the trackball.
-  LMatrix4f mat = trackball->get_trans_mat();
-  LPoint3f scale, hpr, xyz;
-  decompose_matrix(mat, scale, hpr, xyz);
-  if (hpr[2] > 90) {
-    hpr[0] += 180.0;
-  }
-  hpr[1] = 0.0;
-  hpr[2] = 0.0;
-
-  drive_interface->set_pos(xyz);
-  drive_interface->set_hpr(hpr);
-
-  // Make sure the ray-downcaster is set, so we maintain a constant
-  // height above the ground.
-  if (col_trans == (CollisionTraverser *)NULL) {
-    ray_node = new CollisionNode("ray");
-    ray_node->set_into_collide_mask(0);
-    ray_node->set_from_collide_mask(drive_mask);
-
-    NodeRelation *arc = new RenderRelation(camera_top, ray_node);
-
-    ray_node->add_solid(new CollisionRay(LPoint3f(0.0, 0.0, 0.0),
-                                         LVector3f::down()));
-    arc->set_transition(new PruneTransition);
-
-    col_trans = new CollisionTraverser;
-    col_handler = new CollisionHandlerFloor;
-    col_handler->set_offset(drive_height);
-    col_trans->add_collider(ray_node, col_handler);
-    col_handler->add_collider(ray_node, drive_interface);
-  }
-}
-
-static void
-stop_drive() {
-  // Extract the current position from the drive interface and
-  // restore it to the trackball.
-  LPoint3f xyz = drive_interface->get_pos();
-  LPoint3f hpr = drive_interface->get_hpr();
-  LPoint3f scale(1.0, 1.0, 1.0);
-  LMatrix4f mat;
-  compose_matrix(mat, scale, hpr, xyz);
-  trackball->set_mat(invert(mat));
-  trackball->reset_origin_here();
-}
-
-void event_c(CPT_Event) {
-  // "c" key pressed: change to alternate controls.
-
-  if (current_trackball == trackball) {
-    if (alt_trackball != NULL) {
-      switch_trackball(alt_trackball);
-    }
-  } else {
-    if (current_trackball == drive_interface) {
-      stop_drive();
-    }
-    switch_trackball(trackball);
-  }
-}
-
-void event_D(CPT_Event) {
-  // "D" key pressed: toggle drive controls.
-  if (current_trackball == drive_interface) {
-    stop_drive();
-    switch_trackball(trackball);
-
-  } else {
-    start_drive();
-    set_alt_trackball(drive_interface);
-  }
-}
-
-//  sample code to verify and pick a new fullscreen size dynamically
-#define NUMWINDOWSIZES 5
-static int cur_winsize_idx=0;
-static unsigned int window_sizearr[NUMWINDOWSIZES*2] = 
-      {640,480, 1024,768, 800,600, 454,656, 1280,1024};
-
-void event_3(CPT_Event) {
-  do {
-    cur_winsize_idx++;
-    cur_winsize_idx %= NUMWINDOWSIZES;
-    // skip over the ones marked as bad (0)
-  } while(window_sizearr[cur_winsize_idx*2]==0);
-
-  for(unsigned int j=0;j<pWinGrp->_windows.size();j++) 
-      pWinGrp->_windows[j]->resize(window_sizearr[cur_winsize_idx*2],window_sizearr[cur_winsize_idx*2+1]);
-}
-
-void event_p(CPT_Event) {
-  // "p" key pressed: print pos, hpr
-  LPoint3f xyz;
-  LPoint3f hpr;
-
-  if (current_trackball == trackball) {
-          xyz = trackball->get_pos();
-          hpr = trackball->get_hpr();
-  } else if (current_trackball == drive_interface) {
-                xyz = drive_interface->get_pos();
-                hpr = drive_interface->get_hpr();
-  }
-
-  printf("current pos, hpr:  %f %f %f    %f %f %f\n",xyz[0],xyz[1],xyz[2],hpr[0],hpr[1],hpr[2]);
-}
-
-void event_P(CPT_Event) {
-  // "P" key pressed: set pos, hpr
-  LPoint3f xyz;
-  LPoint3f hpr;
-
-  printf("input new pos, hpr in fmt:   f f f  f f f\n");
-  scanf("%f %f %f %f %f %f",&xyz[0],&xyz[1],&xyz[2],&hpr[0],&hpr[1],&hpr[2]);
-
-  if (current_trackball == trackball) {
-          trackball->set_pos(xyz);
-          trackball->set_hpr(hpr);
-  } else if (current_trackball == drive_interface) {
-                drive_interface->set_pos(xyz);
-                drive_interface->set_hpr(hpr);
-
-  }
-}
-
-void event_g(CPT_Event) {
-  // "g" key pressed: toggle fog.
-  static bool fog_mode = false;
-
-  fog_mode = !fog_mode;
-  if (fog_mode) {
-    FogTransition *fa = new FogTransition(fog);
-    render_arc->set_transition(fa);
-  } else {
-    FogTransition *fa = new FogTransition;
-    render_arc->set_transition(fa);
-  }
-}
-
-#ifdef USE_IPC
-/*
-void pause_draw(void) {
-  if (!render_running)
-    return;
-  run_render.lock();
-  render_running = false;
-  framework_cat.info() << "draw thread paused" << endl;
-}
-
-void unpause_draw(void) {
-  if (render_running)
-    return;
-  run_render.unlock();
-  render_running = true;
-  framework_cat.info() << "draw thread continuing" << endl;
-}
-
-void draw_loop(void*) {
-  for (;!quit_draw;) {
-    mutex_lock m(run_render);
-    main_win->update();
-  }
-  framework_cat.info() << "draw thread exiting" << endl;
-}
-
-void event_x(CPT_Event) {
-  // "x" key pressed: pause/unpause draw
-  if (!forked_draw)
-    return;
-  if (render_running)
-    pause_draw();
-  else
-    unpause_draw();
-}
-*/
-#endif
-
-#define RANDFRAC (rand()/(float)(RAND_MAX))
-
-typedef struct {
-        // for rot moving
-        float xcenter,ycenter;
-        float xoffset,yoffset;
-        float ang1,ang1_vel;
-        float ang2,ang2_vel;
-
-        float radius;
-
-        // for moving
-        float xstart,ystart;
-        float xend,yend;
-        float xdel,ydel,timedel;
-        double starttime,endtime;
-    double vel;
-        LMatrix4f rotmat;
-} gridded_file_info;
-
-typedef enum {None,Rotation,LinearMotion} GriddedMotionType;
-
-#define GRIDCELLSIZE 5.0
-static int gridwidth;  // cells/side
-
-#define MIN_WANDERAREA_DIMENSION 120.0
-
-static float grid_pos_offset;  // origin of grid
-static float wander_area_pos_offset;
-
-// making these fns to get around ridiculous VC++ matrix inlining bugs at Opt2
-static void move_gridded_stuff(GriddedMotionType gridmotiontype,gridded_file_info *InfoArr, RenderRelation **pRRptrArr, int size) {
-
-  double now = ClockObject::get_global_clock()->get_frame_time();
-
-  LMatrix4f tmat1,tmat2,xfm_mat;
-
-  for(int i = 0; i < size; i++) {
-  double time_delta = (now-InfoArr[i].starttime);
-  #define DO_FP_MODULUS(VAL,MAXVAL)  \
-    {if(VAL > MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL-idivresult*MAXVAL;} else  \
-    if(VAL < -MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL+idivresult*MAXVAL;}}
-  
-  // probably should use panda lerps for this stuff, but I dont understand how
-
-    if(gridmotiontype==Rotation) {
-
-                InfoArr[i].ang1=time_delta*InfoArr[i].ang1_vel;
-                DO_FP_MODULUS(InfoArr[i].ang1,360.0);
-                InfoArr[i].ang2=time_delta*InfoArr[i].ang2_vel;
-                DO_FP_MODULUS(InfoArr[i].ang2,360.0);
-
-                // xforms happen left to right
-                LVector2f new_center = LVector2f(InfoArr[i].radius,0.0) *
-                  LMatrix3f::rotate_mat(InfoArr[i].ang1);
-
-                LVector3f translate_vec(InfoArr[i].xcenter+new_center._v.v._0,
-                                                                InfoArr[i].ycenter+new_center._v.v._1,
-                                                                0.0);
-
-                const LVector3f rotation_axis(0.0, 0.0, 1.0);
-
-                tmat1 = LMatrix4f::rotate_mat_normaxis(InfoArr[i].ang2,rotation_axis);
-                tmat2 = LMatrix4f::translate_mat(translate_vec);
-                xfm_mat = tmat1 * tmat2;
-        } else {
-
-                  float xpos,ypos;
-
-                  if(now>InfoArr[i].endtime) {
-                          InfoArr[i].starttime = now;
-
-                          xpos = InfoArr[i].xstart = InfoArr[i].xend;
-                          ypos = InfoArr[i].ystart = InfoArr[i].yend;
-
-                          InfoArr[i].xend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
-                          InfoArr[i].yend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
-
-                          float xdel = InfoArr[i].xdel = InfoArr[i].xend-InfoArr[i].xstart;
-                          float ydel = InfoArr[i].ydel = InfoArr[i].yend-InfoArr[i].ystart;
-
-                          InfoArr[i].endtime = now + csqrt(xdel*xdel+ydel*ydel)/InfoArr[i].vel;
-                          InfoArr[i].timedel = InfoArr[i].endtime - InfoArr[i].starttime;
-
-                          const LVector3f rotate_axis(0.0, 0.0, 1.0);
-
-                          float ang = rad_2_deg(atan2(-xdel,ydel));
-
-              InfoArr[i].rotmat= LMatrix4f::rotate_mat_normaxis(ang,rotate_axis);
-                  } else {
-                          float timefrac= time_delta/InfoArr[i].timedel;
-
-                          xpos = InfoArr[i].xdel*timefrac+InfoArr[i].xstart;
-                          ypos = InfoArr[i].ydel*timefrac+InfoArr[i].ystart;
-                  }
-
-                  LVector3f translate_vec(xpos, ypos, 0.0);
-                  LMatrix4f tmat2 = LMatrix4f::translate_mat(translate_vec);
-
-                  xfm_mat = InfoArr[i].rotmat * tmat2;
-        }
-    pRRptrArr[i]->set_transition(new TransformTransition(xfm_mat));
-  }
-}
-
-int framework_main(int argc, char *argv[]) {
-  pystub();
-
-  /*
-  // The first thing we should do is to set up a multiplexing Notify.
-  MultiplexStream *mstream = new MultiplexStream;
-  Notify::ptr()->set_ostream_ptr(mstream, true);
-  mstream->add_standard_output();
-  mstream->add_system_debug();
-
-  string framework_notify_output = framework.GetString("framework-notify-output", "");
-  if (!framework_notify_output.empty()) {
-    if (!mstream->add_file(framework_notify_output)) {
-      framework_cat.error()
-        << "Unable to open " << framework_notify_output << " for output.\n";
-    } else {
-      framework_cat.info()
-        << "Sending Notify output to " << framework_notify_output << "\n";
-    }
-  }
-  */
-
-  GeomNorms::init_type();
-
-#ifndef DEBUG
-  // This just makes sure that no one changed the value of a
-  // _type_handle member after the type was registered.  It shouldn't
-  // ever happen.  If it did, most likely two classes are sharing the
-  // same _type_handle variable for some reason.
-  TypeRegistry::reregister_types();
-#endif
-
-  app_traverser = new AppTraverser(RenderRelation::get_class_type());
-
-  // Allow the specification of multiple files on the command
-  // line.  This is handy, for instance, to load up both a character
-  // and its animation file.
-
-  typedef pvector<Filename> Files;
-  Files files;
-  Files gridded_files;
-
-  if (first_init != NULL)
-    first_init();
-
-  Files *pFileCollection = &files;
-
-  int gridrepeats=1;
-  GriddedMotionType gridmotiontype = None;
-
-  //  bool bRotateGriddedObjs = false;
-  //  bool bMoveGriddedObjs = false;
-
-  for (int a = 1; a < argc; a++) {
-    if ((argv[a] != (char*)0L) && ((argv[a])[0] != '-') &&
-        ((argv[a])[0] != '+') && ((argv[a])[0] != '#'))
-      pFileCollection->push_back(Filename::from_os_specific(argv[a]));
-        else switch((argv[a])[1]) {
-                         case 'r':
-                                 gridmotiontype = Rotation;
-                                 break;
-
-                         case 'm':
-                                 gridmotiontype = LinearMotion;
-                                 break;
-
-                          case 'g': {
-                                 pFileCollection = &gridded_files;
-
-                                 char *pStr=(argv[a])+2;
-                                 if (*pStr != '\0') {
-                                         gridrepeats=atoi(pStr);
-                                         if(gridrepeats<1)
-                                                 gridrepeats=1;
-
-                                 }
-                                 break;
-                          }
-        }
-  }
-
-#if 0
-  // load display modules
-  GraphicsPipe::resolve_modules();
-
-  framework_cat.info() << "Known pipe types:" << endl;
-  GraphicsPipe::get_factory().write_types(framework_cat.info(false), 2);
-
-  // Create a window
-  main_pipe = GraphicsPipe::get_factory().
-    make_instance(InteractiveGraphicsPipe::get_class_type());
-
-  if (main_pipe == (GraphicsPipe*)0L) {
-    framework_cat.error()
-      << "No interactive pipe is available!  Check your Configrc!\n";
-    exit(1);
-  }
-
-  framework_cat.info()
-    << "Opened a '" << main_pipe->get_type().get_name() << "' interactive graphics pipe." << endl;
-
-  rib_pipe = NULL;
-#endif
-#if 0
-  rib_pipe = GraphicsPipe::get_factory().
-    make_instance(NoninteractiveGraphicsPipe::get_class_type());
-
-  if (rib_pipe == (GraphicsPipe*)0L)
-    framework_cat.info()
-      << "Did not open a non-interactive graphics pipe, features related"
-      << " to that will\nbe disabled." << endl;
-  else
-    framework_cat.info()
-      << "Opened a '" << rib_pipe->get_type().get_name()
-      << "' non-interactive graphics pipe." << endl;
-#endif
-
-  // Create the render node
-  render_top = new NamedNode("render_top");
-  render = new NamedNode("render");
-  render_arc = new RenderRelation(render_top, render);
-
-  camera_top = new NamedNode("camera_top");
-  camera_top_arc = new RenderRelation(render, camera_top);
-
-  // bypass chancfg stuff and do this directly
-
-  int NumWindows=framework.GetInt("num-windows", 1);
-
-  GraphicsWindow::Properties *pWinProps = new GraphicsWindow::Properties[NumWindows];
-  memset(pWinProps,0,NumWindows*sizeof(GraphicsWindow::Properties));
-  
-  pWinProps[0]._title=framework.GetString("win-title", "PandaWin");
-  pWinProps[0]._xsize=framework.GetInt("win-width", 640);
-  pWinProps[0]._ysize=framework.GetInt("win-height", 480);
-  pWinProps[0]._fullscreen=framework.GetBool("fullscreen", true);
-  pWinProps[0]._border=!framework.GetBool("no-border", false);
-  pWinProps[0]._want_depth_bits=1;
-  pWinProps[0]._want_color_bits=1;
-  pWinProps[0]._mask = W_RGBA | W_DOUBLE | W_DEPTH;
-
-  int jjj;
-  for(jjj=1;jjj<NumWindows;jjj++) {
-    memcpy(&pWinProps[jjj],&pWinProps[0],sizeof(GraphicsWindow::Properties));
-    pWinProps[0]._xorg=jjj*pWinProps[0]._xsize;  // assumes horiz layout
-  }
-
-  for(jjj=0;jjj<NumWindows;jjj++) {
-    char numstr[5];
-    sprintf(numstr,"(%d)",jjj);
-    pWinProps[jjj]._title += std::string(numstr);
-  }
-
-  PipeSpecifier pipe_spec;
-//  PT(GraphicsPipe) pipe;
-  wdxGraphicsPipe *pWDXpipe = new wdxGraphicsPipe(pipe_spec);
-
-  pWinGrp = new wdxGraphicsWindowGroup(pWDXpipe,NumWindows,pWinProps);
-
-  assert(pWinGrp!=NULL);
-
-  //make channels,layers,disply regions
-  for(jjj=0;jjj<NumWindows;jjj++) {
-      PT(GraphicsChannel) channel = pWinGrp->_windows[jjj]->get_channel(0);
-      // Make a layer on the channel to hold our display region.
-      PT(GraphicsLayer) layer = channel->make_layer();
-
-      // And create a display region that covers the entire window.
-      PT(DisplayRegion) dr = layer->make_display_region();
-
-      // Finally, we need a camera to associate with the display region.
-      PT(Camera) camera = new Camera;
-      PT(Lens) lens = new PerspectiveLens;
-      lens->set_film_size(pWinProps->_xsize,pWinProps->_ysize);
-      camera->set_lens(lens);
-      dr->set_camera(camera);
-
-      // Window setup is complete.  Now we just need to make a scene graph
-      // for the camera to render.
-      camera->set_scene(render_top);
-      new RenderRelation(camera_top,camera);
-  }
-
-  main_window=pWinGrp->_windows[0];
-
-  delete [] pWinProps;  // dont need these anymore
-  pWinProps=NULL;
-
-#if 0
-  ChanCfgOverrides override;
-
-  // need to find a better way to differentiate unsigned int from regular
-  override.setField(ChanCfgOverrides::Mask,
-                    ((unsigned int)(W_DOUBLE|W_DEPTH|W_MULTISAMPLE)));
-  override.setField(ChanCfgOverrides::Title, "Demo");
-
-  std::string conf = framework.GetString("chan-config", chan_config);
-  if (extra_overrides_func != NULL)
-    extra_overrides_func(override, conf);
-
-  ChanConfig chanConfig = ChanConfig(main_pipe, conf, render_top, override);
-  main_win = chanConfig.get_win();
-  assert(main_win != (GraphicsWindow*)0L);
-  camera_top = chanConfig.get_group_node(0);
-
-  camera_top->set_name("camera_top");
-  for(int group_node_index=1;group_node_index<chanConfig.get_num_groups();
-      group_node_index++) {
-    new RenderRelation(render, chanConfig.get_group_node(group_node_index));
-  }
-  RenderRelation* arc1 = new RenderRelation(render, camera_top);
-#endif
-
-
-#if 0
-  // is ok if this doesn't work or returns NULL
-  if (rib_pipe != (GraphicsPipe*)0L) { 
-    ChanConfig chanConfig = ChanConfig(rib_pipe, "single", render_top, override);
-    rib_win = chanConfig.get_win();
-    NamedNode *rib_cameras = chanConfig.get_group_node(0);
-    rib_cameras->set_name("rib_cameras");
-    for(int rib_group_node_index=1;
-        rib_group_node_index<chanConfig.get_num_groups();
-        rib_group_node_index++) {
-      new RenderRelation(render, 
-                         chanConfig.get_group_node(rib_group_node_index));
-    }
-    new RenderRelation(render, rib_cameras);
-  }
-#endif
-
-  // Make a node for the lights to live under.  We put the lights in
-  // with the camera_top, so they'll stay locked to our point-of-view.
-
-  lights = new NamedNode("lights");
-  new RenderRelation(camera_top, lights);
-
-  /*
-  light = new AmbientLight( "ambient" );
-  dlight = new DirectionalLight( "directional" );
-  plight = new PointLight( "point" );
-  plight->set_constant_attenuation( 2.0 );
-  plight->set_linear_attenuation( 1.0 );
-  plight->set_quadratic_attenuation( 0.5 );
-  slight = new Spotlight( "spot" );
-  new RenderRelation( lights, light );
-#if 0
-  new RenderRelation( lights, dlight );
-  new RenderRelation( lights, plight );
-  new RenderRelation( lights, slight );
-#endif
-  */
-
-  // Turn on culling.
-  CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
-  render_arc->set_transition(cfa);
-
-  // Set up a default material.
-  material = new Material;
-  material->set_ambient( Colorf( 1, 1, 1, 1 ) );
-  MaterialTransition *ma = new MaterialTransition(material);
-  render_arc->set_transition(ma);
-
-  // Set up a default fog
-  fog = new Fog;
-
-  // Create the data graph root.
-  data_root = new NamedNode( "data" );
-
-  // Create a mouse and put it in the data graph.
-  mak = new MouseAndKeyboard( main_window, 0 );
-  new DataRelation(data_root, mak);
-
-  // Create a MouseWatcher underneath the mouse, so we can have some
-  // 2-d control effects.
-  mouse_watcher = new MouseWatcher("mouse_watcher");
-  new DataRelation(mak, mouse_watcher);
-  mouse_watcher->set_button_down_pattern("mw-%r-%b");
-  mouse_watcher->set_button_up_pattern("mw-%r-%b-up");
-  mouse_watcher->set_enter_pattern("mw-in-%r");
-  mouse_watcher->set_leave_pattern("mw-out-%r");
-
-  // Create a trackball to handle the mouse input.
-  trackball = new Trackball("trackball");
-  trackball->set_pos(LVector3f::forward() * 50.0);
-
-  // Also create a drive interface.  The user might switch to this
-  // later.
-  drive_interface = new DriveInterface("drive_interface");
-
-  new DataRelation(mouse_watcher, trackball);
-  current_trackball = trackball;
-
-  // Connect the trackball output to the camera's transform.
-  PT(Transform2SG) tball2cam = new Transform2SG("tball2cam");
-//  tball2cam->set_arc(arc1);
-  tball2cam->set_arc(camera_top_arc);
-  new DataRelation(trackball, tball2cam);
-
-  PT(Transform2SG) drive2cam = new Transform2SG("drive2cam");
-//  drive2cam->set_arc(arc1);
-  drive2cam->set_arc(camera_top_arc);
-  new DataRelation(drive_interface, drive2cam);
-
-  // Create a ButtonThrower to throw events from the keyboard.
-  PT(ButtonThrower) et = new ButtonThrower("kb-events");
-  ModifierButtons mods;
-  mods.add_button(KeyboardButton::shift());
-  mods.add_button(KeyboardButton::control());
-  mods.add_button(KeyboardButton::alt());
-  et->set_modifier_buttons(mods);
-  new DataRelation(mouse_watcher, et);
-
-  root = new NamedNode("root");
-  first_arc = new RenderRelation(render, root, 100);
-
-  // This will hold the AnimControls for animated characters.
-  AnimControlCollection anim_controls;
-
-  ////// for gridded stuff
-  PT_Node *pNodeArr=NULL;
-  RenderRelation **pRRptrArr=NULL;
-  gridded_file_info *InfoArr=NULL;
-  int gridded_files_size=0;
-  //////////////////
-
-  if (files.empty() && gridded_files.empty() && framework.GetBool("have-omnitriangle", true)) {
-    // The user did not specify a model file to load.  Create some
-    // default geometry.
-
-    PTA_Vertexf coords;
-    PTA_TexCoordf uvs;
-    PTA_Normalf norms;
-    PTA_Colorf colors;
-    PTA_ushort cindex;
-
-    coords.push_back(Vertexf::rfu(0.0, 0.0, 0.0));
-    coords.push_back(Vertexf::rfu(1.0, 0.0, 0.0));
-    coords.push_back(Vertexf::rfu(0.0, 0.0, 1.0));
-    uvs.push_back(TexCoordf(0.0, 0.0));
-    uvs.push_back(TexCoordf(1.0, 0.0));
-    uvs.push_back(TexCoordf(0.0, 1.0));
-    norms.push_back(Normalf::back());
-    colors.push_back(Colorf(0.5, 0.5, 1.0, 1.0));
-    cindex.push_back(0);
-    cindex.push_back(0);
-    cindex.push_back(0);
-
-    PT(GeomTri) geom = new GeomTri;
-    geom->set_num_prims(1);
-    geom->set_coords(coords);
-    geom->set_texcoords(uvs, G_PER_VERTEX);
-    geom->set_normals(norms, G_PER_PRIM);
-    geom->set_colors(colors, G_PER_VERTEX, cindex);
-
-    geomnode = new GeomNode;
-    geomnode->add_geom(geom.p());
-    RenderRelation *arc = new RenderRelation(root, geomnode, 10);
-    first_arc = arc;
-
-    Texture *tex = TexturePool::load_texture("rock-floor.rgb");
-    if (tex != (Texture *)NULL) {
-      tex->set_minfilter(Texture::FT_linear);
-      tex->set_magfilter(Texture::FT_linear);
-      arc->set_transition(new TextureTransition(tex));
-    }
-
-  } else {
-    // Load up some geometry from one or more files.
-    DSearchPath local_path(".");
-
-
-    Files::const_iterator fi;
-    for (fi = files.begin(); fi != files.end(); ++fi) {
-      Filename filename = (*fi);
-
-      // First, we always try to resolve a filename from the current
-      // directory.  This means a local filename will always be found
-      // before the model path is searched.
-      filename.resolve_filename(local_path);
-
-      PT_Node node = loader.load_sync(filename);
-      
-      if (node == (Node *)NULL) {
-        framework_cat.error() << "Unable to load file " << filename << "\n";
-        continue;
-      }
-      
-      new RenderRelation(root, node);
-    }
-
-    if(!gridded_files.empty()) {
-      
-      typedef RenderRelation *RenderRelationPtr;
-      
-      gridded_files_size= gridded_files.size();
-      pNodeArr = new PT_Node[gridded_files.size()*gridrepeats];
-      pRRptrArr = new RenderRelationPtr[gridded_files.size()*gridrepeats];
-      InfoArr = new gridded_file_info[gridded_files.size()*gridrepeats];
-      
-      int j=0;
-      
-      for (fi = gridded_files.begin(); fi != gridded_files.end(); (++fi),j++) {
-        Filename filename = (*fi);
-        
-        filename.resolve_filename(local_path);
-        
-        pNodeArr[j] = loader.load_sync(filename);
-        
-        if (pNodeArr[j] == (Node *)NULL) {
-          framework_cat.error() << "Unable to load file " << filename << "\n";
-          j--;
-          gridded_files_size--;
-          continue;
-        }
-      }
-      
-      gridwidth=1;
-      while(gridwidth*gridwidth < gridded_files_size*gridrepeats) {
-        gridwidth++;
-      }
-      
-      grid_pos_offset = -gridwidth*GRIDCELLSIZE/2.0;
-      wander_area_pos_offset = -max(fabs(grid_pos_offset),MIN_WANDERAREA_DIMENSION/2.0);
-      
-      float xpos = grid_pos_offset;
-      float ypos = grid_pos_offset;
-      int filenum=0;
-      
-      srand( (unsigned)time( NULL ) );
-      
-      double now = ClockObject::get_global_clock()->get_frame_time();
-
-      for(int passnum=0;passnum<gridrepeats;passnum++) {
-        for (j = 0; j < gridded_files_size; j++,filenum++) {
-
-          if(passnum>0) {
-                                // cant directly instance characters due to LOD problems,
-                                // must copy using copy_subgraph for now
-
-            pNodeArr[filenum] = pNodeArr[j]->copy_subgraph(RenderRelation::get_class_type());
-          }
-
-          pRRptrArr[filenum] = new RenderRelation(root, pNodeArr[filenum]);
-
-          LMatrix4f xfm_mat,tmat1,tmat2;
-
-          if(gridmotiontype==Rotation) {
-
-#define MIN_REVOLUTION_ANGVEL 30
-#define MAX_REVOLUTION_ANGVEL 60
-
-#define MIN_ROTATION_ANGVEL 30
-#define MAX_ROTATION_ANGVEL 600
-
-#define MAX_RADIUS 4.0*GRIDCELLSIZE
-#define MIN_RADIUS 0.1*GRIDCELLSIZE
-
-            InfoArr[filenum].starttime = now;
-
-            InfoArr[filenum].xcenter=xpos;
-            InfoArr[filenum].ycenter=ypos;
-            InfoArr[filenum].ang1=RANDFRAC * 360.0;
-            InfoArr[filenum].ang1_vel=((MAX_REVOLUTION_ANGVEL-MIN_REVOLUTION_ANGVEL) * RANDFRAC) + MIN_REVOLUTION_ANGVEL;
-
-            InfoArr[filenum].ang2=RANDFRAC * 360.0;
-            InfoArr[filenum].ang2_vel=((MAX_ROTATION_ANGVEL-MIN_ROTATION_ANGVEL) * RANDFRAC) + MIN_ROTATION_ANGVEL;
-
-            InfoArr[filenum].radius = (RANDFRAC * (MAX_RADIUS-MIN_RADIUS)) + MIN_RADIUS;
-
-            if(RANDFRAC>0.5) {
-              InfoArr[filenum].ang1_vel=-InfoArr[filenum].ang1_vel;
-            }
-
-            if(RANDFRAC>0.5) {
-              InfoArr[filenum].ang2_vel=-InfoArr[filenum].ang2_vel;
-            }
-
-            // xforms happen left to right
-            LVector2f new_center = LVector2f(InfoArr[filenum].radius,0.0) *
-              LMatrix3f::rotate_mat(InfoArr[filenum].ang1);
-
-            const LVector3f rotate_axis(0.0, 0.0, 1.0);
-
-            LVector3f translate_vec(xpos+new_center._v.v._0,
-                                    ypos+new_center._v.v._1,
-                                    0.0);
-
-            LMatrix4f::rotate_mat_normaxis(InfoArr[filenum].ang2,rotate_axis,tmat1);
-            tmat2 = LMatrix4f::translate_mat(translate_vec);
-            xfm_mat = tmat1 * tmat2;
-          } else if(gridmotiontype==LinearMotion) {
-
-#define MIN_VEL 2.0
-#define MAX_VEL (fabs(wander_area_pos_offset))
-
-            InfoArr[filenum].vel=((MAX_VEL-MIN_VEL) * RANDFRAC) + MIN_VEL;
-
-            InfoArr[filenum].xstart=xpos;
-            InfoArr[filenum].ystart=ypos;
-
-            InfoArr[filenum].xend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
-            InfoArr[filenum].yend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
-
-            InfoArr[filenum].starttime = now;
-
-            float xdel = InfoArr[filenum].xdel = InfoArr[filenum].xend-InfoArr[filenum].xstart;
-            float ydel = InfoArr[filenum].ydel = InfoArr[filenum].yend-InfoArr[filenum].ystart;
-
-            InfoArr[filenum].endtime = csqrt(xdel*xdel+ydel*ydel)/InfoArr[filenum].vel;
-
-            InfoArr[filenum].timedel = InfoArr[filenum].endtime - InfoArr[filenum].starttime;
-
-            const LVector3f rotate_axis(0.0, 0.0, 1.0);
-            float ang = rad_2_deg(atan2(-xdel,ydel));
-
-            LMatrix4f::rotate_mat_normaxis(ang,rotate_axis,InfoArr[filenum].rotmat);
-
-            LVector3f translate_vec(xpos, ypos, 0.0);
-            LMatrix4f tmat2 = LMatrix4f::translate_mat(translate_vec);
-
-            xfm_mat = InfoArr[filenum].rotmat * tmat2;
-          } else {
-            LVector3f translate_vec(xpos, ypos, 0.0);
-            xfm_mat = LMatrix4f::translate_mat(translate_vec);
-          }
-
-          pRRptrArr[filenum]->set_transition(new TransformTransition(xfm_mat));
-
-          if(((filenum+1) % gridwidth) == 0) {
-            xpos= -gridwidth*GRIDCELLSIZE/2.0;
-            ypos+=GRIDCELLSIZE;
-          } else {
-            xpos+=GRIDCELLSIZE;
-          }
-        }
-      }
-
-    }
-
-    // If we happened to load up both a character file and its
-    // matching animation file, attempt to bind them together now.
-    auto_bind(root, anim_controls, ~0);
-    anim_controls.loop_all(true);
-  }
-
-  // Now prepare all the textures with the GSG.
-  NodePath render_path(render);
-
-  for(jjj=0;jjj<NumWindows;jjj++) {
-      wdxGraphicsWindow *pWin=pWinGrp->_windows[jjj];
-      render_path.prepare_scene(pWin->get_gsg());
-
-      //  sample code to verify and pick a new fullscreen size dynamically
-      if(pWin->verify_window_sizes(NUMWINDOWSIZES,window_sizearr)==0) {
-          framework_cat.error() << "None of the potential new fullscreen sizes are valid\n";
-          exit(1);
-      }
-
-      if (framework.Defined("clear-value")) {
-        float cf = framework.GetFloat("clear-value", 0.0f);
-        Colorf c(cf, cf, cf, 1.0f);
-        pWin->get_gsg()->set_color_clear_value(c);
-      }
-  }
-
-  // Set up keyboard events.
-  event_handler.add_hook("escape", event_esc);
-  event_handler.add_hook("q", event_esc);
-  event_handler.add_hook("3", event_3);
-  event_handler.add_hook("f", event_f);
-  event_handler.add_hook("t", event_t);
-  event_handler.add_hook("l", event_l);
-  event_handler.add_hook("w", event_w);
-  event_handler.add_hook("b", event_b);
-  event_handler.add_hook("shift-r", event_R);
-  event_handler.add_hook("`", event_grave);
-  event_handler.add_hook("n", event_n);
-  event_handler.add_hook("c", event_c);
-  event_handler.add_hook("shift-d", event_D);
-  event_handler.add_hook("g", event_g);
-  event_handler.add_hook("shift-c", event_C);
-  event_handler.add_hook("shift-n", event_N);
-  event_handler.add_hook("shift-s", event_S);
-  event_handler.add_hook("shift-a", event_A);
-  event_handler.add_hook("p", event_p);
-  event_handler.add_hook("shift-p", event_P);
-
-#ifdef USE_IPC
-  event_handler.add_hook("x", event_x);
-#endif
-
-  if (define_keys != NULL)
-    define_keys(event_handler);
-
-  // Now that we've called define_keys() (which might or might not
-  // set have_dlight), we can turn on lighting.
-  set_lighting(false);
-
-  // Tick the clock once so we won't count the time spent loading up
-  // files, above, in our frame rate average.
-  ClockObject::get_global_clock()->tick();
-  start_time = ClockObject::get_global_clock()->get_frame_time();
-  start_frame_count = ClockObject::get_global_clock()->get_frame_count();
-
-  DisplayCallback dcb;
-  IdleCallback icb;
-
-  for(jjj=0;jjj<NumWindows;jjj++) {
-      wdxGraphicsWindow *pWin=pWinGrp->_windows[jjj];
-      pWin->set_draw_callback(&dcb);
-      pWin->set_idle_callback(&icb);
-  }
-
-#if 0
-  if (!pWinGrp->_windows[jjj]->supports_update()) {
-      framework_cat.info()
-        << "Window type " << main_win->get_type()
-      << " supports only the glut-style main loop interface.\n";
-
-    pWin->register_draw_function(display_func);
-    pWin->register_idle_function(idle_func);
-    pWin->main_loop();
-
-  } else 
-#endif
-
-  {
-#ifdef USE_IPC
-    if (forked_draw) {
-      framework_cat.info() << "forking draw thread" << endl;
-      draw_thread = thread::create(draw_loop);
-      for (;;)
-        icb.idle();
-    } else
-#endif
-     {
-       while(1) {
-         g_bDoAppTraversal=true;
-         for(jjj=0;jjj<NumWindows;jjj++) {
-               g_pCurRenderWin=pWinGrp->_windows[jjj];
-               g_pCurRenderWin->update();
-         }
-         ClockObject::get_global_clock()->tick();
-         throw_event("NewFrame");
-
-         if((!gridded_files.empty()) && gridmotiontype) {
-           move_gridded_stuff(gridmotiontype,InfoArr, pRRptrArr, gridded_files_size*gridrepeats);
-         }
-       }
-     }
-  }
-
-  if(!gridded_files.empty()) {
-    delete [] pNodeArr;
-    delete [] pRRptrArr;
-    delete [] InfoArr;
-  }
-  return 1;
-}