Umm... these should have already been commited, not sure why cvs has just

popped these ones up...
This commit is contained in:
Robert Osfield 2002-07-20 18:27:40 +00:00
parent 1df5495adf
commit 298e3d5ae3
3 changed files with 13 additions and 26 deletions

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@ -43,7 +43,7 @@ virtual reality, scientific visualization and graphics research. This page
introduces what scene graphs are, why graphics developers use them, and
details about the OpenSceneGraph project, how to learn how to use it and
contribute to the OpenSceneGraph community.
<p><i>Robert Osfield, Project Lead. April 2002.</i>
<p><i>Robert Osfield, Project Lead. July 2002.</i>
<br>
<hr>
<h3>
@ -123,7 +123,7 @@ development model to provide a development library that is legacy free
and well focused on the solving the task. The OpenSceneGraph delivers on
the four key benefits of scene graph technology outlined above using the
following features:
<ol><i>Performance</i> - supports view frustum culling, small feature culling,
<ol><i>Performance</i> - supports view frustum culling, occlusion culling, small feature culling,
Level Of Detail (LOD) nodes, state sorting, vertex arrays and display
lists as part of the core scene graph. These together make the OpenSceneGraph
one of the highest performance scene graph available. User feedback is that
@ -179,10 +179,8 @@ core scene graph and support of public mailing list remains unpaid as are
the contributions of the rest of the community, but this hasn't impacted
the quality of the source or support which once you get stuck in you grow
to appreciate.
<p>The project is currently in alpha, which means parts of the API are still
to be developed, or subject to change, but the vast majority of the scene
graph is there, and a beta will be published within the next few months,
with a 1.0 release in late summer 2002. Despite the alpha development status,
<p>The project is currently in beta, which means the main core features are now in
place, with a 1.0 release in fall 2002. Despite the beta development status,
the project has already earned the reputation the leading open source scene
graph, and is establishing itself as a viable alternative to the commercial
scene graphs. Numerous companies, university researchers and graphics enthusiasts
@ -220,7 +218,7 @@ page.
<h3>
<u>Learning how to use the OpenSceneGraph</u></h3>
The OpenSceneGraph distribution comes with a reference guide for each of
the component libraries - osg, osgDB, osgUtil, osgText and osgGLUT, a set
the component libraries - osg, osgDB, osgUtil, osgText, osgParticle and osgGLUT, a set
of demos - the source of which can be found in src/Demos. For questions
or help which can't be easily be answered by the reference guide and demo
source, one should join the mailing list (details below). There are also

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@ -35,22 +35,14 @@
<h2>
<u>Plans for future developments</u></h2>
The plan for the next release after 0.8.45 is to from alpha (all 0.8 series
version) to beta for the next release, at this point will bump the version
number up to 0.9.0 and all subsequent 0.9 releases will be beta, up till
the release of 1.0. The current goal is to move to beta in early summer,
with 1.0 in late summer, with SIGGRAPH being a possibility.
Now we have reached the beta phase (0.9.x) of OpenScenegGraph project,
and are now working towards the full 1.0 release, with a likely
release date in fall 2002.
<h3>
Features planed for the next release (0.9.0) include:</h3>
Fturue work include:</h3>
<ul>
<li>
New osg::Geometry drawable to deprecate osg::GeoSet, the new Geometry class
will support multiple text coords, use std::vector&lt;> for easy management
of attributes and support gl extensions to provide greater polygon performance.</li>
<li>
Multi-texturing support in osg::Texture. osg::TexMat, osg::TexGen.</li>
<li>
Multi-pass fallback for when multi-texturing is not supported.</li>
@ -63,10 +55,6 @@ the scene graph.</li>
Replace osgGLUT with a cleaner windowing API for the demos, move osgGLUT
out of the distribution and into the bazaar.</li>
<li>
Introduce a new library osgGA, which acts as GUI abstraction layer, move
the current osgUtil camera manipulators into osgGA.</li>
<li>
Introduce a new library osgEnv/osgShapes, which adds support for creating
shapes and environmental effects such as stars, planets, cloud layers and
@ -101,7 +89,7 @@ cluster graphics systems. Similar in concept to OpenGL multipipe SDK, except
cross platform and with support of graphics clusters.</li>
<li>
osgLP - cross platform library for support for light points.</li>
osgSim - cross platform library for the visual simulation market with support for light points and small target anti-aliasing.</li>
</ul>
<h3>

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@ -198,11 +198,12 @@ void Texture::apply(State& state) const
else if (_image.valid() && _image->data())
{
glBindTexture( _target, handle );
if (_texParamtersDirty) applyTexParameters(_target,state);
uint& modifiedTag = getModifiedTag(contextID);
if (_subloadMode == AUTO ||
(_subloadMode == IF_DIRTY && modifiedTag != _image->getModifiedTag()))
{
if (_texParamtersDirty) applyTexParameters(_target,state);
glTexSubImage2D(_target, 0,
_subloadOffsX, _subloadOffsY,
(_subloadWidth>0)?_subloadWidth:_image->s(), (_subloadHeight>0)?_subloadHeight:_image->t(),