From 298e3d5ae381ed328325e10c416c4492b333e423 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Sat, 20 Jul 2002 18:27:40 +0000 Subject: [PATCH] Umm... these should have already been commited, not sure why cvs has just popped these ones up... --- doc/introduction.html | 12 +++++------- doc/plan.html | 24 ++++++------------------ src/osg/Texture.cpp | 3 ++- 3 files changed, 13 insertions(+), 26 deletions(-) diff --git a/doc/introduction.html b/doc/introduction.html index 9b7b8eba0..df3cd52f3 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -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. -

Robert Osfield, Project Lead. April 2002. +

Robert Osfield, Project Lead. July 2002.


@@ -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: -
    Performance - supports view frustum culling, small feature culling, +
      Performance - 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. -

      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, +

      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.

      Learning how to use the OpenSceneGraph

      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 diff --git a/doc/plan.html b/doc/plan.html index 6c107f3ed..c14257666 100644 --- a/doc/plan.html +++ b/doc/plan.html @@ -35,22 +35,14 @@

      Plans for future developments

      -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. +

      -Features planed for the next release (0.9.0) include:

      +Fturue work include:

diff --git a/src/osg/Texture.cpp b/src/osg/Texture.cpp index dd263cf54..962368992 100644 --- a/src/osg/Texture.cpp +++ b/src/osg/Texture.cpp @@ -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(),