Umm... these should have already been commited, not sure why cvs has just
popped these ones up...
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@ -43,7 +43,7 @@ virtual reality, scientific visualization and graphics research. This page
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introduces what scene graphs are, why graphics developers use them, and
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details about the OpenSceneGraph project, how to learn how to use it and
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contribute to the OpenSceneGraph community.
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<p><i>Robert Osfield, Project Lead. April 2002.</i>
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<p><i>Robert Osfield, Project Lead. July 2002.</i>
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<br>
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<hr>
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<h3>
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@ -123,7 +123,7 @@ development model to provide a development library that is legacy free
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and well focused on the solving the task. The OpenSceneGraph delivers on
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the four key benefits of scene graph technology outlined above using the
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following features:
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<ol><i>Performance</i> - supports view frustum culling, small feature culling,
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<ol><i>Performance</i> - supports view frustum culling, occlusion culling, small feature culling,
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Level Of Detail (LOD) nodes, state sorting, vertex arrays and display
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lists as part of the core scene graph. These together make the OpenSceneGraph
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one of the highest performance scene graph available. User feedback is that
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@ -179,10 +179,8 @@ core scene graph and support of public mailing list remains unpaid as are
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the contributions of the rest of the community, but this hasn't impacted
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the quality of the source or support which once you get stuck in you grow
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to appreciate.
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<p>The project is currently in alpha, which means parts of the API are still
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to be developed, or subject to change, but the vast majority of the scene
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graph is there, and a beta will be published within the next few months,
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with a 1.0 release in late summer 2002. Despite the alpha development status,
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<p>The project is currently in beta, which means the main core features are now in
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place, with a 1.0 release in fall 2002. Despite the beta development status,
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the project has already earned the reputation the leading open source scene
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graph, and is establishing itself as a viable alternative to the commercial
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scene graphs. Numerous companies, university researchers and graphics enthusiasts
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@ -220,7 +218,7 @@ page.
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<h3>
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<u>Learning how to use the OpenSceneGraph</u></h3>
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The OpenSceneGraph distribution comes with a reference guide for each of
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the component libraries - osg, osgDB, osgUtil, osgText and osgGLUT, a set
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the component libraries - osg, osgDB, osgUtil, osgText, osgParticle and osgGLUT, a set
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of demos - the source of which can be found in src/Demos. For questions
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or help which can't be easily be answered by the reference guide and demo
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source, one should join the mailing list (details below). There are also
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@ -35,22 +35,14 @@
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<h2>
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<u>Plans for future developments</u></h2>
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The plan for the next release after 0.8.45 is to from alpha (all 0.8 series
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version) to beta for the next release, at this point will bump the version
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number up to 0.9.0 and all subsequent 0.9 releases will be beta, up till
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the release of 1.0. The current goal is to move to beta in early summer,
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with 1.0 in late summer, with SIGGRAPH being a possibility.
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Now we have reached the beta phase (0.9.x) of OpenScenegGraph project,
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and are now working towards the full 1.0 release, with a likely
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release date in fall 2002.
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<h3>
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Features planed for the next release (0.9.0) include:</h3>
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Fturue work include:</h3>
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<ul>
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<li>
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New osg::Geometry drawable to deprecate osg::GeoSet, the new Geometry class
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will support multiple text coords, use std::vector<> for easy management
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of attributes and support gl extensions to provide greater polygon performance.</li>
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<li>
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Multi-texturing support in osg::Texture. osg::TexMat, osg::TexGen.</li>
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<li>
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Multi-pass fallback for when multi-texturing is not supported.</li>
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@ -63,10 +55,6 @@ the scene graph.</li>
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Replace osgGLUT with a cleaner windowing API for the demos, move osgGLUT
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out of the distribution and into the bazaar.</li>
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<li>
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Introduce a new library osgGA, which acts as GUI abstraction layer, move
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the current osgUtil camera manipulators into osgGA.</li>
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<li>
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Introduce a new library osgEnv/osgShapes, which adds support for creating
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shapes and environmental effects such as stars, planets, cloud layers and
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@ -101,7 +89,7 @@ cluster graphics systems. Similar in concept to OpenGL multipipe SDK, except
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cross platform and with support of graphics clusters.</li>
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<li>
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osgLP - cross platform library for support for light points.</li>
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osgSim - cross platform library for the visual simulation market with support for light points and small target anti-aliasing.</li>
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</ul>
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<h3>
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@ -198,11 +198,12 @@ void Texture::apply(State& state) const
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else if (_image.valid() && _image->data())
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{
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glBindTexture( _target, handle );
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if (_texParamtersDirty) applyTexParameters(_target,state);
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uint& modifiedTag = getModifiedTag(contextID);
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if (_subloadMode == AUTO ||
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(_subloadMode == IF_DIRTY && modifiedTag != _image->getModifiedTag()))
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{
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if (_texParamtersDirty) applyTexParameters(_target,state);
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glTexSubImage2D(_target, 0,
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_subloadOffsX, _subloadOffsY,
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(_subloadWidth>0)?_subloadWidth:_image->s(), (_subloadHeight>0)?_subloadHeight:_image->t(),
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