Updated ChangeLog
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ChangeLog
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ChangeLog
@ -1,3 +1,363 @@
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2008-09-18 16:03 +0000 [r8897] robert:
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* Added Serializer wrappers
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2008-09-18 15:50 +0000 [r8896] robert:
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* Moved Serializer header from VPB into osgDB.
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2008-09-18 15:44 +0000 [r8895] robert:
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* Updated wrappers
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2008-09-18 15:18 +0000 [r8892-8893] robert:
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* refactored the getWindows(..) and getContexts(..) methods so that
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they produce consistent ordering based on the order Camera/slave
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camera ordering.
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* From Mathias Froehlich, "Attached one namespace/scope lookup
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problem which shows up on irix."
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2008-09-18 14:48 +0000 [r8891] robert:
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* From Christopher Blaesius, "Soft shadow mapping is basically the
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same as hard shadow mapping beside that it uses a different
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fragment shader. So for me it makes sense that
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osgShadow::SoftShadowMap is derived from osgShadow::ShadowMap,
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this makes it easier to maintain the two classes. Additional
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SoftShadowMap also provides the same Debug methods as ShadowMap."
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2008-09-18 13:54 +0000 [r8889-8890] robert:
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* Updated wrappers
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* From Alan Dickinson, change methods to virtual.
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2008-09-18 13:18 +0000 [r8888] robert:
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* From John Argentieri, added missing _stripTextureFilePath( false
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) initializer.
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2008-09-18 13:09 +0000 [r8887] robert:
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* From Chris Denham, added missing ccopy of polyOffset in copy
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constructor
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2008-09-18 13:05 +0000 [r8886] robert:
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* From Chris Denham, " I think I may have discovered a bug in
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osgShadow/ShadowMap.cpp that results in incomplete shadows being
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generated. The problem seems to caused by an incorrect
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interpretation of the spot light cutoff angle. The valid ranges
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for spot cutoff are 0-90 and 180, i.e half the 'field of view'
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for the spotlight. Whereas the shadow map code seems to assume
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the the spot cutoff is equal to the field of view. This results
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in the shadows generated by the spotlight getting clipped at half
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the spot cutoff angle. I have fixed this in my copy of
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ShadowMap.cpp: =============================== //Original code
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from OSG 2.6: if(selectLight->getSpotCutoff() < 180.0f) //
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spotlight, then we don't need the bounding box { osg::Vec3
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position(lightpos.x(), lightpos.y(), lightpos.z()); float
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spotAngle = selectLight->getSpotCutoff();
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_camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1,
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1000.0);
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_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
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} =============================== // My modifications: float fov
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= selectLight->getSpotCutoff() * 2; if(fov < 180.0f) //
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spotlight, then we don't need the bounding box { osg::Vec3
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position(lightpos.x(), lightpos.y(), lightpos.z());
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_camera->setProjectionMatrixAsPerspective(fov, 1.0, 0.1, 1000.0);
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_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
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} This change seems correct for spot cutoff in the range 0, 90,
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but since OpenGL doesn't claim to support cutoffs >90 && <180,
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I'm not sure how shadow map should deal with those cases, but
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ignoring spot cut off greater than 90 here seems reasonable to
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me. "
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2008-09-18 12:57 +0000 [r8885] robert:
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* From Ralf Habacker, "the appended patch fixes the problem
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reported on
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http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-January/006110.html.
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" > Using QOSGWidget - QWidget + osgViewer creating the graphics
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context. > > Windows Error #2000: [Screen #0]
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GraphicsWindowWin32::setWindow() - Unable > to create OpenGL
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rendering context. Reason: The pixel format is invalid. > > > >
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And then the following fate error pops up: > > > > The
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instruction at "0x014c7ef1" referenced memory at "0x000000a4",
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The > memory could not be "read". > > Click on Ok to terminate
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the program > > Click on CANCEL to debug the program > >
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2008-09-18 12:50 +0000 [r8884] robert:
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* From Robert Osfield and Christophe Loustaunau, fixes for support
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for 16bit and 32bit tiff images
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2008-09-18 10:52 +0000 [r8883] robert:
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* From Mathias Froehlich, "I did some performance test runs with
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the development gcc-4.4 version. To make it compiel with future
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gcc's we sppear to need the attached missing includes ..."
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2008-09-18 10:49 +0000 [r8882] robert:
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* From Mathieu Marache, "This is an addition for osgSim
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reader/writer for the osg ascii file format adding
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osgSim::OverlayNode support. "
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2008-09-18 10:39 +0000 [r8880-8881] robert:
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* From Tim Moore, "his submission fixes a bug when the
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ModularEmitter and ParticleSystem are in different frames of
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reference. Specifically, it supports the case where the
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ParticleSystem is not in the world frame. One way this can come
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up is if your world coordinate system is Earth-centric; the float
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coordinates of particles don't have enough precision to avoid
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terrible jitter and other rendering artifacts, so it's convenient
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to root the particle systems in a local Z-up coordinate system
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that gets moved around from time to time. " Tweak from Robert
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Osfield, converted code to use new Drawable::getWorldMatrices
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method
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* Improved the constness of parameters the
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Node::getWorldMatrices(..) method. Added
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Drawable::getWorldMatrices(const Node*) method.
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2008-09-17 20:02 +0000 [r8879] robert:
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* From Rob Bloemkool, "This is a submission for
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src/osgPlugins/ogr/ReaderWriterOGR.cpp - adds display of options
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when using osgconv --formats. - adds useGroupPerFeature option to
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have each feature in a separate group. Usage: OSG_OPTIMIZER=OFF
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osgconv -e ogr -O addGroupPerFeature <infile> <outfile> "
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2008-09-17 19:51 +0000 [r8878] robert:
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* From Ewe Woessner, "I looked at the Anaglyphic stereo
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implementation in SceneView.cpp and think I spotted some
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copy-paste bugs. osg::ColorMask* leftColorMask =
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_renderStageLeft->getColorMask(); if (!leftColorMask) {
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leftColorMask = new osg::ColorMask();
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_renderStageLeft->setColorMask(leftColorMask); ^^^^ here it said
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right, I think this should be Left. } // ensure that right eye
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color planes are active. osg::ColorMask* rightColorMask =
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_renderStageRight->getColorMask(); ^^^^ similar here, I think
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this should be right if (!rightColorMask) { rightColorMask = new
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osg::ColorMask();
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_renderStageRight->setColorMask(rightColorMask); } and i further
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removed an unnecessary setColorMask."
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2008-09-17 19:25 +0000 [r8877] robert:
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* From Mattias Helsing, CMakeLists.txt changes: "I installed latest
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Cmake(2.6.1) on a new machine and got a CMP008 warning from
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cmake. This fix set up osg to use the old behaviour which have
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worked before. We might set this to NEW but I need to do more
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testing first. I'l be able to test this on winxp with msvc80/90
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and ubuntu hardy with gcc-4.2. quote from cmake cvs log policy
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CMP0008 to decides how to treat full path libraries that do not
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appear to be valid library file names. Such libraries worked by
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accident in the VS IDE and Xcode generators with CMake 2.4 and
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below." OsgMarcroUtils.cmake changes: "On Philips suggestion
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truncated a redundant if/else construction in OsgMacroUtils to
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avoid developer warnings in cmake-2.6.1 concerning cmake policy
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CMP0008 which allows full paths to libraries only with valid
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library names "
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2008-09-17 18:56 +0000 [r8874-8875] robert:
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* From Alberto Luaces, "Cygwin's cmake build adds a "d" postfix to
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the plugins installed in debug mode. Nevertheless, the code
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doesn't acknowledge that, so I had problems with debug versions
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of the library not being able to open their plugins whereas the
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release versions worked fine. I have made the same changes in
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Registry.cpp that are available for the rest of platforms
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appending that "d" to their plugins. I have also updated the
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CMakeLists.txt file to get "_DEBUG" defined at compilation time.
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I have copied the already existent conditional block because of
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cmake's bizarre operator precedence. Since Cygwin defines both
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CYGWIN and WIN32, the following would suffice: IF(CYGWIN OR UNIX
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AND NOT WIN32 AND NOT APPLE) Sadly, it actually doesn't work, so
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I wrote a new conditional block just for Cygwin. I could join the
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two blocks when the parentheses support is added in newer
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versions of cmake."
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* From Adrian Egli, "i came around reviewing my code, and found now
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finally a solution to remove the polygon offset issue. as we all
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know the polygon offset has a different behaviour on different
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GPU system (ATI, NVidia) and this make the use of polygon offset
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complicate. so i looked for a solution to remove this offset. i
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changed the shader, also the filtering (default: on) use now a
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correct 3x3 filter: 1 0 1 0 2 0 1 0 1 div: 6 of course a better
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one would be 1 2 1 2 4 2 1 2 1 div: 16 but this isn't as
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performant as the simple filter above is. because we need only 5
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texture lookups instead of 9, and the result is still good, if
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you wish we can add a enum to change the pcf filter type once, if
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there is a need. testet on NVidia Quatro 570M and on ATI Radeon
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X1600 "
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2008-09-17 18:51 +0000 [r8873] robert:
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* From Adrian Egli, "I changed the PSSM shadow map implementation,
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if we have filtered turned on, it should be now correct. The
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implementation is more robut on different scene. i tested it on
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NVIDIA card against a park scene, a chess board and a terrain.
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unfort. i couldn't test it on any ATI system. may there will be
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still another problem there. if there are still some artefacts.
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we should try out better fZOffSet value "
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2008-09-17 18:42 +0000 [r8872] robert:
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* From Bill Prendergast, "Found a typo in CameraRenderOrderSortOp
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in osg/GraphicsContext.cpp (V2.6.0 and prior) as noted below:
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struct CameraRenderOrderSortOp { inline bool operator() (const
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Camera* lhs,const Camera* rhs) const { if
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(lhs->getRenderOrder()<rhs->getRenderOrder()) return true; if
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(rhs->getRenderOrder()<lhs->getRenderOrder()) return false; --->
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return lhs->getRenderOrderNum()<lhs->getRenderOrderNum(); ^^^ ^^^
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} }; Corrected code attached."
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2008-09-17 17:25 +0000 [r8871] robert:
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* From Christophe Loustaunau," I have found some errors on the
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example osgGeometryShaders. It's about the varying in the
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geometry shader. take a look at the varying vec4 v_color. In the
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vertex shader, v_color is initialized to gl_vertex then in the
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geometry shader v_color is initialized to gl_PositionIn[0] and in
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the fragment shader v_color is used as the fragment color. Try to
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initialized v_color to vec4(1.0, 0.0, 0.0, 1.0) in the vertex
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shader and comment the line : " v_color = v;\n" in the geometry
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shader, and you will see the lines as black ! It's because you
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have to use keywords in and out. extract from :
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http://www.opengl.org/registry/specs/EXT/geometry_shader4.txt :
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in - for function parameters passed into a function or for input
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varying variables (geometry only) out - for function parameters
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passed back out of a function, but not initialized for use when
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passed in. Also for output varying variables (geometry only).
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Then for a geometry shader, a varying must be an array : extract
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from :
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http://www.opengl.org/registry/specs/EXT/geometry_shader4.txt :
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Since a geometry shader operates on primitives, each input
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varying variable needs to be declared as an array. Each element
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of such an array corresponds to a vertex of the primitive being
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processed. If the varying variable is declared as a scalar or
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matrix in the vertex shader, it will be a one-dimensional array
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in the geometry shader. Each array can optionally have a size
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declared. If a size is not specified, it inferred by the linker
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and depends on the value of the input primitive type. Here is a
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patch based on the svn version of osg that correct that. "
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2008-09-17 17:13 +0000 [r8870] robert:
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* From Max Bandazian, "Lines 302-305 of WindowManager.cpp seem to
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have a parenthesizing error - the code is if( (!win ||
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win->getVisibilityMode() == Window::VM_PARTIAL) &&
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!win->isPointerXYWithinVisible(x, y) ) continue; But it probably
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should be if (!win || (win->getVisibilityMode() ==
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Window::VM_PARTIAL) && !win->isPointerXYWithinVisible(x, y)))
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continue; The effect of the bug is to segfault if a
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non-osgWidgets::Window node hasn't been excluded from picking via
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NodeMask."
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2008-09-17 17:07 +0000 [r8869] robert:
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* Updated wrappers
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2008-09-17 16:14 +0000 [r8868] robert:
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* From Mathias Froehlich, "This is a generic optimization that does
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not depend on any cpu or instruction set. The optimization is
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based on the observation that matrix matrix multiplication with a
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dense matrix 4x4 is 4^3 Operations whereas multiplication with a
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transform, or scale matrix is only 4^2 operations. Which is a
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gain of a *FACTOR*4* for these special cases. The change
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implements these special cases, provides a unit test for these
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implementation and converts uses of the expensiver dense matrix
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matrix routine with the specialized versions. Depending on the
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transform nodes in the scenegraph this change gives a noticable
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improovement. For example the osgforest code using the
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MatrixTransform is about 20% slower than the same codepath using
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the PositionAttitudeTransform instead of the MatrixTransform with
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this patch applied. If I remember right, the sse type
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optimizations did *not* provide a factor 4 improovement. Also
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these changes are totally independent of any cpu or instruction
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set architecture. So I would prefer to have this current kind of
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change instead of some hand coded and cpu dependent assembly
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stuff. If we need that hand tuned stuff, these can go on top of
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this changes which must provide than hand optimized additional
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variants for the specialized versions to give a even better
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result in the end. An other change included here is a change to
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rotation matrix from quaterion code. There is a sqrt call which
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couold be optimized away. Since we divide in effect by
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sqrt(length)*sqrt(length) which is just length ... "
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2008-09-17 14:23 +0000 [r8864-8867] robert:
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* Updated osgwidget examples to use the new osg::clone() methods
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* Updated wrappers of osgWidget
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* Tweaks to facilitate osgWrapper build
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* Introduce new templated clone(..) methods that return the correct
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type of object cloned.
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2008-09-17 11:43 +0000 [r8863] robert:
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* Added support for finding DCMTK-3.5.4 installed lib/include
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placement
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2008-09-16 18:41 +0000 [r8862] robert:
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* Added osgVolume to docs and wrappers
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2008-09-16 15:32 +0000 [r8858-8859] robert:
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* Introduced beginings of osgVolume NodeKit.
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* Complted the first pass at the DCMTK based dicom loader
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2008-09-16 09:31 +0000 [r8857] robert:
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* Change the GLSL textureRec and texture2D parameters to use .st to
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make sure they only use 2D coords. Add setResizeNonPowerOfTwoHint
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to false for Texture2D.
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2008-09-15 19:59 +0000 [r8856] robert:
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* Added optional usage of DCMTK in the dicom plugin
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2008-09-15 11:27 +0000 [r8855] robert:
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* From Ralf Habacker, removed redundent SwitchLayer::clear()
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2008-09-14 10:31 +0000 [r8853] robert:
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* Introduced Geometry::containsSharedArrays() and
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Geometry::duplicateSharedArrays() to support a fix to the
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osgUtil::Simplifier that couldn't handle shared arrays
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2008-09-13 13:38 +0000 [r8852] robert:
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* Added reading of whole directories of images
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2008-09-13 09:09 +0000 [r8851] robert:
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* Introduced TransferFunction1D::assign(ValueMap&).
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2008-09-12 15:41 +0000 [r8850] robert:
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* Removed use of ints and reading from gl_FragColor in shader
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2008-09-11 16:11 +0000 [r8849] robert:
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* Updated version numbers in prep for up comming dev release
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2008-09-11 16:06 +0000 [r8848] robert:
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* Added an svn update into the make ChangeLog entry.
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2008-09-11 16:01 +0000 [r8847] robert:
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* Updated wrappers
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