absolute filenames for the texture images.
The attached change should fix this by at first looking at the absolute file
name to load a texture and then, if that fails, strip away any paths to try
that again with the bare file name.
The change also fixes a possible exception that could be triggered by an out
of bounds std::string access which is now avoided by using functions from
osgDB/FileUtils.
The change is based on rev 11161."
Old behaviour: "abc.d/filename_no_ext" -> "abc"
New behaviour: "abc.d/filename_no_ext" -> "abc.d/filename_no_ext"
Attached file is against rev. 11158."
- OsgMacroUtils.cmake, SETUP_LINK_LIBRARIES macro : allow linking with debug/release external libraries
- osgQt/CMakeLists.txt : fix the linking to Qt librairies + linking to debug Qt librairies if found
- examples/ qt examples : linking to debug Qt librairies if found"
Attached you will find updates of the files to hopefully solve the warnings (in VS2005 only one warning occured). In addition I fixed a tiny bug that caused a crash with one of my test files."
This change should make it possible to delete PagedLOD's independantly from the DatabasePager, and also prevent issues of
consistency of the pager when subgraphs when are cached elsewhere in the application such as in the Registry filecache.
It solves the problem on XP and Win7 on Qt 4.5 and 4.62
It isn't necessary on Linux (ubuntu 8.10/9.04 Qt 4.5/4.6.2) but doesn't cause any harm.
But I have #ifdef'ed it with WIN32. I can't test it on 64bit windows (not sure if x64 defines WIN32?)"
up vector to setViewMatrixAsLookAt(..) codes in osgShadow. This will addresses previous issues that occured when look vectors
co-incided with the hard coded up vectors.
Fixes in StandardShadowMap.cpp & MinimalShadowMap.cpp were made for spotlight issues. There were cases when further located spotlights were not shadowing properly.
Small tweak in DebugShadowMap & StandardShadowMap.cpp to not limit shadow maps to texture2D (which should also allow texture2D arrays and cube maps). I simply replaced ptr to osg::Texture2D with pointer to osg::Texture. Interpretation of this member could be now changed with change of shaders in derived classes. This may be useful for guys who override LispSM or MinimalBoundsShadowMaps techniques. Could be useful for implementation of PerspectiveCascadedShadowMaps technique for example.
ConvexPolyhedron.cpp & DebugShadowMap.cpp contain debug HUD tweaks.
Change in ConvexPolyhedron.cpp overcomes the regression problem with color per primitive binding which caused that shadow volume outlines stopped to draw. I simply changed PER_PRIMITIVE to PER_PRIMITIVE_SET and it works again.
Other adition is dump method I added to DebugShadowMap which can be used in shadow debugging mode to dump current frame shadow volumes & scene to osg file. It could be then loaded into viewer and freely examined from different angles (which is difficult inside the application if shadow adopts to view and projection). "
options->setPluginStringData("captureVideoDevice", "0");
Lines added in getDevice() are:
int deviceId = atoi(name.c_str());
if(deviceId >= 0 && deviceId < (int)_listDevice.size())
return _listDevice[deviceId];
This makes it easy to use a capture device without knowing it's name. Attached is the whole file against rev 11044"
osgAnimation. It's been tested with the majority of the samples in the
COLLADA test repository and works with all of them either as well as, or
better than, the version of the plugin currently in SVN.
Known issue: vertex animation (AKA morphing) doesn't work at present,
but that's a relatively unpopular method of animating so it's not high
on my priority list."
Follow up email:
"I've been informed that the previous DAE submission didn't build on
unix, so here's the submission again with the fixes. Thanks to Gregory Potdevin and Benjamin Bozou.
Also, my apologies to Roland for not crediting his part in making DAE
animation happen, my work was indeed built on top of his work. Thanks
also to Marius Heise and of course Cedric Pinson."
Changes by Robert Osfield, fixed compile issues when compile without C* automatic conversion enabled in ref_ptr<>
and constructor initialization fixes to address some warnings under gcc.
* Change OcclusionQueryNode::getPassed to take a NodeVisitor rather than the distance from BS center to the eye point. Change where CullVisitor calls this method to use the new parameters.
* getPassed now exits early and returns true to avoid blinking / blink-in of geometry for the first frame or for out-of-range LOD children coming back into view.
* getPassed now considers the distance from the near plane to the bounding sphere (rather than eye point to bounding sphere) when determining if the viewer is "inside" the bounding sphere or not."
The fix is basically as follows:
if( GL3 )
Query indexed extension strings.
else
Query the old way.
The "else" branch is re-indented but otherwise shouldn't contain any changes."
From Robert Osfield, added #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) to new block to prevent it
being compiled under GLES where no glGetStringi exists.