> loader to un-premultiply the alpha (now in the codebase).
Applying the code brightens the semi-transparent portion, but the black edges are still there (same on both osgviewer and FlightGear).
Therefore I believe that the alpha channel is completely ignored (on png, gif, tiff, etc...). I tweaked and tweaked and finally got a workaround.
Please commit the enclosed file to fix these issues.
My workaround is a bit tricky (and some lines are even weird for me), but it resolves the black edges.
These workarounds also work on GIF, TIFF, TGA, and PSD as long as I've tested so far.
Please read this for more info on this issue:
http://macflightgear.sourceforge.net/home/development-notes/devnote-dec-02-2009http://macflightgear.sourceforge.net/home/development-notes/devnote-dec-03-2009
I'm very happy if some of you guys find a better means of solving the black edges.
"
"Here is our freshly baked 3DS reader/writer (named 'v0.5' to differentiate from previous one). Changes are against trunk rev. 10819.
Short changelog (from rev 10819):
- Added 3DS writer
- Sync'd with latest lib3DS
- Added options, especially "flattenMatrixTransforms" to get the "old" behaviour (else the reader correctly maps to OSG the transforms from the 3DS file).
What should be done:
- Check with pivot points, with and without "flattenMatrixTransforms" option.
- We ran tests on it, but we can never be 100% sure there is no bug. Testing from the community would of course be helpful."
(de)allocation going on in OverlayNode::cut().
So instead creating inner-loop variables 'distances' and 'newVertices'
every time, I moved the creation out of the loop and just do a clear() +
reserve() inside the loop. This allows std::vector<> to reuse the old
memory instead allocating new when the new size <= oldsize."
Currently osg2cpp removes "\n" line endings to replace them with a textual equivalent ("\\n") in order for the string representing the shader to contain line endings in the string. But if the file that was read contained Windows line endings ("\r\n"), the resulting file looked really weird (the \r were left there and editors interpreted that as an additional newline). Also, I can imagine that if the shader file that was read had Mac line endings ("\r") then the output shader would all end up in one long line since there are no "\n"...
What I've done:
I've added a search and replace of "\r\n" to "\n", and then "\r" to "\n" (note that the order is important).
I've also changed the filename handling so that the output file will be put in the same directory as the input file in case it was specified with a path. Previous functionality is retained for files specified with the filename only.""
fixed a small bug then:
ReaderWriterPDF.cpp, line 133, change:
std::string uri = std::string("file:") + foundFile;
to:
#if defined(WIN32) && !defined(__CYGWIN__)
std::string uri = std::string("file:///") + foundFile;
#else
std::string uri = std::string("file:") + foundFile;
#endif
That's because glib accepts "file:///C:\\data\\file.pdf" as URIs on
Windows, as well as "file:/home/data/file.pdf" on Unix, but
"file:C:\\data\\file.pdf" is not recognized.
Now I could read my Chinese translation of OSGQSG with osgpdf. :P"
I have added the missing call to FreeLibrary in osgDB::FileUtils., and now my the runtime unload of MY dll is working properly. It has also cured some related problems I was having with memory leak checks being reported.
I have attached a fix to osgDB/FileUtils.cpp based on version 2.9.5 svn revision 10374
"
and so, if the .dot plugin was loaded, it would happily handle any file
name extension.
To reproduce the bug, first save a scene to a dot file (to load the dot
plugin), then try to write the scene to an osg file. If you look at the
osg file, you will see that it is a dot file."
osgcamera -r 5 --vbo cow.osg
Which repeats construction of the viewer 5 times in a row, and enables VBO, and on each repeat a new model is loaded.
osgcamera -r 2 --vbo --shared cow.osg
Which repeats construction of the viewer 2 times in a row, and enables VBO, and on each loads the model once and shares it between each instance of the viewer.
The texture in data/Images should be copied to osg-data. I created the texture myself with the help of an explosion generator, so no license issues there.
"
"I've attached a small fix to osgUtil::SceneView so that is uses a scissor test when clearing the stencil buffer for stencil based stereo."
and
"I've added another small change for stencil based stereo, so please use this newer version. This newer version simplifies the calls to glOrtho and glRecti when drawing the stipple pattern. This change also happens to fix an issue where the stencil stereo would not work with certain viewport settings. I'm not exactly sure why this was happening, it might be a graphics driver issue, but either way I think the changes should be fine."
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg33967.html
, interpolating through HSV space gives a rainbow color effect which
does not mimic the simple RGB color interpolation that OpenGL does.
It's overkill and causes unexpected visual artifacts. In the attached
files I've removed the conversion to HSV so that interpolation happens
in RGB space."
.dds texture files from internally-embedded textures during IVE writes."
From Robert Osfield, fixed a bug in the above submission, and changed the way that the filename of the file is passed into DataOutputStream to avoid issues with the .ive's plugins ability to read from istreams.
osg::GraphicsContext, in order to give good integration with the
application's GUI toolkit. This works really well.
However, I need to share OpenGL texture resources with the standard
osgViewer GraphicsContext implementations, in particular the
PixelBuffers. This is essential for my application to conserve graphics
memory on low-end hardware. Currently the standard osg implementations
will not share resources with another derived osg::GraphicsContext,
other than the pre-defined osgViewer classes e.g. PixelBufferX11 is
hardcoded to only share resources with GraphicsWindowX11 and
PixelBufferX11 objects, and no other osg::GraphicsContext object.
To address this in the cleanest way I could think of, I have moved the
OpenGL handle variables for each platform into a small utility class,
e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11
and any other derived osg::GraphicsContext class can inherit from
GraphicsHandleX11 to share OpenGL resources.
I have updated the X11, Win32 and Carbon implementations to use this.
The changes are minor. I haven't touched the Cocoa implmentation as
I'm not familiar with it at all and couldn't test it - it will work
unchanged.
Without this I had some horrible hacks in my application, this greatly
simplifies things for me. It also simplifies the osgViewer
implementations slightly. Perhaps it may help with other users'
desires to share resources with external graphics contexts, as was
discussed on the user list recently."
Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
filenames starting with a dash "-" character from the (std::vector<std::string>&) version
of osgDB::readNodeFiles. Handling of argument strings is properly implemented in the
osgDB::readNodeFiles(osg::ArgumentParser& arguments,const Options* options)
variant, which most code uses. The (std::vector<std::string>&) version is only called by
the osgconv utility, which does its own argument handling and stripping prior to calling
readNodeFiles().
Also, documented this behaviour in the header comments.
I believe this code removal is a meritful change because leavign the code in causes an
unexpected and undocumented behaviour (ignoring any filename starting with a dash) that
could bite users in the future. This behaviour is not needed for existing functionality
because existing code uses other APIs to handle dash-prefixed arguments anyway.
"
In Scene::updateSceneGraph(), change:
if (getSceneData())
{
updateVisitor.setImageRequestHandler(getImagePager());
getSceneData()->accept(updateVisitor);
}
if (getDatabasePager())
{
// synchronize changes required by the DatabasePager thread to the scene graph
getDatabasePager()->updateSceneGraph((*updateVisitor.getFrameStamp()));
}
to
if (getDatabasePager())
{
// synchronize changes required by the DatabasePager thread to the scene graph
getDatabasePager()->updateSceneGraph((*updateVisitor.getFrameStamp()));
}
if (getSceneData())
{
updateVisitor.setImageRequestHandler(getImagePager());
getSceneData()->accept(updateVisitor);
}
That is, just swap the positions of two 'if () {...}' segments.
While working on a paged terrain, I need to collect every newly allocated PagedLODs and make them temporarily unrenderable in the next frame, which are all done in a update callback. But I found that these PagedLODs will always be shown before collecting them, because of the unsuitable sequence in Scene::updateSceneGraph(). DatabasePager is synchronized AFTER the user updating traversal, that is, user cannot IMMEDIATELY find out changes made by DatabasePager.
"
functionality and I also modified osgmovie example to support "seek"."
Note from Robert Osfield, changes osgmovie to use '>' for the seek as '+' was already used in a separate submission that had been merged.