* support for NPOT-textures on IOS
* support for FBOs (only renderToTexture for now) on IOS (should work
for other OpenGL ES 1/2 targets, too)
* FileUtils-support for IOS"
Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).
Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."
and from follow email:
"Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
Removed EXT postfix of FrameBufferObject functions, and added support for checking non EXT versions frame buffer object GL functions.
Introduced usage of OSG_GL*_FEATURES to avoid some #if #else #endif code blocks.
Using a submissions from Paul Martz as a guide added perliminary GL3 support to a range of OSG classes
Note from Robert Osfield, I've temporarily re-enabled the old focing of of color and depth attachment to avoid regressions on some OpenGL driver. We'll revist this once
we have a mechanism for controlling this override at runtime.
#define FORCE_COLOR_ATTACHMENT 1
#define FORCE_DEPTH_ATTACHMENT 1
of these methods in src/osgViewer/Renderer.cpp to make sure that the draw thread keeps references to all in scene graph Cameras
that are being used by the drawing threads, to keep the Camera's alive even when the main thread removes these Cameras from the scene graph.
first email:
"in the current implementation of osgUtil::RenderStage::drawInner() method, there is some wrong assumptions made. The problem is, that whenever one does use multisampling functionality, the Blit operation (which suppose to copy the content of multisampled FBO into the usual one) doesn't perform well in some cases.
I've attached a corrected version of the RenderStage. It do just add one line, which enables the multisampled FBO as a readable just before the usual FBO is set as writable. With these corrections the Blit operation performs now correct and allows using of multisampled rendering results further."
second email:
"There was a problem when blitting the multisampled FBO with internal formats. The default internal format of color buffered multisample FBO was GL_RGBA. This has converted the color values whenever the FBO content was copied. I've added couple of lines, which do just enable the multisampled FBO internal format in respect to the attached color texture's internal format. This makes it possible to blit even float valued texture, so make HDR with multisampling possible ;)"
used but never restored to the decimal notation. That made OSG print messages
like the following after some notifications:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
[...]
Scaling image 'brick_side.JPG' from (1b4,24f) to (200,200) <--- Values in hex
because of previous error.
[...]"
* When used PDS RenderStage::runCameraSetUp sets flag that FBO has already stencil,depth buffer attached. Prevents adding next depth buffer.
* Sets correct traits for p-buffer if used PDS and something goes wrong with FBO setup or p-buffer is used directly.
* Adds warning to camera if user add depth/stencil already attached through PDS.
* Sets blitMask when use blit to resolve buffer.
There is also new example with using multisampled FBO."
From Robert Osfield, refactored the FrameBufferObejcts::_drawBuffers set up so that its done
within the setAttachment method to avoid potential threading/execution order issues.
Created a new GraphicsThread subclass from OperationThread which allows the
GraphicsContext specific calls to be moved out of the base OperationThread class.
Updated the rest of the OSG to respect these changes.
I added _preDrawCallback member and neccessary access methods plus modified osgUtil RenderStage.cpp to invoke it before all drawInner calls are made. I tried to maintain symmetry with postDrawCallback but you know better where is a proper place for this call ;-)
"
as osg::GraphicsOperation. Unpdated parts of OSG depending upon these.
Added a virtaul bool valid() method to osg::GraphicsContext to allow apps to
test whether a valid graphis context has been created or not.