bugs in the Carbon-implementation of GraphicsWindow, so here's another
fix for setWindowDecorationImplementation, now updates the
titlebar-height, and fixes some display-issues when switching the
decoration on/off.
"
Stephan: "attached you'll find some modifications to the GraphicsWindow-class and
their platform-dependant implementations.
The problem:
setWindowRectangle and setWindowDecoration do not update the
traits-object, so, if you call setWindowRectangle on a
not-realized-window it will open with another size when realized later.
getWindowRectangle reports possible wrong sizes if setWindowRectangle
called before.
My solution:
split the implementation in two parts:
GraphicsWindow::setWindowRectangle will update its traits-object and
call afterwards the virtual method setWindowRectangleImplementation
(which is implemented by the derived platformspecific classess). For
setWindowDecoration I am useing a similar mechanism.
I hope you'll find the submission useful, the Win32 and X11 changes are
not tested but should work."
Changes to this made by Robert are call of resized in setWindowRectangle
instead of setting of Traits, and use of a bool return type.
changes I made:
+ put a warning in the console if a nonexistant screen is requested
+ add getters for the aglcontext and pixelformat -- I need access to
them in my own code.
"
window.
The win32 implementation is still in its original shape since I have no win32
implementation available.
I have chosen the enum approach for the first cut. That is benefitial since
the user does not need to track creation of mouse cursors for different
windows and displays in presence of multiple viewer windows.
The default set of available mouse shapes is the same set that was available
with glut. That set served many OpenGL applications well, so the hope is that
this is enough.
Even though, that implementation is still extensible:
I have digged out the way SDL defines new mouse cursors and added a still
documented out function prototype in the GraphicsWindow that can be used to
extend the current implemtation for arbitrary mouse shapes. That is not
implemented yet.
I hope that somebody with a win32 test system can catch up that implementation
on win32."
implementation of GraphicsWindow:
- usage of WindowData, you can specify an existing window to use via
osg::Traits
- implementation of setScreenResolution and setScreenRefreshRate
- implementation of setWindowDecoration when window is already created.
There seems to be a bug regarding multiple threads and closing windows,
see my other mail on osg-users.
"
selectively set the pixel format for windows that are inherited, following
some discussions on the mailing list last week.
This is implemented through a new traits flag
(setInheritedWindowPixelFormat) with a default state of false (to avoid
breaking existing applications). When set to true, the pixel format of the
inherited window will be set according to the traits specifications.
"
Most of the code is from the osgviewer application, I have took the fullscreen handler and the threading one, and I have just added a fonctionality to be able to change the screen resolution in windowed mode."
a collegue of mine noticed that on Windows and X11 the modifier state (such as
Alt or Ctrl) would be applied one key press too late: e.g. press & hold Alt,
press a, release Alt, press a, press a would generate the key sequence a,
Alt-a, a instead of Alt-a, a, a.
The problem is also present on Carbon. Moving the call to setModKeyMask in
front of the call to keyPress fixed it for me on Carbon and X11. I suppose
that this will fix the problem for Windows as well."
returned from Viewer::getContexts/getWindows will be the left most window on the lowest screen number.
Added ability for StatsHandler and HelpHandler to support end users setting their
Camera's graphics context.
WinXP / VC8, stereo is working. I also added code to set sampleBuffers
and samples. These cannot yet be properly set, tested (windows only ) by
changing _numMultiSamples in DisplaySettings::setDefaults() and
recompiling."
so I' ve set up a macro that uses the variable name expanded for linking, and test if a variable ${LINK_VAR_NAME}_DEBUG
like OPENTHREADS_LIBRARY_DEBUG exists and in case uses it for linking in debug mode.
I' ve also set up FindOpenThreads to set up these variables.
I had to edit the core libraries CMakeLists to add the calls to the macros used.
I' ve tested under MSVC"
* Fix for the aspect ratio not being properly set when screens have
different aspect ratios.
* Minor fix for makeCurrentImplementation being called directly instead of
makeCurrent() causing the owning thread pointer not being tracked
* Fix for osglauncher so that it sets its update text regions to DYNAMIC to
prevent multi-threading issues.
multithreaded-opengl-engine on os x or not. I set its default to false,
perhaps other os x users can test this setting with their data/apps, to
see if we can enable it by default.
I changed also the borderless-window-type, so expos?works correctly."
The issue was caused by the mutex in the ViewerDoubleBufferRenderingOperation being released even though they were not owned. This was causing the underlying critical section object lock count values becoming negative; the next time the lock was acquired it would block because of that."
> I put this at the end of realizeImplementation; someone with better knowledge
> of Carbon programming may see a more appropriate place for the call.
I moved your code into the ctor of the OSXCarbonWindowingSystemInterface
so it get called only once. Can you test it again, if it works on your side?
I also disabled multithreaded-rendering because it slowed down the
rendering on my machine by a factor of 3. Perhaps we can make it
optional to test it on other machines.
I had some problems implementing pbuffer-support for os x and stopped it
for now until I have more time to investigate the issues.
"
retain objects for several frames before deleting them. Also added RenderStageCache
into CullVistor.cpp that is used for handling RTT osg::Camera's that are being
used in double buffered SceneView usage.
related support into osgViewer::Viewer and osgViewer::StatsHandler.
Added lazy updating of text in StatsHandler HUD to minimize the impact of
slow text updating on observed frame rates.
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView
Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.
Updated various examples and Nodes to use SimulationTime where appropriate.
* Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver)
* Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created.
* Implementation of WindowingSystemInterface::setScreenResolution() method
* Implementation of WindowingSystemInterface::setScreenRefreshRate() method
* Implementation of GraphicsWindow::requestWarpPointer() method
* Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method.
* The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows.
* Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert.
Upcoming features
* Support for moving windows from one screen to another screen seamlessly
* Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class)
* Other miscellaneous items"
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