the extra capability of making it possible for Observers to assume ownership of a object that would otherwsie be deleted.
Added a thread safe ref_ptr<T> observer_ptr<T>::lock() method for robust access to an observed object. This
makes observer_ptr<> more equivilant to boosts weak_ptr.
Introduced the OSG_NOTIFY_DISABLE Cmake variable + include/osg/Config #define to control whether the OpenSceneGraph build
should disable the notification system completely. By setting OSG_NOTIFY_DISABLE to ON in CMake and then rebuilding the
the OSG you can get a slightly smaller (~1%) and more slightly efficient library which can be good for shipping applications,
but with downside of reduced ability to detect runtime problems and their causes.
From Robert Osfield, I didn't merge the change of parameter type of IntersectKdTree::intersect() as the internal maths is all done in Vec3s. Keeping Vec3 here hasn't effected the test results.
osg::Texture1D classes, for the reason of implementing the I/O
serialization feature. In the Sequence header, I've added some more
convenient functions: setTimeList/getTimeList,
setLoopMode/getLoopMode, setBegin/getBegin, setEnd/getEnd,
setSpeed/getSpeed and setNumRepeats/getNumRepeats.
In the Texture1D header, fixed:
inline void setTextureWidth(int width) const ...
to:
inline void setTextureWidth(int width) ..."
Notes from Robert Osfield, have gone a little further with these changes and have removed some of the original get methods that were out of step with the way the rest of the OSG manages the set/get property pairs.
1) Add getShadowComparison() accessor function to osg::Texture class
2) Modify ReaderWriterTiff::writeTifStream() and _readColor() (in Image.cpp) to handle pixelFormat==GL_DEPTH_COMPONENT as if it were GL_LUMINANCE
3) Modify the Texture classes of the ive and osg plug-ins so that they save/load the following Texture members: _use_shadow_comparison, _shadow_compare_func and _shadow_texture_mode
"
glActiveTexture on every State::apply after more than one texunits have been
used.
This is against 2.9.6 (I think SVN head is the same)
Quick Synopsis:
New functions:
State::applyModeOnTexUnit
State::applyAttributeOnTexUnit
State::applyModeMapOnTexUnit
State::applyAttributeMapOnTexUnit
State::applyModeListOnTexUnit
State::applyAttributeListOnTexUnit
All copies of the normal versions, but they also set the active tex unit if
absolutely necessary (i.e. only if they call something OpenGL).
State::apply (*2)
State::applyTextureAttribute
Changed to call the above functions and no longer call setActiveTextureUnit
themselves.
State::setActiveTextureUnit
Made inline, so the benefit of having applyModeOnTexUnit (etc) inline
is retained.
"
To enable the automatic attachment of the required update callback to call osg::Image::update(..) subclasses from osg::Image will
need to implement the osg::Image::requestUpdateCall() and return true, and implement the osg::Image::update(NodeVisitor*) method to recieve the update call during the update traversal.
DisplaySettings now define COLOR and DEPTH as defaults for implicit buffers. Consequently Camera by default uses the same defaults through USE_DISPLAY_SETTINGS_MASK. However, particular Camera mask can be easily overriden through Camera::setImplicitBufferAttachmentMask method. I hope, that in this way we can have global control over implicit buffer defaults, and we can still retain fine grained control at Camera level.
I have also replaced original unsigned ints used to store masks to signed ints because complier resolves enums as signed integer (I got a number of warnings with unsigned int)."
Most notable the __hpux define stuff. The __hpux__ variant seems to be not
defined which resulted in a compile error at this time. Consequently I have
replaced all occurances of __hpux__ with __hpux. And huge surprise: now osg
plugins are found and loaded correctly ...
The next notable one is the MSVC_IDE fix which makes the nmake Makefiles cmake
generator target behave like the ide one. Showed up because I started to do
scripted builds with nmake instead of devenv...
The rest is the usual bunch of stuff that just happens during normal
coding ..."
Fixed to osg::Texture for GLES support.
Added automatic GLenum mode mappings in osg::PrimitiveSet to provide a fallback for non support glDrawArray/glDrawElement modes.
Added finer gained error checking during StateSet::compile().
Moved the handling of DisplaySettings into Traits constructor.
Added support for s/getGLContextVersion(), s/getGLContextFlags() and s/getGLContextProfileMask() to osg::DisplaySettings.
Added command line and env var support for setting the GLContextVersion, GLContextFlags and GLContextProfileMask to osg::DisplaySettings.
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
Added support for automatic aliasing of vertex, normal, color etc. arrays to Vertex Attribute equivelants.
Added new osg::GLBeginEndAdapter class for runtime conversion from glBegin/glEnd codes to vertex arrray equivelants.
Added automatic shader source conversion from gl_ to osg_ builtins.
It adds new PrimitiveSet constants for the specific geometry shader primitive types :
- LINES_ADJACENCY
- LINE_STRIP_ADJACENCY
- TRIANGLES_ADJACENCY
- TRIANGLE_STRIP_ADJACENCY
It also adds some missing features to the glsl reader plug'in.
"
The Texture Pool can be enabled by setting the env var OSG_TEXTURE_POOL_SIZE=size_in_bytes.
Note, setting a size of 1 will result in the TexturePool allocating the minimum number of
textures it can without having to reuse TextureObjects from within the same frame.
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