The vertical separation not actually displayed as it is set. So some
display the up and down stereo images style will not be correct.
Someone may forget to change the "Horizontal" to "Vertical" after
copying and pasting the code from above HORIZONTAL_SPLIT code segment.
I've attached the file. By replacing the incorrect "Horizontal" to
"Vertical", the bug is gone.
"
occlusion query result is not ready for retrieval when the app tries to
retrieve it. This fix adds an application-level wait loop to ensure the
result is ready for retrieval. This code is not compiled by default; add "-D
FORCE_QUERY_RESULT_AVAILABLE_BEFORE_RETRIEVAL" to get this code.
Full, gory details, to the best of my recollection:
The conditions under which we encountered this issue are as follows: 64-bit
processor, Mac/Linux OS, multiple NVIDIA GPUs, multiple concurrent draw
threads, VRJuggler/SceneView-based viewer, and a scene graph containing
OcclusionQueryNodes. Todd wrote a small test program that produces an almost
instant crash in this environment. We verified the crash does not occur in a
similar environment with a 32-bit processor, but we have not yet tested on
Windows and have not yet tested with osgViewer.
The OpenGL spec states clearly that, if an occlusion query result is not yet
ready, an app can go ahead and attempt to retrieve it, and OpenGL will
simply block until the result is ready. Indeed, this is how
OcclusionQueryNode is written, and this has worked fine on several platforms
and configurations until Todd's test program.
By trial and error and dumb luck, we were able to workaround the crash by
inserting a wait loop that forces the app to only retrieve the query after
OpenGL says it is available. As this should not be required (OpenGL should
do this implicitly, and more efficiently), the wait loop code is not
compiled by default. Developers requiring this work around must explicitly
add "-D FORCE_QUERY_RESULT_AVAILABLE_BEFORE_RETRIEVAL" to the compile
options to include the wait loop."
when applying styles to a Label element the code below runs in a infinite loop.
The reason for this is that nothing increments the Reader "r" in the case when applying a style to label,
so I advance the reader when no match was found.
( To replicate the error apply style to any label)
replaced this:
while(!r.eof()) if(_styles[style]->applyStyle(t, r)) inc = true;
with this:
while(!r.eof())
{
if(_styles[style]->applyStyle(t, r))
inc = true;
else
r.advanceOverCurrentFieldOrBlock();
}
I tested it and it works well for me, I did not find any problems with it.
2. Added style support for Canvas element, event though there is no styles to apply yet.
It is usefull for someone who inherits from Canvas class to develop another element.
If applyStyle(Canvas) does not exist
there is no way to apply style to the element that inherited from Canvas element.
Added virtual
bool applyStyle(Canvas).
and in added call to apply style if the Object is of type Canvas:
StyleManager::_applyStyleToObject(osg::Object* obj, const std::string& style) {
...
else if(!std::string("Canvas").compare(c))
return _coerceAndApply<Canvas>(obj,style,c);
"