available. But this just checks if the fbo functions can be called.
It doesn't check if the OpenGL renderer supports fbos. For indirect
rendering on linux the client side capability may be different from
the display server, which can lead to mipmapped textures failing to
render. I've added a fbo extension check.
"
I've also checked the modified files still build ok with other
compilers (Linux gcc, Windows Visual Studio).
osgDB/OutputStream.cpp and osgPlugins/lws/SceneLoader.cpp require
stdlib.h for atoi use.
In osg/Uniform.cpp the compiler complains that base_class is unknown
unless I add a class name qualifier.
Not a build fix, but I spotted a typo in osgUtil/SceneView."
Provided are lua, python and V8 (for javascript) plugins that just open up enough of a link to the respective libs to run a script, there is no scene graph <-> script communication in current implementation.
But for glPrograms, in order to get all osg's uniform management system to work, I had to subclass osg::program::PerContextProgram.
Here is a modified version of this class, which add some "virtual" method to allow easy subclassing."
"The idea of this new OpenGL feature is :
- set RestartIndex = "n"
- draw elements strip
-> when the index is "n", the strip is "stopped" and restarted
It's very usefull for drawing tiles with a single strip and a "restart" at the end of each row.
The idea a an OSG StateAttribute is :
Usually we use to build geometry from code, because software modelers rarely support it (and 3d file formats doesn't support it) :
-RootNode <= "PrimitiveRestartIndex=0" // So now, we know that our restart index is 0 for all drawables under this node
|
- Drawable 1 : triangles => as usual
|
- Drawable 2 : triangles strip => as usual
|
- Drawable 3 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
|
- Drawable 4 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
|
- Drawable 5 : triangles strip => as usual
With a StateAttribute, it's easy for the developper to say "0 will be my restart index for all this object" and then activate the mode only on some nodes.
The main problem is if you set and restart index value which is not included in the vertex array (for exemple set restart index = 100 but you have only 50 vertex). There is no problem with OpenGL, but some OSG algorithms will try to access the vertex[100] and will segfault.
To solve this, I think there is two ways :
1/ add restart index in osg::PrimitiveSet and use this value in all algorithms. It's a lot of work, maybe dangerous, and it concern only a few situations : developpers who use this extension should be aware of advanced OpenGL (and OSG) data management
2/ use a StateAttribute, and choose a "correct" restart index. In my applications, I always use "0" as a restart index and duplicate the first vertex (vertex[0] = vertex[1]). So there is no difference for OpenGL and all OSG algorithms works properly.
"
"The attached file contains:
- a per-context read counter in GLBufferObject::BufferEntry
- a global client counter in BufferData
- the glue between Texture* and Image client counter
"
I think this is necessary on OpenGL 3.2+ since this is no more "default" locations in the OpenGL specs.
The default behaviour stay the same.
There is a few new methods on osg::State :
- resetVertexAttributeAlias : reset all vertex alias to osg's default ones
- set**Alias : set a vertex attribute alias configuration
- setAttributeBindingList : set the attribute binding list (allow to specify an empty list if you're using "layout" qualifier in glsl code to specify the bindings. This save some CPU operations)"
New methods osg::Geometry::containsDeprecatedData() and osg::Geometry::fixDeprecatedData() provide a means for converting geometries that still use the array indices and BIND_PER_PRIMITIVE across to complient
versions.
Cleaned up the rest of the OSG where use of array indices and BIND_PER_PRIMITIVE were accessed or used.