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.
checking _gl_get_query_objectuiv_arb which is a different function
pointer. Changed to check the function being called.
This is against the subversion trunk."
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
Therefore I have changed all the occurances of atof by asciiToFloat or
asciiToDouble.
I believe that it is safe to do so at least for all the plugins.
Included here are also asciiToFloat conversion of environment variables. One
might argue that these should be locale dependent. But IMO these should be
set and interpreted by osg independent of the current locale.
"
- osg::Texture sets GL_MAX_TEXTURE_LEVEL if image uses fewer mipmaps than
number from computeNumberOfMipmaps (and it works!)
- DDS fix to read only available mipmaps
- DDS fixes to read / save 3D textures with mipmaps ( packing == 1 is
required)
- Few cosmetic DDS modifications and comments to make code cleaner (I hope)
Added _isTextureMaxLevelSupported variable to texture extensions. It
could be removed if OSG requires OpenGL version 1.2 by default.
Added simple ComputeImageSizeInBytes function in DDSReaderWrites. In
my opinion it would be better if similar static method was defined for
Image. Then it could be used not only in DDS but other modules as well (I
noticed that Texture/Texture2D do similar computations).
Also attached is an example test.osg model with DDS without last mipmaps to
demonstrate the problem. When loaded into Viewer with current code and moved
far away, so that cube occupies 4 pixels, cube becomes red due to the issue
I described in earlier post. When you patch DDS reader writer with attched
code but no osg::Texture yet, cube becomes blank (at least on my
Windows/NVidia) When you also merge osg::Texture patch cube will look right
and mipmaps will be correct."
database options like recently added to PagedLOD.
Also there is a change to the traverse method:
The previous ProxyNode checks the VisitorType to be a CULL_VISITOR and the
presence of a request handler to submit a database request.
In contrast to that PagedLOD uses the request handler if it is there - even if
the visitor type is not a cull visitor.
The change removes the cull visitor test from the ProxyNode so that it behaves
like the PagedLOD.
I believe that the presence of a request handler in a visitor might be
sufficient to trigger the requests as this is done in the PagedLOD anyway.
Based on rev 10332."
GL_EXT_framebuffer_blit extension is available. This is due to the early
return from the constructor if this is missing.
As far as I read the standard extension documents, this blit call is not
required to have packed depth stencil fbos.
The change fixes this and allows packed stencil attachments on machines
without the multisample blit command."
constructor issues:
Within the NullStream & NotifyStream classes the base class objects
(ostream) were being initialised before the class member _buffer objects
which they referenced, causing a crash.
I had to move the file scope g_NullStream & g_NotifyStream initialisation
into a function to get them to work.
Also there was a missing osg:: qualifier on getNotifyHandler."
Two implementations of NotifyHandler are currently available:
- StandardNotifyHandler, calls fputs(message, stderr) for severity <= WARN and fputs(message, stdout) for severity > WARN
- WinDebugNotifyHandler, windows users can redirect notifications to windows debug output, notifications can be viewed in output window of the debugger i.e. MSVC or DebugView (http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx) (see screenshot).
I have seen on osg-users that some people do std::cerr.rdbuf(otherStream.rdbuf()) to redirect notifications. This trick will no longer work since osg::notify() returns internal osg::NotifyStream not std::cout or std::cerr. You can use osg::notify().rdbuf(otherStream.rdbuf()) to do this instead.
Additionally I've made some minor fixes:
- Minor imrovements to osg::notify documentation
- NullStream could crash by deleting stream buffer other than default NullStreamBuffer in the destructor i.e. after osg::notify(osg::DEBUG_FP).rdbuf(otherStream.rdbuf())"
Introduced a new callback osgDB::FindFileCallback that overrides the default behavior of findDataFile/findLibraryFile.
Introduced support for assigning ReaderWriter::Options directory to PagedLOD.
Introduced new osgDB::FileLocationCallback for assistancing the DatabasePager to know when a file is hosted on a local or remote file system.
Introduced a new FindFileCallback to Registry to compliement the existing ReadFileCallback and WriteFileCallback.
Added support for assign Find, Read and WriteFileCallbacks to osdDB::Options to enable plugins/applications to override the callbacks just for that
read/write call and any nested file operations
I have attached a fixed file where the traits are checked in the PrimitiveShapeFunctor where appropriate. They are checked for Box, Cone Capsule and Cylinder. These just mirror the checks that were already done in the DrawShapeVisitor.
(another instance where if the ShapeDrawable had just been osg::Geometry, there wouldn't have been a problem... :-) )
I also fixed a small typo in the file in two places ("implementated" --> "implemented")."
-Added copying of shaders and attributes in osg::Program copy constructor.
-Changed StateSet::compare function to compare Uniforms and their
override values. Previously it compared a RefUniformPair."
Also, there was also a small bug in osgDB's CMakeLists.txt that was causing an error when I tested with CMake 2.4.4.
IF(${OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX} STREQUAL "quicktime")
was changed to
IF(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX STREQUAL "quicktime")
"
Node::Node(Node &node, copyop) :
_stateSet(copyop(node.getStateSet()),
It doesn't call the setStateSet method of osg::Node (or osg::Drawable). So the parent
list of the state set is not updated with the new node (drawable)."
On destruction of some static variables, the global referenced mutex is used
to lock access to the parent lists of state attributes, nodes and so on.
This even happens past the mutex is already destroyed.
This change to Referenced.cpp revision 9851 uses the same technique like the
DeleteHandlerPointer already in Referenced.cpp to return an zero pointer for
the global referenced lock if it is already destroyed."
DisplaySettings.cpp: OSG_COMPIlE_CONTEXTS -> OSG_COMPILE_CONTEXTS
AnimtkViewer.cpp: is a 3d poker game client -> is an example for viewing
osgAnimation animations"
It\u2019s a one line change against OSG 2.8.0 (see line 196). I\u2019ve already tested the change, and confirmed it\u2019s fixing the crashes described above."
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.
[...]"
circumstances under which this bug occur are rather specific, but the
basic problem occurs when one translation unit other than libosg.so
constructs an object that is a subclass of osg::Shape and another
translation unit other than libosg.so tries to perform a dynamic_cast or
other RTTI-based operation on that object. Under these circumstances,
the RTTI operation will fail. In my case, the translation units involved
were an application and osgdb_ive.so. The application constructed a
scene graph that included instantiations of subclasses of osg::Shape.
Depending on how the user ran the application, it would write the scene
graph to an IVE file using osgDB::writeNodeFile(). The dynamic_cast
operations in DataOutputStream::writeShape() would fail on the first
subclass of osg::Shape that was encountered. This is because there were
two different RTTI data objects for all osg::Shape subclasses being
compared: one in the application and one in osgdb_ive.so.
The fix for this is simple. We must ensure that at least one member
function of each of the subclasses of the polymorphic type osg::Shape is
compiled into libosg.so so that there is exactly one RTTI object for
that type in libosg.so. Then, all code linking against libosg.so will
use that single RTTI object. The following message from a list archive
sort of explains the issue and the solution:
http://aspn.activestate.com/ASPN/Mail/Message/1688156
While the posting has to do with Boost.Python, the problem applies to
C++ libraries in general."
The fix was to convert the osg::State to use C pointers for the set of applied PerContexProgram objects, and use the osg::Oberver mechanism to avoid dangling pointers for being maintained in osg::State.
methods
getProjectionMatrixAsOrtho()
getProjectionMatrixAsFrustum()
getProjectionMatrixAsPerspective()
getViewMatrixAsLookAt() (2x)
are now const, as they only call const methods of osg::Matrixf/d.
"
returns true if (the extension string is supported or GL version is greater than or equal to a specified version) and
non extension disable is used. This makes it possible to disable extensions that are now
available as parts of the core OpenGL spec.
Updated Texture.cpp is use this method.
VertexBufferObject::compileBuffer().
The offsets of newly added Arrays were not properly
calculated. This submission tries to find a
matching empty slot when the total size of
the VBO has not changed (e.g. when an array
is replaced by another array of the same size).
This fixes the overwriting issue that I showed in my posting
"Bug in VertexBufferObject::compileBuffer" on OSG-Users.
"
unsigned int Image::computeNumComponents(GLenum pixelFormat)
so I added these types to the switch statement:
case(GL_RED_INTEGER_EXT): return 1;
case(GL_GREEN_INTEGER_EXT): return 1;
case(GL_BLUE_INTEGER_EXT): return 1;
case(GL_ALPHA_INTEGER_EXT): return 1;
case(GL_RGB_INTEGER_EXT): return 3;
case(GL_RGBA_INTEGER_EXT): return 4;
case(GL_BGR_INTEGER_EXT): return 3;
case(GL_BGRA_INTEGER_EXT): return 4;
case(GL_LUMINANCE_INTEGER_EXT): return 1;
case(GL_LUMINANCE_ALPHA_INTEGER_EXT): return 2;
That's all... now it computes the number of components and, thus, the image size
correctly."
--------------------------------------------
Descripton:
The patch does provide a new class PixelDataBufferObject which is capable of allocating memory on the GPU side (PBO memory) of arbitrary size. The memory can then further be used to be enabled into read mode (GL_PIXEL_UNPACK_BUFFER_ARB) or in write mode (GL_PIXEL_PACK_BUFFER_ARB). Enabling the buffer into write mode will force the driver to write data from bounded textures into that buffer (i.e. glGetTexImage). Using buffer in read mode give you the possibility to read data from the buffer into a texture with e.g. glTexSubImage or other instuctions. Hence no data is copied over the CPU (host memory), all the operations are done in the GPU memory.
--------------------------------------------
Compatibility:
The new class require the unbindBuffer method from the base class BufferObject to be virtual, which shouldn't break any functionality of already existing classes. Except of this the new class is fully orthogonal to existing one, hence can be safely added into already existing osg system.
--------------------------------------------
Testing:
The new class was tested in the current svn version of osgPPU. I am using the new class to copy data from textures into the PBO and hence provide them to CUDA kernels. Also reading the results back from CUDA is implemented using the provided patch. The given patch gives a possibility of easy interoperability between CUDA and osg (osgPPU ;) )
--------------------------------------------
I think in general it is a better way to derive the PixelBufferObject class from PixelDataBufferObject, since the second one is a generalization of the first one. However this could break the current functionality, hence I haven't implemented it in such a way. However I would push that on a stack of wished osg 3.x features, since this will reflect the OpenGL PBO functionality through the classes better.
"
"To reproduce the bug:
1. Create a template osg::Sequence node (and underlying geometry) but do not attach the node to the current active scenegraph.
2. At some point during the rendering loop (perhaps on a keystroke) clone the sequence node (I use the call:
dynamic_cast<osg::Node*>(templateNode -> clone( osg::CopyOp( (osg::CopyOp::CopyFlags)osg::CopyOp::DEEP_COPY_NODES ) ) )
3. Set the cloned sequence node duration to a value that makes the animation run slower (i.e. 2.0).
4. Start the cloned sequence (using setMode()).
5. Repeat steps 2 \u2013 4 and observe that the cloned sequences do not run slow but run as fast, appearing to ignore the duration that has been set on them.
Looking at the \u2018good documentation\u2019 (2.4 source code), I see that _start is being set to _now (osg::Sequence::setMode(), line 192). Should this not _start not be set to -1.0?"
* 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."
I have not reverted added Compiler options. I assume that one may want to have warnings enabled for the application but may not want to see them while OSG libraries and examples compile.
Modified files:
osg/Export - now explicitly includes osg/Config to make sure OSG_DISABLE_MSVC_WARNINGS is read
osg/Config.in - declares OSG_DISABLE_MSVC_WARNINGS flag to be added to autogenerated osg/Config
CMakeLists.txt - declares OSG_DISABLE_MSVC_WARNINGS as option with default ON setting
"
The fix was to check whether glGetString( GL_VERSION ) returned a null pointer (Ref. svn diff below). The altered src/osg/GLExtensions.cpp is zipped and attached to this email."
set.
The optimization is based on the observation that matrix matrix multiplication
with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a
transform, or scale matrix is only 4^2 operations. Which is a gain of a
*FACTOR*4* for these special cases.
The change implements these special cases, provides a unit test for these
implementation and converts uses of the expensiver dense matrix matrix
routine with the specialized versions.
Depending on the transform nodes in the scenegraph this change gives a
noticable improovement.
For example the osgforest code using the MatrixTransform is about 20% slower
than the same codepath using the PositionAttitudeTransform instead of the
MatrixTransform with this patch applied.
If I remember right, the sse type optimizations did *not* provide a factor 4
improovement. Also these changes are totally independent of any cpu or
instruction set architecture. So I would prefer to have this current kind of
change instead of some hand coded and cpu dependent assembly stuff. If we
need that hand tuned stuff, these can go on top of this changes which must
provide than hand optimized additional variants for the specialized versions
to give a even better result in the end.
An other change included here is a change to rotation matrix from quaterion
code. There is a sqrt call which couold be optimized away. Since we divide in
effect by sqrt(length)*sqrt(length) which is just length ...
"
they are written to disk, either inline or as an external file. Added support for
this in the .ive plugin. Default of WriteHint is NO_PREFERNCE, in which case it's
up to the reader/writer to decide.
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."
New attribute DatabasePager::_expiryFrames sets number of frames a PagedLOD child is kept in memory. The attribute is set with DatabasePager::setExpiryFrames method or OSG_EXPIRY_FRAMES environmental variable.
New attribute PagedLOD::PerRangeData::_
frameNumber contains frame number of last cull traversal.
Children of PagedLOD are expired when time _AND_ number of frames since last cull traversal exceed OSG_EXPIRY_DELAY _AND_ OSG_EXPIRY_FRAMES respectively. By default OSG_EXPIRY_FRAMES = 1 which means that nodes from last cull/rendering
traversal will not be expired even if last cull time exceeds OSG_EXPIRY_DELAY. Setting OSG_EXPIRY_FRAMES = 0 revokes previous behaviour of PagedLOD.
Setting OSG_EXPIRY_FRAMES > 0 fixes problems of children reloading in lazy rendering applications. Required behaviour is achieved by manipulating OSG_EXPIRY_DELAY and OSG_EXPIRY_FRAMES together.
Two interface changes are made:
DatabasePager::updateSceneGraph(double currentFrameTime) is replaced by DatabasePager::updateSceneGraph(const osg::FrameStamp &frameStamp). The previous method is in #if 0 clause in the header file. Robert, decide if You want to include it.
PagedLOD::removeExpiredChildren(double expiryTime, NodeList &removedChildren) is deprecated (warning is printed), when subclassing use PagedLOD::removeExpiredChildren(double expiryTime, int expiryFrame, NodeList &removedChildren) instead. "
/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp: In member function `virtual void osg::ElementBufferObject::compileBuffer(osg::State&) const':
/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp:600: warning: cast to pointer from integer of different size"
MemoryBarrier() is used in the implementation, so it should be checked.
This in effect disables the faster atomic ops on msvc 7.1 and older, even if
only the MemoryBarrier() call is missing. But it ensures for the fist cut
that it will build everywhere. If somebody cares for msvc 7.1 enough and has
one for testing installed, he might provide the apropriate defines to guard
that MemoryBarrier() call.
I tested that msvc8 32/64bit still passes the configure tests and compiles.
"
implementation of the atomic increment and decrement into a implementation
file.
This way inlining and compiler optimization can no longer happen for these
implementations, but it fixes compilation on win32 msvc targets. I expect
that this is still faster than with with mutexes.
Also the i386 gcc target gets atomic operations with this patch. By using an
implementation file we can guarantee that we have the right compiler flags
available."
via StateSet::setNestedRenderBin(bool) whether the new RenderBin should be nested
with the existing RenderBin, or be nested with the enclosing RenderStage.
I added a call to allocateDataArray() if rhs has (at least) one valid array, which should allocate the right array according to the type. Since the type was copied from rhs, it should create the same array as rhs has, so then it should copy the data in the following lines.
"
is based on suggested fix from Marco for fixing a crash due to lack of
thread safety in std::ofstream("/dev/null"); The fix is to use a custom stream
buffer that just discards all data. The implementation is also twice as fast
as the old /dev/null based approach.
nvidia 6 months ago and the issue is still "in progress". I've given up
waiting for them!
Platform - various Intel Windows XP SP2 PCs with various nvidia cards
including GeForce 8800 GTS and Quadro FX 4500, and various driver
versions including the latest WHQL 175.16.
I investigated your concerns about glGenerateMipmapEXT being slower than
GL_GENERATE_MIPMAP_SGIS, and for power-of-two textures, to my surprise
it is. For a 512*512 texture, glGenerateMipmapEXT takes on average 10ms,
while GL_GENERATE_MIPMAP_SGIS takes on average 6ms. Therefore I have
modified the code to only use glGenerateMipmapEXT if the texture has a
non-power-of-two width or height. I am resubmitting all the files
previously submitted (only "Texture.cpp" has significant changes since
my previous submission, I've also replaced tabs with spaces in
"Texture").
"
GL_GENERATE_MIPMAP_SGIS is very slow (over half a second for a 720*576
texture). However, glGenerateMipmapEXT() performs well (16ms for the
same texture), so I have modified the attached files to use
Texture::generateMipmap() if glGenerateMipmapEXT is supported, instead
of enabling & disabling GL_GENERATE_MIPMAP_SGIS."
Notes, from Robert Osfield, I've tested the out of the previous path using
GL_GENERATE_MIPMAP_SGIS and non power of two textures on NVidia 7800GT and
Nvidia linux drivers with the image size 720x576 and only get compile times
of 56ms, so the above half second speed looks to be a driver bug. With
Muchael's changes the cost goes done to less than 5ms, so it's certainly
an effective change, even given that Michael's poor expereiences with
GL_GENERATE_MIP_SGIS do look to be a driver bug.
- Solves issues of loading image data into the texture memory
- Print a warning if images are of different dimensions or have different internal formats (GL specification requires images to be the same)
Patch is tested and seems to work fine. It shouldn't break any other functionality. It should go into include/osg and src/osg
"
multi-threaded paging, where the Pager manages threads of reading local
and http files via seperate threads. This makes it possible to smoothly
browse large databases where parts of the data are locally cached while
others are on a remote server. Previously with this type of dataset
the pager would stall all paging while http requests were being served,
even when parts of the models are still loadable virtue of being in the
local cache.
Also as part of the refactoring the DatabaseRequest are now stored in the
ProxyNode/PagedLOD nodes to facilitate quite updating in the cull traversal,
with the new code avoiding mutex locks and searches. Previous on big
databases the overhead involved in make database requests could accumulate
to a point where it'd cause the cull traversal to break frame. The overhead
now is negligable.
Finally OSG_FILE_CACHE support has been moved from the curl plugin into
the DatabasePager. Eventually this functionality will be moved out into
osgDB for more general usage.
From Robert Osfield, refactored the FrameBufferObejcts::_drawBuffers set up so that its done
within the setAttachment method to avoid potential threading/execution order issues.
Introduced code in BoundgingSphere, BoundingBox, ProxyNode and LOD to utilise the above settings.
Added Matrix::value_type, Plane::value_type, BoundingSphere::value_type and BoundingBox::value_type command line
options that report where the types of floats or doubles.
and a new scheme for computing the scaling when using autoscale that introduces smooth
transitions to the scaling of the subgraph so that it looks more natural.
The win32 pbuffer implementation returned an error unless both the
WGL_ARB_pbuffer and the WGL_ARB_render_texture functions were present.
This was too restrictive, as a pbuffer can usefully be created without
render-to-texture, e.g. for use with glReadPixels. The osg 1.2/Producer
pbuffers worked without RTT, and osgUtil::RenderStage has all the code to
handle both RTT and non-RTT pbuffers, doing a read and copy in the
latter case.
With these changes I have successfully tested the osgprerender example
on a graphics card which supports RTT, and one which doesn't. Plus
tested in my own application.
In order to aid diagnostics I have also added more function status
return checks, and associated error messages. I have included the win32
error text in all error messages output. And there were some errors
with multi-threaded handling of "bind to texture" and a temporary window
context which I have corrected.
These is one (pre-existing) problem with multi-threaded use of pbuffers
in osgViewer & osgprerender, which I have not been able to fix. A win32
device context (HDC) can only be destroyed from the thread that created
it. The pbuffers for pre-render cameras are created in
osgUtil::RenderStage::runCameraSetUp, from the draw thread. But
closeImplementation is normally invoked from the destructor in the main
application thread. With the additional error messages I have added,
osgprerender will now output a couple of warnings from
osgViewer::PixelBufferWin32::closeImplementation() at exit, after
running multi-threaded on windows. I think that is a good thing, to
highlight the problem. I looked into fixing it in osgViewer::Renderer &
osgUtil::RenderStage, but it was too involved for me. My own
application requirements are only single-threaded.
Unrelated fix - an uninitialised variable in
osg::GraphicsThread::FlushDeletedGLObjectsOperation().
"
there is a bug. The header file do specify something
like this:
FrameBufferAttachment(Texture3D* target, int zoffset,
int level = 0);
However in the .cpp file we have:
FrameBufferAttachment::FrameBufferAttachment(Texture3D*
target, int level, int zoffset)
Which means that the meaning of level and zoffset is
interchanged.
The file with the corrected line is attached. Should
go into src/osg/
"
pbuffer functions or exactly ask for the extensions we need to call the
apropriate glx extension functions for and around pbuffers extensions.
The glx 1.3 version of this functios are prefered. If this is not pressent we
are looking for the glx extensions and check for them.
Prevously we just used some mix of the glx 1.3 functions or the extension
functions without making sure that this extension is present.
"
use of parameter GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS which is only part
of the standard from 2.0 onwards. I've updated src/osg/State.cpp, so
that it attempts to be more rigorous regarding OpenGL version and
extension checking."
node has already been erased from the node list, causing childRemoved to be
performed on the consecutive node.
Lines 180 and 182 are swapped in the attached Group.cpp.
"
to STOP. Subsequently, you can restart it from the beginning by
setting the mode to START. This does not work as expected. The _now
time is not updated while the mode is STOP, which causes the items in
the sequence to flash by very quickly when the mode is set to START.
For example, if the mode was set to STOP and left that way for 30
seconds, and there are 10 items in the sequence, when the mode is set
to START all the items will flash by (in 3 loops) while the _now time
catches up with the real time, and then the sequence will go on at the
rate it should.
This is a simple fix for that, which updates the _now time regardless
of the mode the sequence is in."
osg::Capsule subclass of osg::Shape in an osg::ShapeDrawable. Other
shapes worked fine. So I have fixed this. Code attached.
My modification is in the PrimitiveShapeVisitor, and is based on the
DrawShapeVisitor - I added methods called createCylinderBody and
createHalfSphere, and used them in apply(Cylinder&) and
apply(Capsule&). In my testing they work fine, tested even with
transforms and moving around the scene.
"
creating subclasses of osg::Array that referenced data
stored an application's internal data structures. I took
a stab at implementing that and ran into a couple of
downcasts in Geometry.cpp. Enclosed is my take at fixing
those along with a simple example of how to do this."
Previously the complete StateSet was cleared, even the non clipping releted
state attributes and modes in this stateset on a call to
setLocalSetateSetModes.
With this change only those modes/attributes are changed that need to be
changed. That is, if a clip plane is removed from the ClipNode, only this
assiciated mode is removed from the state set, instead of throwing away the
whole state set.
In this way we have less surprising results if the state set of a clip node is
used for more state than just the clip state.
"
StateSet::removeAssociatedModes(const StateAttribute*)
and a
StateSet::removeAssociatedTextureModes(unsigned, const StateAttribute*)
call. These funktions are just missing for a complete api IMO."
case is the more tested case, and therefore it is correct to set
_supportsVertexBufferObjects to the same value as _fastPath. So here's a
change that does the same thing for the env var case."
highlighted problems with Light, ClipPlane and Hint usage in osg::State's usage of cloneType
and reassignment of target/num in StateSet/these StateAttributes.
two lines has to be included into the Image.cpp in the
computeNumComponents(...) method:
case(GL_RGBA16F_ARB): return 4;
case(GL_RGBA32F_ARB): return 4;"
It does not like that the prototype of ClipNode::setStateSetModes() differs
from implementation of that function in the constness of the second
parameter.
On SunOS it compiles fine, but I get link errors when the variant that is
declared in the header is referenced.
The attached src/osg/ClipNode.cpp file removes the const qualifier from the
implementation to match exactly the prototype in the header file.
The file is based on revision 7386 as of today.
"
- GL2Extensions, Program and Program.cpp
Features:
- Support for fragment output binding. (e.g. You can now specify in the fragment shader varying out vec3 fragOut; fragOut = vec3(1,0,1); to write to the fragOut variable. In your program you call glBindFragDataLocation(program, 1, "fragOut") to bind the fragOut variable with the MRT 1 - GL_COLOR_ATTACHMENT1_EXT)
- new methods Program::add/removeBindFragDataLocation Program::getFragDataBindingList
"
- Implementation of integer textures as in EXT_texture_integer
- setBorderColor(Vec4) changed to setBorderColor(Vec4d) to pass double values
as border color. (Probably we have to provide an overloading function to
still support Vec4f ?)
- new method Texture::getInternalFormatType() added. Gives information if the
internal format normalized, float, signed integer or unsigned integer. Can
help people to write better code ;-)
"
Futher changes to this submission by Robert Osfield, changed the dirty mipmap
flag into a buffer_value<> vector to ensure safe handling of multiple contexts.
local function pointer to avoid compiler warnings related to case void*.
Moved various OSG classes across to using setGLExtensions instead of getGLExtensions,
and changed them to use typedef declarations in the headers rather than casts in
the .cpp.
Updated wrappers
"A new texture class Texture2DArray derived from
Texture extends the osg to support the new
EXT_texture_array extensions. Texture arrays provides
a feature for people interesting in GPGPU programming.
Faetures and changes:
- Full support for layered 2D textures.
- New uniform types were added (sampler2DArray)
- FrameBufferObject implementation were changed to
support attaching of 2D array textures to the
framebuffer
- StateSet was slightly changed to support texture
arrays. NOTE: array textures can not be used in fixed
function pipeline. Thus using the layered texture as a
statemode for a Drawable produce invalid enumerant
OpenGL errors.
- Image class was extended to support handling of
array textures
Tests:
I have used this class as a new feature of my
application. It works for me without problems (Note:
Texture arrays were introduced only for shading
languages and not for fixed function pipelines!!!).
RTT with Texture2DArray works, as I have tested them
as texture targets for a camera with 6 layers/faces
(i.e. replacement for cube maps). I am using the array
textures in shader programming. Array textures can be
attached to the FBO and used as input and as output."
stereo format to work. It's a good thing I tested these on a TV
before submitting them since I did indeed have a bug. One thing I
did not test was to see how this would work in windowed mode. Does
the interlaced stereo code have support for 'absolute' positions?
For example a given pixel on the screen is always shown in a given
eye no matter where the graphics context is placed?
"
to the view to be done during syncronous updateTraversal().
This feature can be used for doing things like merging subgraphs that have been loaded
in a background thread.
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.
Added and cleaned up DeleteHandler calls in osgViewer to help avoid crashes on exit.
Changed DatabasePager across to dynamically checcking osg::getCompileContext(..)
Updated wrappers.
is not the usual OpenGL BOTTOM_LEFT orientation, but with the origin TOP_LEFT. This
allows geometry setup code to flip the t tex coord to render the movie the correct way up.
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 ;-)
"
setActiveTextureUnit methods of osg::State so they return false if the
texture unit is outside the range of allowable units for the driver.
Currently, the functions would return true even if the units are
invalid. This would cause the osg::State to become out of sync with
the actual driver state, which can cause some bugs in certain cases.
The change I made would verify that the unit passed to
setClientActiveTextureUnit is below GL_MAX_TEXTURE_COORDS, and the
unit passed to setActiveTextureUnit is below
max(GL_MAX_TEXTURE_COORDS,GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS). I
modeled this behavior from the OpenGL docs for these commands which
can be found here:
http://www.opengl.org/sdk/docs/man/xhtml/glClientActiveTexture.xmlhttp://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
"
"Attached are updates of src/osg/Sequence.spp and include/osg/Sequence.
I've taken _sbegin/_send/_ubegin/_uend and _step our of the include file
and made them local variables in whatever method might need them.
I got rid of the _recalculate method as it was only getting used in
one place.
I also found a cut/paste bug in setMode's START case."
Note from Robert Osfield, Also includes some guards against crashes that was occuring in this new
code when handling empty Sequences.
it to be assigned as a vertex attribute array to an osg::Geometry.
Removed the osgTerrain::ArrayLayer as its no longer required thanks to the above change
which makes the osgTerrain::HeightFieldLayer more flexible.
Updated wrappers
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"