This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
lists when drawing lots of batches and noticed that my program
generated a lot of unneeded glClientActiveTexture calls. Digging
deeper I found out it came from State::disableTexCoordPointer where
the function would call glClientActiveTexture but not
glDisableClientState because the geometry didn't have texture
coordinates for that channel. This is because in our scene there are
some geometries that have move than one uv channels making
State::_texCoordArrayList grow. Then the method
State::applyDisablingOfVertexAttributes() will call
disableTexCoordPointer multiple times.
I rearrange the method a little to combat this. Now the logic has the
same ordering as disableTexCoordPointersAboveAndIncluding which
already combats this."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14508 16af8721-9629-0410-8352-f15c8da7e697
The State::AppliedProgramObjectSet wasn't ever being used actively in the current rev of the OSG so populating and clearing was no longer neccessary, allowing the code to be removed completely.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14377 16af8721-9629-0410-8352-f15c8da7e697
To select standard OpenGL 1/2 build with full backwards and forwards comtability use:
./configure
make
OR
./configure -DOPENGL_PROFILE=GL2
To select OpenGL 3 core profile build using GL3/gl3.h header:
./configure -DOPENGL_PROFILE=GL3
To select OpenGL Arb core profile build using GL/glcorearb.h header:
./configure -DOPENGL_PROFILE=GLCORE
To select OpenGL ES 1.1 profile use:
./configure -DOPENGL_PROFILE=GLES1
To select OpenGL ES 2 profile use:
./configure -DOPENGL_PROFILE=GLES2
Using OPENGL_PROFILE will select all the appropriate features required so no other settings in cmake will need to be adjusted.
The new configuration options are stored in the include/osg/OpenGL header that deprecates the old include/osg/GL header.
To make easier "lazy apply" on the customer OpenGL shaders, the easiest way was to add an accessor to current OSG state's UniformMap.
I've also added accessors for modes and texture, since it could be usefull in the same way.
All methods are const, so I think there is no side-effects."
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)"
http://forum.openscenegraph.org/viewtopic.php?t=7285
This file adds the same string API wrapper to the State object for other older apps that
track Uniforms by string. The original comment about performance is preserved."
hpux. I have skipped irix this time as irix is too dead to keep osg building
there.
As usual, solaris does not like member templates in stl containers.
Some headers missing and link problems due to missing libraries."
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..."
Changes to Tim's submission by Robert: Removal of need for swap buffer callback in ViewerBase.cpp, by
integrating a osg::State::frameCompleted() method that does the stats timing collection. Introduction of a
GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and
the swap buffers callback or the swapImplementation as required.
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
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.
"