Added new WindowSystemInterface::setDisplaySettings() method to provide a mechanism for passing settings onto the WindowSystemInterface so it can then set up the system appropriately.
Added assignment of the DisplaySettings to the WindowSystemInterface in Viewer/ComppsiteViewer::realize().
set to "SCENE" in the file header. But if the file is stored and
then extracted again from an osga archive this header info is lost,
and the resulting file is just an "OBJECT". Possibly other plugin
operations would have the same effect. The osgt/osgb plugin won't
then return the scenegraph contents.
I have updated the osgt/osgb plugin to return a node from an "OBJECT"
file."
But the nested stream implementation for osga archive files doesn't
support seeking. So osgb files can't currently be used in an osga
archive e.g. if osgdem is used to output a osgb format database it
can't be packaged in an archive file, in the same manner that ive
files could.
I've added seek support to the osga nested stream implementation."
include(${CMAKE_MODULE_PATH}/FindPackageHandleStandardArgs.cmake)
in CMakeModules/FindLua52.cmake
changing to a more common
include(FindPackageHandleStandardArgs)
solves my problem."
* fixed a bug with multi-touch and touch-id-generation on iOS and OS X. (will fix a bug reported by Colin Cochran, without ditching the existing logic)
* removed unnecessary warning-flagss when generating xcode-projects via cmake, will enable the usage of OSG_AGGRESSIVE_WARNING_FLAGS
* added support for 10.9 (OS X)
* new cmake-variable: IPHONE_VERSION_MIN, this will set the deployment-target (previously hard-coded) If you set the IPHONE_VERSION_MIN to something like 7.0 osg gets compiled also for 64bit (amd64)
* cmake defaults now to the clang compiler if IPHONE_VERSION_MIN > 4.2
* cmake now sets some xcode-settings so the compiler uses the c++98-standard (clang defaults to c++11, w/o this I got a lot of linking errors)
* removed include-dir for avfoundation-plugin as not needed on OSX/IOS.
* enhanced the ios-example, will now show multitouch-information on a hud (similar to the osgmultitouch-example), and more importantly, will compile + link out of the box
* small enhancements for the osc-device-plugin (send only one msg for MOVE/DRAG, even if multiple msgs/event is enabled)
* better memory-handling for the zeroconf-plugin
* fixed a possible bug in the rest-http-plugin when receiving mouse-events.
* incorporated a fix from Colin Cochran "forwarded touch events are not transformed into the GL UIView“
"
the wrappers it contains. The registration creates a prototype
object for all of the wrapped classes. For some of the higher-level
classes this can be a bit heavy.
I noticed a problem with a model which required a single class from
osgSim. When osgdb_serializers_osgsim.so was loaded it registered
wrappers and created prototype objects for all of the osgSim classes,
including osgSim::ScalarBar. The constructor for that class creates
several drawables, and loads arial.ttf using the freetype plugin. I
don't need that, and don't even ship the font or plugin with my
application, resulting in an unexplained warning message loading
the model.
I've modified the ObjectWrapper class to defer the prototype object
creation until if & when actually required."
required to build newever OSG on this OS. Also corrects file name
in the error message - I was confused not to find OSCHostEndianness.h
after I've got this error.
Tested by successfully building OSG 3.2.0 with this patch on FreeBSD
9.1."
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."
loading multiple VRML files in parallel. Christopher R. Baker has
detected this bug and crafted a patch. In addition, libcoin has to be
also built with the "--enable-threadsafe" option.
I copy here his report, extracted from
(https://bugs.launchpad.net/ubuntu/+source/openscenegraph/+bug/1211993)
and attach his fix. All credit is due to him:
«
There are three instances of a classical method-local-static
multithreaded initialization bug in the Inventor plugin for OSG that
trigger various memory faults when reading multiple VRML files in
parallel via osgDB::readNodeFile. These bugs are of the form:
static std::map<Stuff,OtherStuff> myHandyMap;
static bool once = true;
if(once) { ...fill myHandyMap; once = false }
... use myHandyMap;
To repeat: try loading multiple VRML files from multiple threads. The
liklihood of the bug depends on many factors, but my application, which
parallel-loads some dozens of small (<100K) VRML files on startup,
triggers this problem 25% of the time or more.
The attached patch (inventor-plugin-multithread.patch) rectifies this
problem by:
1 - Inheriting MyHandyMap from std::map, then
2 - Moving the map initialization into the derived constructor, which
3 - Is intrinsically protected from multithread issues by g++ (and is
part of the C++ standard), unless you pass -fno-threadsafe-statics,
which is strongly discouraged by the man page.
»
"
The delay between the 2 types of messages is more noticeable on Windows 8 and leads to serious disruptions in our application.
Mouse messages generated by touch input are only present for legacy support. I think they should be filtered out by OSG (real click events originating from a physical mouse will of course still go through).
This is what this patch does, according to this suggestion: http://msdn.microsoft.com/en-us/library/dd693088%28v=VS.85%29.aspx (third issue in this page)."