Simplfifer::ContinueSimplificationCallback to be able to decide whether up or downsampling is required,
removing the previous hardwards reliance on getSampleRatio<1.0.
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.
To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:
bool addChild(Node* child); // old method which can only be used with a Node*
tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method
These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
This submission adds shared array duplication (and moves the SharedArrayOptimizer declaration in MeshOptimizer to make it callable from the SmoothingVisitor)."
Submitted by Marc Helbling.
Edited by Robet Osfield to retain the usual OSG coding style.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14639 16af8721-9629-0410-8352-f15c8da7e697
* it sorts primitives to keep "more complex" primitives first; maybe you'll prefer to have this as an option (but usually it should make more sense to pre-transform triangles before e.g. lines)
* currently, the visitor rely on TriangleIndexFunctor and does not take care of points and lines (see https://github.com/openscenegraph/osg/blob/master/include/osg/TriangleIndexFunctor#L124-130). This can lead to issues e.g. if you store the wireframe lines along with some triangles: the triangles will be reindexed but not the line. I've therefore added osg/include/TriangleLinePointIndexFunctor to index triangles, lines and points and derived VertexReorder from this class.
* to avoid issues, shared arrays are duplicated. However, in some cases (e.g. an UV channel shared in the geometry only) this is not required. I'm adding a SharedArrayOptimizer to optimize this: it looks for duplicated UVs before the array duplication and deduplicate arrays after.
"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14603 16af8721-9629-0410-8352-f15c8da7e697
I've removed the references to DrawArrays as we should no longer produce any.
Note that:
* as the name suggest, it only works for triangle strips but could probably be easily extended to quads
* the resulting primitive is not highly optimized; we could probably sort the strips in order to minimize the number of primitive restart
* as we may merge DrawElementsUInt and DrawElementUShort, the code will only generate DrawElementsUInt"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14602 16af8721-9629-0410-8352-f15c8da7e697
- Added apply(Drawable) and apply(Geometry) to NodeVisitor
- Added accept(NodeVisitor) method to Drawable/Geometry
- Added traverse(NodeVisitor) to Geode which calls accept(NodeVisitor) on all Drawables
- Updated CullVisitor to use new apply(Drawable) to handle drawables. The apply(Billboard) method still manually handles the drawables since it is depends on the billboard settings. I needed to disable the traverse within billboard to prevent duplicate traversal of drawables.
- Update other osgUtil node visitors (GLObjectsVisitor, IncrementalCompileOperation, ..) to use new apply(Drawable) method.
"
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."
osgViewer::Renderer doesn't use these enum settings so now no longer has a calls StateSet::clear() or StateSet::setGlobalDefaults() on the osg::Camera's StateSet. Previously these were being
called and breaking the ability to attached state to Camera's StateSet.
The initialisation of glu low level tessellator is done in osgUtil::Tessellator::beginTessellation()
This function is not virtual, preventing any customization of the tesselation.
In particular, there in an option in glu tesselator that force the generated primitives to be triangles and that I'd like to use (GLU_TESS_EDGE_FLAG).
"
"I've made a few changes to osgUtil::PolytopeIntersector so that it
actually uses double precision floating point numbers everywhere (as
long as OSG_USE_FLOAT_PLANE is not defined).
I needed double precision intersections in a project I am working on.
These changes fixed the problems I was having -- this is all testing I
have done.
Notice that I have changed
osgUtil::PolytopeIntersector::Intersection's members to use doubles
(osg::Vec3d, instead of osg::Vec3). I could have added #ifdef's there
too, but I think it is better to not change the types of stuff in the
public interface depending on some preprocessor definition.
The modified files are attached. A diff also follows, for those who like it."
With the following changes from Robert Osfield:
"I've just reviewed your changes and have just tweaked them a little to
streamline them. What I have done in the PolytopeIntersector header
is add:
typedef osg::Plane::Vec3_type Vec3_type;
And then use this typedef in the definition of the vertices rather
then Vec3d as you did. Next changes were to PolytopeInteresector.cpp
where to the PolytopeIntersectorUtils defintions of the Vec3_type, and
value_type which now simply read:
typedef osg::Plane::Vec3_type Vec3_type;
typedef Vec3_type::value_type value_type;
This way I was able to complete avoid any if def's and have essential
the same implementation as you achieved. Changes now checked into
svn/trunk."
retessellatePolygons was applying the winding and boundary option.
Moved the gluTessProperty calls into beginTessellation().
There's a comment typo fix, removing an unused VertexPointList
typedef, and allocates one _tobj instead of one per tesellation.
Protections were added to check that _tobj was allocated in the few
remaining places it wasn't being checked.
---
On a side note, I would like to avoid the 'new Vec3d' in
Tessellator::addVertex for each call to
gluTessVertex(tess, location, data).
The RedBook leaves it ambiguous if the location pointer must
remain valid after gluTessVertex or not.
http://www.opengl.org/sdk/docs/man/xhtml/gluTessVertex.xml
says that changing location is not safe, so being conservative, I'll
leave it as is, even though the Mesa GLU library copies the data not
the pointer, so it is currently safe."
- apply() and reset() methods made virtual to allow overriding
- added apply(StateSet&) to make more easier to gather StateAttribute
statistics in user-derived classes
"
Added COMPUTE_NEAR_FAR_USING_PRIMITIVES option that provides the original functionality where only the near plane
is computed in a fine grained way, with the far plane being computed simply from bound volumes.
CID 11828: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member distance is not initialized in this constructor nor in any functions that it calls.
Non-static class member maxDistance is not initialized in this constructor nor in any functions that it calls.
Non-static class member numIntersectionPoints is not initialized in this constructor nor in any functions that it calls.
Non-static class member primitiveIndex is not initialized in this constructor nor in any functions that it calls.
disable pragmas that turn off specific warnings for MSVC.
Unfortunately it's presence is only checked in osg/Export header,
making other Export headers disable warnings no matter what, which is
kind of incoherent.
My fix adds #include <osg/Config> to every Export header. I've also
unified checking whether to disable warnings to current osg/Export
way:
#if defined(_MSC_VER) && defined(OSG_DISABLE_MSVC_WARNINGS).
Attachment contains all changed Export files in their original locations."
- Algorithm doesn't try to merge double and single precision arrays together
- Algorithm doesn't try to merge incompatible geometries (ex: one with "vertices + texoords", and another with only vertices)
2. Better TextureAtlasBuilder
Algorithm is still sub-optimal, but it now tries to fill more blanks, using "unused space in the current line".
(Don't know if I already submitted it, but I guess not)
One day, someone should try to find a good solution to this NP-problem... For instance : http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.140.200&rep=rep1&type=pdf
"
to download the texture object to graphics card.
Calling IncrementalCompileOperation::assignForceTextureDownloadGeometry() assigns a geometry
to the job.
changed extensions from .c to .cpp and got compiling as C files as part of the osg core library.
Updated and cleaned up the rest of the OSG to use the new internal GLU.
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
of these methods in src/osgViewer/Renderer.cpp to make sure that the draw thread keeps references to all in scene graph Cameras
that are being used by the drawing threads, to keep the Camera's alive even when the main thread removes these Cameras from the scene graph.