does not process I/O for osg::Light. Now I have fixed it as follows:
2. In DataInputStream.cpp, I add support code in DataInputStream::readStateAttribute
for osg::Light.
3. In DataOutputStream.cpp, I add support code in DataOutputStream::writeStateAttribute
for osg::Light.
"
and Text3D, FadeText inout :
1. in DataInputStream.cpp, add 1286--1293 lines;
2. in Text.cpp, add some code for text's Backdrop setting;
3. in IveVersion.h, add line 39, increase the VERSION to VERSION_028(line 41)
4. in ReadWrite.h, add line 146,147
5. add file FadeText.h, FadeText.cpp, Text3D.h, Text3D.cpp."
"1. Location: <OSG_SOURCE_ROOT>\src\osgPlugins\osg\Fog.cpp
Reason: ".osg" writter plugins output incorrected string for osg::Fog's Mode.
How to Fix:
Line 138 in Fog.cpp: case(Fog::LINEAR): return "NERVER";
Change to: case(Fog::LINEAR): return "LINEAR";
2. Location: <OSG_SOURCE_ROOT>\src\osgPlugins\ive\
Reason: ".ive" writter plugins missing to process "osg::Fog".
How to Fix:
(1). Line 86 in ReadWrite.h:
Add: #define IVEFOG 0x00001133
(2). In CMakeLists.txt
"SET(TARGET_SRC" section Add: Fog.cpp
"SET(TARGET_H" section Add: Fog.h
(3). In DataInputStream.cpp
Line 54,Add: #include "Fog.h"
Line 1185,Add: else if(attributeID == IVEFOG){
attribute = new osg::Fog();
((ive::Fog*)(attribute))->read(this);
}
(4). In DataOutputStream.cpp
Line 57,Add: #include "Fog.h"
Line 832,Add: // This is a Fog
else if(dynamic_cast<const osg::Fog*>(attribute)){
((ive::Fog*)(attribute))->write(this);
}
(5). Add newly created ive::Fog Object in Fog.h and Fog.cpp.
"
some of the files, the function readInt() would return
a 0 size. While linux will happily continue on,
creating 0 sized arrays, Windows immediately
blows up, with sparks sometimes flying out the
side of the machine!
I added a simple check for zero size in
each of the functions that allocates arrays
based on the size variable, and I thought
I'd pass it along. Now the program will
not die if it encounters an ive file with bad
data."
Performance tests on big models did not indicate any performance penalty in using doubles over floats,
so the move to doubles should mainly impact precision improvements for whole earth databases.
Also made improvements to osgUtil::PlaneIntersector and osgSim::ElevationSlice classes
supports compressing the image data. The option to compress the data
is "compressImageData". Currently it uses the jpeg plugin to write the
image. Maybe we could add an option that allows the user to specify
which image format to use. The jpeg writer supports specifying the
quality of the jpeg, so you could use the following command line to
convert the skydome.osg model to IVE using 50% jpeg quality:
osgconv -O "compressImageData JPEG_QUALITY 50" skydome.osg skydome.ive"
of saving image files inside the IVE file. Currently, only the raw
image data is saved into the file. If your model uses jpg images as
textures then this will cause your file size to increase.
I've added an option that will embed the original image file into the
IVE file. The IVE file will then attempt to read the image from
memory. Since most image loaders support reading from memory, this
shouldn't be a problem. To use this new feature the user must specify
the option "includeImageFileInIVEFile" when converting to IVE.
I tested this out on the "skydome.osg" model that comes with OSG.
Using the old method, the IVE file size would be 785 KB, with the new
method it is only 42 KB.
Also, I've added the support for TextureRectangle's to the IVE reader/writer."