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
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."
2: minor tweak for a DebugHUD drawn improperly case when multiple slave views shared one window. It now uses slave view viewport to correctly position DebugHUD.
3: deactivated ConvexPolyhedron notifications (they were accidentaly activated when you replaced osg::notify calls with OSG_NOTIFY macro). These warnings are useful only for shadow map developer working on shadow volume optimizations. So there is no sense in having them active all the time."
modifications of the osgShadow header naming styles as well. The
osgDB::Serializer header is also changed to add new Vec2 serializer
macros because of the needs of osgShadow classes. It should compile
fine on both Windows and Linux. But I have only done a few tests to
generate .osgb, .osgt and .osgx formats with these new wrappers."
up vector to setViewMatrixAsLookAt(..) codes in osgShadow. This will addresses previous issues that occured when look vectors
co-incided with the hard coded up vectors.
Fixes in StandardShadowMap.cpp & MinimalShadowMap.cpp were made for spotlight issues. There were cases when further located spotlights were not shadowing properly.
Small tweak in DebugShadowMap & StandardShadowMap.cpp to not limit shadow maps to texture2D (which should also allow texture2D arrays and cube maps). I simply replaced ptr to osg::Texture2D with pointer to osg::Texture. Interpretation of this member could be now changed with change of shaders in derived classes. This may be useful for guys who override LispSM or MinimalBoundsShadowMaps techniques. Could be useful for implementation of PerspectiveCascadedShadowMaps technique for example.
ConvexPolyhedron.cpp & DebugShadowMap.cpp contain debug HUD tweaks.
Change in ConvexPolyhedron.cpp overcomes the regression problem with color per primitive binding which caused that shadow volume outlines stopped to draw. I simply changed PER_PRIMITIVE to PER_PRIMITIVE_SET and it works again.
Other adition is dump method I added to DebugShadowMap which can be used in shadow debugging mode to dump current frame shadow volumes & scene to osg file. It could be then loaded into viewer and freely examined from different angles (which is difficult inside the application if shadow adopts to view and projection). "