is not the usual OpenGL BOTTOM_LEFT orientation, but with the origin TOP_LEFT. This
allows geometry setup code to flip the t tex coord to render the movie the correct way up.
Stephan: "attached you'll find some modifications to the GraphicsWindow-class and
their platform-dependant implementations.
The problem:
setWindowRectangle and setWindowDecoration do not update the
traits-object, so, if you call setWindowRectangle on a
not-realized-window it will open with another size when realized later.
getWindowRectangle reports possible wrong sizes if setWindowRectangle
called before.
My solution:
split the implementation in two parts:
GraphicsWindow::setWindowRectangle will update its traits-object and
call afterwards the virtual method setWindowRectangleImplementation
(which is implemented by the derived platformspecific classess). For
setWindowDecoration I am useing a similar mechanism.
I hope you'll find the submission useful, the Win32 and X11 changes are
not tested but should work."
Changes to this made by Robert are call of resized in setWindowRectangle
instead of setting of Traits, and use of a bool return type.
changes I made:
+ put a warning in the console if a nonexistant screen is requested
+ add getters for the aglcontext and pixelformat -- I need access to
them in my own code.
"
the declaring file for a given type via the new member function
osgIntrospection::Type::getDeclaringFile. This information is useful
in order to know what header to include when auto-generating wrappers
for a given type.
During the C# wrapper generator development I've been keeping the
declaring file configuration state up-to-date manually with changes
to OSG, and it's proven to require substantial effort. So it would be
extremely valuable to get this change in before 2.0 to reduce maintenance
during the lifetime of the release. It'll also be equally useful to
others looking to create wrapper generators using osgIntrospection.
This is a fairly simple change and was tested with a fresh rebuild of the
entire suite of osgWrapper libraries, so it should be relatively low risk
(fingers crossed)."
that the terrain is always the Earth planet. I changed the constructor
method to accept the Equator radius and the Polar radius like
parameters. By default, it assumes the Earth radius for the
EllipsoidLocator. I added a setEllipsoidModel method, too.
Now, we are developing some libraries for a GIS applicacion, and our
libraries can visualize terrains of planets like Mars. I think that is
a interesting change."
I added _preDrawCallback member and neccessary access methods plus modified osgUtil RenderStage.cpp to invoke it before all drawInner calls are made. I tried to maintain symmetry with postDrawCallback but you know better where is a proper place for this call ;-)
"
window.
The win32 implementation is still in its original shape since I have no win32
implementation available.
I have chosen the enum approach for the first cut. That is benefitial since
the user does not need to track creation of mouse cursors for different
windows and displays in presence of multiple viewer windows.
The default set of available mouse shapes is the same set that was available
with glut. That set served many OpenGL applications well, so the hope is that
this is enough.
Even though, that implementation is still extensible:
I have digged out the way SDL defines new mouse cursors and added a still
documented out function prototype in the GraphicsWindow that can be used to
extend the current implemtation for arbitrary mouse shapes. That is not
implemented yet.
I hope that somebody with a win32 test system can catch up that implementation
on win32."
The major modification concern the LineProjector class in Projector.cpp. The intersection was previously done in window space, I've modified it to compute it in object space."
"Since we desperately needed a means for picking Lines
and Points I implemented (hopefully!) proper geometrical tests
for the PolytopeIntersector.
First of all I implemented a new "GenericPrimiteFunctor"
which is basically an extended copy TriangleFunctor which also
handles Points, Lines and Quads through suitable overloads of
operator(). I would have liked to call it "PrimitiveFunctor"
but that name was already used...
I used a template method to remove redundancy in the
drawElements method overloads. If you know of platforms where
this will not work I can change it to the style used
in TriangleFunctor.
In PolytopeIntersector.cpp I implemented a
"PolytopePrimitiveIntersector" which provides the needed
overloads for Points, Lines, Triangles and Quads to
the GenericPrimitiveFunctor. This is then used in the
intersect method of PolytopeIntersector.
Implementation summary:
- Points: Check distance to all planes
- Lines: Check distance of both ends against each plane.
If both are outside -> line is out
If both are in -> continue checking
One is in, one is out -> compute intersection point (candidate)
Then check all candidates against all other polytope
planes. The remaining candidates are the proper
intersection points of the line with the polytope.
- Triangles: Perform Line-Checks for all edges of the
triangle as above. If there is an proper intersection
-> done.
In the case where there are more than 2 polytope
plane to check against we have to check for the case
where the triangle encloses the polytope.
In that case the intersection lines of the polytope
planes are computed and checked against the triangle.
- Quads: handled as two triangles.
This is implementation is certainly not the fastest.
There are certainly ways and strategies to improve it.
I also enabled the code for PolytopeIntersector
in osgkeyboardmouse and added keybindings to
switch the type of intersector ('p') and the picking
coordinate system ('c') on the fly. Since the
PolytopeIntersector does not have a canonical
ordering for its intersections (as opposed to
the LineSegementIntersector) I chaged the
implementation to toggle all hit geometries.
I tested the functionality with osgkeyboardmouse
and several models and it seems to work for
polygonal models. Special nodes such as billboards
do not work.
The next thing on my todo-list is to implement
a an improved Intersection-Structure for the
PolytopeIntersector. We need to know
which primitives where hit (and where).
"
implementation of GraphicsWindow:
- usage of WindowData, you can specify an existing window to use via
osg::Traits
- implementation of setScreenResolution and setScreenRefreshRate
- implementation of setWindowDecoration when window is already created.
There seems to be a bug regarding multiple threads and closing windows,
see my other mail on osg-users.
"
selectively set the pixel format for windows that are inherited, following
some discussions on the mailing list last week.
This is implemented through a new traits flag
(setInheritedWindowPixelFormat) with a default state of false (to avoid
breaking existing applications). When set to true, the pixel format of the
inherited window will be set according to the traits specifications.
"
setActiveTextureUnit methods of osg::State so they return false if the
texture unit is outside the range of allowable units for the driver.
Currently, the functions would return true even if the units are
invalid. This would cause the osg::State to become out of sync with
the actual driver state, which can cause some bugs in certain cases.
The change I made would verify that the unit passed to
setClientActiveTextureUnit is below GL_MAX_TEXTURE_COORDS, and the
unit passed to setActiveTextureUnit is below
max(GL_MAX_TEXTURE_COORDS,GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS). I
modeled this behavior from the OpenGL docs for these commands which
can be found here:
http://www.opengl.org/sdk/docs/man/xhtml/glClientActiveTexture.xmlhttp://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
"
Most of the code is from the osgviewer application, I have took the fullscreen handler and the threading one, and I have just added a fonctionality to be able to change the screen resolution in windowed mode."
"Attached are updates of src/osg/Sequence.spp and include/osg/Sequence.
I've taken _sbegin/_send/_ubegin/_uend and _step our of the include file
and made them local variables in whatever method might need them.
I got rid of the _recalculate method as it was only getting used in
one place.
I also found a cut/paste bug in setMode's START case."
Note from Robert Osfield, Also includes some guards against crashes that was occuring in this new
code when handling empty Sequences.
"By repurpose, I'm creating a new plugin that uses much of the .osg fileformat,
but with some changes. Specifically, I'm creating a ".osgfs" plugin, which
represents the scenegraph hierarchy as a filesystem of nested subdirectories and
individual files for each node, rather than nested braces with everything in a
single monolithic file. I intend to incorporate file alteration monitor events
to watch the filesystem for modifications and automatically reload.
The problem I'm running into is osgDB is too tightly coupled to the .osg format.
osgDB::Output::writeObject() contains literal .osg format-specific strings like
"{" to represent the Object hierarchy at too low a semantic level. I propose
using virtual methods; my plugin can then derive from osgDB::Output and
represent Object hiearchy differently.
"
~~~~~~~~~~~~~~~~~~~~~~~~~
This is a simple change to permit databases other than those named
"*.osga" to be used. It is hardcoded in read() at present.
It is non-critical and does not affect existing program functionality.
Registry and Registry.cpp
~~~~~~~~~~~~~~~~~~~~~~~~~
Added a new typedef: typedef std::vector< std::string>
ArchiveExtensionList;
a list of extensions: ArchiveExtensionList _archiveExtList;
and an "add" method: addArchiveExtension(const std::string ext)
This is initialised by adding "osga" in Registry() and used in
Registry::read() where the list is searched for the extension used.
Archive.cpp
~~~~~~~~~~~
This submission is a little more tentative. openArchive() is modified to
automatically add the filename extension to the Registry extension list.
"
return the length of the stream.
Implemented the virtual methods in QuicktimeImageStream, (getLength,
getReferenceTime, setTimeMultiplier), to return valid value for each.
"
returned from Viewer::getContexts/getWindows will be the left most window on the lowest screen number.
Added ability for StatsHandler and HelpHandler to support end users setting their
Camera's graphics context.
it to be assigned as a vertex attribute array to an osg::Geometry.
Removed the osgTerrain::ArrayLayer as its no longer required thanks to the above change
which makes the osgTerrain::HeightFieldLayer more flexible.
Updated wrappers
Lost the functionality to find the real type pointed by a pointer.
Ex: a osg::Node pointer point on a osg::Group, if I look for information
on the pointer type, the introspection say it is a "osg::Node*".
But if I want information on the pointed type,
the introspection must return the "osg::Group".
This bug come from the osgIntrospection::Value::Ptr_instance_box::ptype() function.
In the original version, this function use the member "Instance_base *inst_"
like this :
typeof(*static_cast<Instance<T> *>(inst_)->_data)
But in the new version, this function use the template argument "T":
typeof(typename remove_pointer<T>::type)
This is a good meta-programming use, but here we need a dynamic request.
Moreover the "typeof" macro define in "Reflection" header accept only a type in parameter with the new version.
fix:
Add the macro "typeofvalue" in "Reflection" header which accept a value or a type in parameter.
Restore original code in osgIntrospection::Value::Ptr_instance_box::ptype() function.
"
multithreaded-opengl-engine on os x or not. I set its default to false,
perhaps other os x users can test this setting with their data/apps, to
see if we can enable it by default.
I changed also the borderless-window-type, so expos?works correctly."
class to encapsulate the pixel coords, SceneView and picking operations in prep for
making the code more general purpose, and less reliant on classes like osgUtil::SceneView and osgUtil::IntersectVisitor.
Vivek's email to osg-submissions:
"I'm happy to release the osgdragger nodekit to the OSG community. I
implemented the nodekit for my company, Fugro-Jason Inc., and they
have kindly agreed to open source it.
The nodekit contains a few draggers but it should be easy to build new
draggers on top of it. The design of the nodekit is based on a
SIGGRAPH 2002 course - "Design and Implementation of Direct
Manipulation in 3D". You can find the course notes at
http://www.pauliface.com/Sigg02/index.html. Reading pages 20 - 29 of
the course notes should give you a fair understanding of how the
nodekit works.
The source code also contains an example of how to use the draggers."
To set up extension aliases using a config file, an app calls:
osgDB::Registry::instance()->readPluginAliasConfigurationFile(), passing in the file name as the parameter. (Of course this should be done before loading any files whose names depend on the mapping.) osgDB will search for the file using OSG_FILE_PATH.
The file should contain a line for each mapping, with the "map" extension first, followed by a space or tab, then the plugin identifier. For example, a file containing this line:
flt OpenFlight
would map the ".flt" extension to the OpenFlight plugin."
retain objects for several frames before deleting them. Also added RenderStageCache
into CullVistor.cpp that is used for handling RTT osg::Camera's that are being
used in double buffered SceneView usage.
on the screen, it looks more aesthetically pleasing to have a larger
gap between lines than is given by default. I added a new parameter,
lineSpacing, in the Text class to allow the line spacing to be adjustable
by the application. The default value is 0 meaning there is no extra
spacing given. The value should be given as a percentage of the character
height. A good value for longer paragraphs is 0.25 (25%) or more."
copy constructors that take a const osg::CopyOp rather than a
osg::CopyOp&, forcing an unnecessary copy. The attached header fixes
this, based off OSG 1.2.
Also fixed duplicate "or" openArchive()'s comment."
related support into osgViewer::Viewer and osgViewer::StatsHandler.
Added lazy updating of text in StatsHandler HUD to minimize the impact of
slow text updating on observed frame rates.
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView
Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.
Updated various examples and Nodes to use SimulationTime where appropriate.
* Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver)
* Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created.
* Implementation of WindowingSystemInterface::setScreenResolution() method
* Implementation of WindowingSystemInterface::setScreenRefreshRate() method
* Implementation of GraphicsWindow::requestWarpPointer() method
* Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method.
* The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows.
* Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert.
Upcoming features
* Support for moving windows from one screen to another screen seamlessly
* Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class)
* Other miscellaneous items"
---------------------------------------------------
up the StateSetManipulator and moved the initialization of locally cached states
into the handle method to ensure a representative version of the StateSet is captured
Added s/getStats() to osg::View and osg::Camera.
Added population of View::getStats() with frame stats in osgViewer/Viewer.
Added Basic StatsHandler to osgviewer example.
Tweaks by Robert Osfield - Moved methods to FileNameUtils, added unix
implementation of getRealPath add extern and OSGDB_EXPORT to function declarations.