creating subclasses of osg::Array that referenced data
stored an application's internal data structures. I took
a stab at implementing that and ran into a couple of
downcasts in Geometry.cpp. Enclosed is my take at fixing
those along with a simple example of how to do this."
in the DatabasePager. The practical effects of these are to greatly reduce startup time
and the time to load an individual scenery tile in FlightGear.
- From my log message:
Minimize the number of StateSets and drawables that are compiled by checking
if they have already been compiled or will be elminated by the
SharedStateManager.
Move the sorting of the dataToCompile queue out of compileGLObjects
into the man pager run function.
Change the SharedStateManager to use maps instead of vectors."
StateSet::removeAssociatedModes(const StateAttribute*)
and a
StateSet::removeAssociatedTextureModes(unsigned, const StateAttribute*)
call. These funktions are just missing for a complete api IMO."
file. The code works well but the SectorPlacer comments stayed in the new
file. I have altered those comments so they now contain valid information for
the BoxPlacer class and the doxygen generated documentation is correct.
"
CullVisitor/SceneView:
*Feature: This version supports multiple clearnodes in the graph, one per renderstage.
Text:
*Feature: Performance Enhancement when calling SetBackdropColor
Material:
*Fix: OpenGL calls are now made according to the OpenGL Standard
"
enhanced version of PolytopeIntersector.
New features of PolytopeIntersector :
* Dimension mask: The user may specify the dimensions of the
primitives to be tested. Checking polytope-triangle and
polytope-quad intersections is rather slow so this can
be turned off.
* Reference plane: The resulting intersections are sorted
by the distance to this plane.
New memebers of PolytopeIntersector::Intersection :
* distance: Distance of localIntersectionPoint to the reference plane
* maxDistance: Maximum distance of all intersectionPoints to the
reference plane.
* intersectionPoints: The points intersecting the planes of the polytope
or points completely inside the polytope.
* localIntersectionPoint: arithmetic mean of all intersection points
* primitiveIndex: Index of the primitive that intersected
I added some more output to the example osgkeyboardmouse."
highlighted problems with Light, ClipPlane and Hint usage in osg::State's usage of cloneType
and reassignment of target/num in StateSet/these StateAttributes.
- Get or set the target number of PagedLOD children to remove per frame.
- Get or set the minimum number of inactive PagedLOD to keep.
Corresponding environment variables have been added too.
The default values reproduce the previous DatabasePager behavior."
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
attached code adds this, along with a member variable to keep track of
the setting. It is based on the latest subversion version, and was
tested by creating a new text object with the same axis alignment as an
existing one (e.g.
new_text->setAxisAlignment(old_text->getAxisAlignment()); )."
From Robert Osfield, " I originally didn't add a getAxisAlignment()
as all setAxisAlignment does is set the Rotation member variable, and
potentially one could apply user defined Rotation setting after the
setAxisAlignment() which would bring it out of sync with the
setAxisAlignment.
Rather than reject your submission on the ground of potentially
getting out of sync and therefore misleading users I've added a
USED_DEFINED_ROTATION to AxisAlignment enum, and set this in the
serRotation and then override this setting of _axisAlignment in the
setAxisAlingment method. I've also removed the lazy updating
optimization you've added to the top of setAxisAlignment to avoid
potential problems as well."
I've done some additional small modification regarding constness in ReaderWriter and added
mutable on _pluginData so passing data back would be possible too.
Have updated the collada plugin (ReaderWriterDAE.cpp) to use the map to handle options and
have attached the changes.
The stuff in daeReader.h and daeWriter.h are just cosmetic changes to get rid of a warning."
"This is a fix for the issue reported by Anders a week ago (see \u201c[osg-users] BUG?: mouse coordinate changes after window move\u201d discussion thread on Sept. 20). The issue was that the initial implementation added a few months back was not converting the window coordinates to client-area coordinates resulting in a slight offset each time a decorated window was moved (caused by the window border). This was also causing windows to move out of their assigned screen."
and
"Attached is a fix for the taskbar repaint issue that occurs when a graphics window is toggled from full-screen mode to windowed mode (as identified by Gert van Maren a couple of weeks ago).
Also included is a fix derived from the \u201cEvents from the past\u201d discussion thread that took place on July 11."
(a) some objects behind the camera can cast shadow
(b) object aboive the camera can cast shadow
then i fixed the shadow map orientation, now screen x coordinate alinged which improve the quality"