following in the qopengl.h header:
# include <QtGui/qopengles2ext.h>
# ifndef GL_DOUBLE
# define GL_DOUBLE GL_FLOAT
# endif
# ifndef GLdouble
typedef GLfloat GLdouble;
# endif
Unfortunately, when building for normal OpenGL (not GL/ES!) on Windows
with MSVC2012, GLdouble is not defined (it is not a macro but typedef)
and the code above produces a conflicting definition, making the
compile fail. I am attaching a bit hackish workaround for this problem
in osg/GL "
New methods osg::Geometry::containsDeprecatedData() and osg::Geometry::fixDeprecatedData() provide a means for converting geometries that still use the array indices and BIND_PER_PRIMITIVE across to complient
versions.
Cleaned up the rest of the OSG where use of array indices and BIND_PER_PRIMITIVE were accessed or used.
GeometryNew is only temporary and will be renamed to Geometry on the completion of refactoring work and feedback from community.
Ported osggeometry across to use GeometryNew.
The solution for to refactor the way that events are checked so I add a bool return type to checkEvents() method across osgViewer::GraphcisWindow, osgGA::Devive and osgViewer::Viewer/CompositeViewer classes
TextureBuffer objects may use osg::Texture::bindToImageUnit(), so GLSL shaders are able to use not only texelFetch() function , but also functions defined in GL_ARB_shader_image_load_store extension : imageLoad(), imageStore(), imageAtomicAdd() etc."
second email: "After a while I found that osg::Texture::applyTexParameters() used with TextureBuffer may cause some OpenGL errors ( applying texture filters and wraps to TextureBuffer makes no sense ) so I fixed it."
with startThreading/stopThreading the _drawQueue and _availableQueue
are not reset properly. This can lead to a deadlock when threading is
started again. So before threading is started again the queues must be
reset. This deadlock is also reported earlier by someone else in here:
http://forum.openscenegraph.org/viewtopic.php?p=43415#43415"
* resthttp/osc: encapsulate RequestHandler-classes in their own namespaces to prevent class-name-lookup-errors in the debugger/code (had some weird crashes)
* QTKit: fixed a compile-bug for gcc and blocks
* osgPresentation: click_to_* will fire on RELEASE, only if the drawable received a PUSH beforehand
* p3d/osgPresentation: implemented "forward_mouse_event_to_device"-tag, which will forward mouse-events to all registered devices of a viewer, if an intersection occurs. The mouse-coordinates get reprojected
* present3d: all devices get registered with the viewer
* osgViewer: only devices which are capable of receiving events are queried for new events.
* GraphicWindowIOS: added a flag to GraphicWindowIOS::WindowData to set up a retained backing buffer (defaults to false) This will enable read-back of the render-buffer with glReadPixels even after the renderbuffer got presented
* curl: added an optimized check for file-existance, now only the headers are requested and checked, instead of reading the whole file and handle it with a ReaderWriter
* p3d: fixed a bug, where the existence of a local file may prevent the remote loading of a file with the same name.
"
The set method modify the buffer object of the BufferData while the get method returned the buffer object of the Image.
I've also removed the _bufferObject member of Image (not used anymore)."
--This line, Lionel Lagardeand those below, will be ignored--
M include/osg/Image
* ZeroConfDevice does now return FILE_NOT_HANDLED instead of FILE_NOT_FOUND
* present3D supports multiple devices per env-var P3D_DEVICE, separate multiple device with a space
I refactored parts the p3d-plugin, the curl-plugin and parts of Registry and ReaderWriter. Currently the p3d-plugin tries to open all remote files with the help of the curl-plugin.
I added a new method to Registry called getReaderWriterForProtocolAndExtension. which will return a ReaderWriter which is capable in handling the remote file for the given protocol and extension. If no readerwriter is found for the given extension, a list is built of all readerwriters supporting the given protocol and this list is checked for support of wildcards (extension = "*"). If anything matches it get returned.
I added this principle also to the Registry, so now it's possible to register a generic ReaderWriter which can handle all filetypes for a given protocol, similar what curl is doing. All you have to do is to load the plugin at startup. The curl-fallback is still in place.
With these changes it is now possible to reference a movie inside a presentation without a server-address, read the presentation (with curl) and stream the movie with the correct plugin (e.g. QTKit)
"
* avfoundation: added support for IOS (CoreVideo-support is still in development, works only for SDK >= 6.0, set IPHONE_SDKVER in cMake accordingly)
* zeroconf: added ZeroConf-device-plugin (Mac/Win only, linux implementation missing) to advertise and discover services via ZeroConf/Bonjour, on windows you'll need the Bonjour SDK from Apple
* osgosc: modified the example to demonstrate the usage of the ZeroConf-plugin (start the example with the command-line-argument --zeroconf)
* SlideShowConstructor: enable/disable CoreVideo via a environment variable (P3D_ENABLE_CORE_VIDEO)
* RestHttp: mouse-motion-events get interpolated
* RestHttp: unhandled http-requests get sent as an user-event to the event-queue, all arguments get attached as user-values to the event
* modified some CMakeModules to work correctly when compiling for IOS
* fixed a compile-error for IOS in GraphicsWindowIOS
* some minor bugfixes"
This issue can be reproduced:
1. Create osgViewer window,
2. Push right&left mouse buttons on the osgViewer window,
3. Move mouse out of window, and release right&left mouse buttons.
osgViewer window handle only first mouse release, as result window thinks that we did not released second mouse button.
I attached fix for this issue."
I fixed some bugs and did some more tests with both of the video-plugins. I integrated CoreVideo with osgPresentation, ImageStream has a new virtual method called createSuitableTexture which returns NULL for default implementations. Specialized implementations like the QTKit-plugin return a CoreVideo-texture. I refactored the code in SlideShowConstructor::createTexturedQuad to use a texture returned from ImageStream::createSuitableTexture.
I did not use osgDB::readObjectFile to get the texture-object, as a lot of image-related code in SlideShowConstructor had to be refactored to use a texture. My changes are minimal and should not break existing code.
There's one minor issue with CoreVideo in general: As the implementation is asynchronous, there might be no texture available, when first showing the video the first frame. I am a bit unsure how to tackle this problem, any input on this is appreciated.
Back to the AVFoundation-plugin: the current implementation does not support CoreVideo as the QTKit-plugin supports it. There's no way to get decoded frames from AVFoundation stored on the GPU, which is kind of sad. I added some support for CoreVideo to transfer decoded frames back to the GPU, but in my testings the performance was worse than using the normal approach using glTexSubImage. This is why I disabled CoreVideo for AVFoundation. You can still request a CoreVideoTexture via readObjectFile, though.
"
Added template readFile(..) function to make it more convinient to cast to a specific object type.
Added support for osgGA::Device to osgViewer.
Added sdl plugin to provides very basic joystick osgGA::Device integration.
macro, which could set version within brackets and reset it after
that. All related serializers are also modified so that the
backward-compatibility bug reported by Farshid can be fixed.
"
From Robert Osfield, removed the use of osg::Referenced and creating the proxy object on the heap.
I worked with a osg::Constraint and found strange part of code:
class OSGMANIPULATOR_EXPORT Constraint : public osg::Referenced
{
public:
...
virtual bool constrain(ScaleUniformCommand& command) const { return constrain((MotionCommand&)command); }
virtual bool constrain(const Rotate3DCommand& command) { return constrain((MotionCommand&)command); }
...
If i use osgManipulator::Rotate3DCommand then method Rotate3DCommand::accept(const Constraint& constraint) calls Constraint::constrain(MotionCommand&) instead Constraint:: constrain(const Rotate3DCommand&).
If you replace
virtual bool constrain(const Rotate3DCommand& command) { return constrain((MotionCommand&)command); }
on to
virtual bool constrain(Rotate3DCommand& command) const { return constrain((MotionCommand&)command); }
then all works correctly.
"
I tested it with clang 3.1 and it seems that clang is enforcing the use of the same type for all parameters in this builtin. Looking at the function declaration [1]
bool __sync_bool_compare_and_swap (type *ptr, type oldval type newval, ...)
it seems to be doing the right thing: here the same type is used for *ptr, oldval and newval.
[1] http://gcc.gnu.org/onlinedocs/gcc/_005f_005fsync-Builtins.html#g_t_005f_005fsync-Builtins
"
and TabPlaneDragger.cpp:
TabPlaneDragger(float handleScaleFactor=20.0f);
The reason for this is that the default OSG tab sizes are way bigger than
those we used in our application so far. And since handleScaleFactor_
is already a (constant) class member, I see no objection against making
it user defined."
My previous patch for Atomic Counter Uniform provide new template implementation
of Matrix{2,3,4}x{2,3,4}{fd}. This new implementation use Column-Major Matrix.
Original code define matrix as Row-Major matrix like other Matrix in OSG, and
my matrix implementation break compatibility with previous code.
For example osg_normalMatrix define in osg::State report by Roland Hill.
Thanks to Paul Martz to spot me when the bug appear."
- add non square matrix
- add double
- add all uniform type available in OpenGL 4.2
- backward compatibility for Matrixd to set/get an float uniform matrix
- update of IVE / Wrapper ReadWriter
implementation of AtomicCounterBuffer based on BufferIndexBinding
add example that use AtomicCounterBuffer and show rendering order of fragments,
original idea from geeks3d.com."
I have also made changes to the RotateCylinderDragger to provide a cylinder ring with a thickness. It is totally optional, but IMHO makes the default behavior work better than a solid cylinder (which typically obscures the geometry you are trying to drag). Gives it a bit more to grab, especially in the case where eyepoint and cylinder axis are near parallel.
"
* If the eyepoint and cylinder axis are close to parallel (given some tolerance), then it uses a plane perpendicular to the cylinder axis.
* Otherwise it uses a plane parallel to the cylinder axis oriented towards the eyepoint (previous behavior). This gives decent behavior and is the only path that was taken in the previous code. I kept with previous behavior and that allowed a good bit of code to be removed, simplifying things. There is now no need for the _onCylinder flag, but since there is a public accessor, I wasn't sure how to handle it for backwards compatibility, so I left it in. NOTE - there is no default initialized value, so if it is kept in, it should be set to 'false' to keep same behavior as before. I am not quite sure how the _onCylinder case was supposed to behave as even forcing that path gave undesirable behavior, even with carefully controlled dragging.
"
in osg::Program::PerContextProgram :
typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
should be
typedef std::map<unsigned int, UniformModifiedCountPair> LastAppliedUniformList;
Intel driver can use index uniform value > 200000.
With a std::vector, this index uniform value generate an out of memory error
Nothing in OpenGL or GLSL specification define index uniform value rules.
And all other implementation that deal with uniform index in osg::Program
use a std::map.
This fix could have a little performance impact but this is the cost
to pay to work with
all driver."
Bug description:
Let's say we have class A
namespace Bug
{
class A : public osg::Object
{
public:
//...
typedef std::vector<osg::ref_ptr<A> > AList;
protected:
AList _alist;
//...
}
}
REGISTER_OBJECT_WRAPPER( A,
new Bug::A,
Bug::A,
"osg::Object Bug::A" )
{
ADD_LIST_SERIALIZER(A,Bug::A::AList);
}
Bug:
We create say 3 instances of class A: A1,A2,A3 and then we add A2 and A3 and A1 as child instances of A1 so we get next structure:
A1
|- A2,A3,A1
we call osgDB::writeObjectFile(A1,"/data/a.osgt") -> saved correctly( third element in list is saved as unique id that references parentClass
now we call
A1 = osgDB::readObjectFile("/data/a.osgt");
Everything is deserialized correctely except last element in list which should be same instance as parent A1.
The attached code resolves this issue by passing UniqueID in readObjectFields method and saving object in _identifierMap as soon as we have valid object instance so we can make reference to parent object from any child instance.
"
I think the best way to achieve this is to overwrite the DatabasePager::addDatabaseThread() method within the customized database pager. However this method is not 'virtual' yet, so I propose to make the method 'virtual'."
Without the change the application does not work properly. First I get the notification that an OpenGL error occured. After some more of this error messages I see broken textures on the screen. With the changes attached to this message my application works as intended."
Note from Robert Osfield, changed the Image::supportsTextureSubloading() to be const and to be implemented in the .cpp rather than inline.
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
"
I found that some of the items that had been paged in were being expired on the first frame that they were not visible (as the cache was full). This resulted in excessive paging every time the view was moved. With the following changes I could only allow children to be expired if they had not been used for e.g. 30 seconds or 60 frames."
10.6), which will forward all multi-touch events from a trackpad to the
corresponding osgGA-event-structures.
The support is switched off per default, but you can enable multi-touch
support via a new flag for GraphicsWindowCocoa::WindowData or directly
via the GraphicsWindowCocoa-class.
After switching multi-touch-support on, all mouse-events from the
trackpad get ignored, otherwise you'll have multiple events for the same
pointer which is very confusing (as the trackpad reports absolute
movement, and as a mouse relative movement).
I think this is not a problem, as multi-touch-input is a completely
different beast as a mouse, so you'll have to code your own
event-handlers anyway.
While coding this stuff, I asked myself if we should refactor
GUIEventAdapter/EventQueue and assign a specific event-type for
touch-input instead of using PUSH/DRAG/RELEASE. This will make it
clearer how to use the code, but will break the mouse-emulation for the
first touch-point and with that all existing manipulators. What do you
think? I am happy to code the proposed changes.
Additionally I created a small (and ugly) example osgmultitouch which
makes use of the osgGA::MultiTouchTrackballManipulator, shows all
touch-points on a HUD and demonstrates how to get the touchpoints from
an osgGA::GUIEventAdapter.
There's even a small example video here: http://vimeo.com/31611842"
to ensure the correct methods on constraints and callbaks are called for each Command. Also fixed the handling of
Constraints when applied to composite Draggers.
parameter in osg::Image. To support this Image::setData(..) now has a new optional rowLength parameter which
defaults to 0, which provides the original behaviour, Image::setRowLength(int) and int Image::getRowLength() are also provided.
With the introduction of RowLength support in osg::Image it is now possible to create a sub image where
the t size of the image are smaller than the row length, useful for when you have a large image on the CPU
and which to use a small portion of it on the GPU. However, when these sub images are created the data
within the image is no longer contiguous so data access can no longer assume that all the data is in
one block. The new method Image::isDataContiguous() enables the user to check whether the data is contiguous,
and if not one can either access the data row by row using Image::data(column,row,image) accessor, or use the
new Image::DataIterator for stepping through each block on memory assocatied with the image.
To support the possibility of non contiguous osg::Image usage of image objects has had to be updated to
check DataContiguous and handle the case or use access via the DataIerator or by row by row. To achieve
this a relatively large number of files has had to be modified, in particular the texture classes and
image plugins that doing writing.
functionality when using Terrain::setVerticalScale. This was caused by
the following call sequence resulting in a lockup:
void Terrain::setVerticalScale(float scale)
CALLS dirtyRegisteredTiles();
void Terrain::dirtyRegisteredTiles(int dirtyMask)
SETS LOCK OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
and CALLS (on every tile) setDirtyMask(dirtyMask);
void TerrainTile::setDirtyMask(int dirtyMask)
CALLS _terrain->updateTerrainTileOnNextFrame(this);
void Terrain::updateTerrainTileOnNextFrame(TerrainTile* terrainTile)
SETS LOCK OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
******* PROBLEM - since lock has already been set! ********
The suggested fix submitted changes from using Mutex to ReentrantMutex.
"
You can now set a "intersection mask" and it will be used when looking for intersections.
So you can now easily "hide" some objects from manipulators."
I don’t have access to an OSX or Linux dev machine to make the changes required to the quick time plugin. This plugin will just default to returning 0."
Added support into .vnc plugin for passing in the keywords "swap", "RGB", "RGBA", "BGR", "BGRA" as OptionString values to allow .p3d presentations to control
whether the pixelformat should be swapped or set to a specific format.
Motivation ;
When using PagedLODs, you don't always know the real size of loaded children,
If it occurs that they are out of predefined bounds, picking on the parts that are out of bound will fail
They also can be culled out too soon.
The problem often occurs with long object (roads).
I've modified LOD and ProxyNode to include this option."
and later email:
"Attached the UNION_OF_BOUNDING_SPHERE_AND_USER_DEFINED version
There are impacts on some serializers (dae, osgWrapper).
I haven't modified deprecated osg, since it's deprecated"
So with the 3.0 api change we propose the following change:
- put OSG_EXPORT on the QueryGeometry class so that we get access to the getNumPixels method.
- Create a function called getQueryGeometry that returns a casted _queryGeode->getDrawable(). Or a function called getQueryGeode that returns _queryGeode."
Line 251:
int getKeyEventWindowedResolutionDown() const { return _keyEventWindowedResolutionUp; }
Should be replaced with:
int getKeyEventWindowedResolutionDown() const { return _keyEventWindowedResolutionDown; }"
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.
src/osgAnimation/Skeleton.cpp:25:87: warning: addition of default argument on redeclaration makes this constructor a copy constructor [-Wdefault-arg-special-member]
Skeleton::UpdateSkeleton::UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::Object(us, copyop), osg::NodeCallback(us, copyop)
/src/OpenThreads/pthreads/PThread.cpp:1024:15: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
if (cpunum<0) return -1;
src/osgDB/ExternalFileWriter.cpp:221:122: warning: expression result unused [-Wunused-value]
_objects.insert(ObjectsSet::value_type(&obj, ObjectData(absoluteDestinationPath, relativeDestinationPath, written))).first;
src/osgManipulator/Dragger.cpp:175:18: warning: using the result of an assignment as a condition without parentheses [-Wparentheses]
if (*itr = constraint) return;
src/osgManipulator/Dragger.cpp:187:18: warning: using the result of an assignment as a condition without parentheses [-Wparentheses]
if (*itr = constraint)
OpenSceneGraph/src/osgGA/NodeTrackerManipulator.cpp:32:1: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
OpenSceneGraph/src/osgGA/TerrainManipulator.cpp:31:1: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
OpenSceneGraph/include/osgSim/ShapeAttribute:99:9: warning: base class ?class std::vector<osgSim::ShapeAttribute>? should be explicitly initialized in the copy constructor
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::gi?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::byte_before_the_zipfile?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::num_file?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::pos_in_central_dir?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::current_file_ok?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::central_pos?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::size_central_dir?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::offset_central_dir?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::cur_file_info?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::cur_file_info_internal?
OpenSceneGraph/src/osgPlugins/zip/unzip.cpp:3102:14: warning: missing initializer for member ?unz_s::pfile_in_zip_read?
OpenSceneGraph/src/osgViewer/CompositeViewer.cpp:30:1: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
OpenSceneGraph/src/osgViewer/View.cpp:159:1: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
OpenSceneGraph/src/osgViewer/Viewer.cpp:196:1: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
OpenSceneGraph/src/osgViewer/Viewer.cpp:196:1: warning: base class ?class osgViewer::ViewerBase? should be explicitly initialized in the copy constructor
OpenSceneGraph/include/osgManipulator/Dragger:47:9: warning: base class ?class osg::Object? should be explicitly initialized in the copy constructor
with a osg::DefaultUserDataContainer subclassed from this. The user object access methods have now all
been moved from osg::Object into the UserDataContainer class, except for the set/getUserData() methods
that are left in osg::Object for backwards compatibility, and the description list access methods have
been moved back into osg::Node.
main UserObject access methods are now all def
Refactored original UserData and Descriptions strings to be managed alongside the new user object suppport within
a single osg::Object::UserDataContainer.
Here is a quick list of the modified files:
Archive - getDirectoryContents() no longer pure virtual
Archive.cpp - default getDirectoryContents() implementation
unzip.cpp - modified to fix a bug where the same file will not load twice in a row
ZipArchive.h / ZipArchive.cpp - extends osgDB::Archive and provides support for random access loading within a .zip file
ReaderWriterZip.cpp - modified to use the ZipArchive class"
CID 11666: Uninitialized pointer field (UNINIT_CTOR)
Non-static class member _glMultiTexCoord1dv is not initialized in this constructor nor in any functions that it calls.
Non-static class member _glVertexAttrib1dv is not initialized in this constructor nor in any functions that it calls.
UIView, respecting the sizes via GraphicsContext::Traits.
This helps users, who want to integrate osg into an existing ios-app
with multiple UIViews. Additinally a view-controller gets only created
if needed, set IGNORE_ORIENTATION via the WindowData-struct.
"
- renamed osgQt::GraphWidget to osgQt::GLWidget
as it better fits to Qt naming (osgQt::GLWidget is derived from QGLWidget
while recent GraphWidget... it is unclear, maybe QGraphicsView,
QGraphicsScene,....)
- added the code to properly manage ON_DEMAND rendering scheme
(involves osgQt::setViewer() and internal HeartBeat class)
- added forward key events functionality. It allows to not eat the key events
by GLWidget, but it forwards them to Qt processing as well.
- destroying GLWidget before GraphicsWindowQt and vice versa does not crash
the application
- it is possible to request particular QGLFormat in GLWidget constructor
- added QtWindowingSystem class
- multithread OSG rendering improvements/fixes
--
From Robert Osfield, added back in getGraphWidget() method for backwards compatibility.
"generic" property mechanism for osg::Object.
The main problem I have found is that InputStream and OutputStream
only takes the stream when you call start method, and in that case it
attaches to the stream buffer some stuff, useful for files but not for
runtime/gui usage. I have added a simple setInputIterator and
setOutputIterator to the classes so now you can easily serialize
values without version and other stuff.
Writing matrix:
osgDB::OutputStream os(0);
std::stringstream sstream;
os.setOutputIterator(new AsciiOutputIterator(&sstream));
os << matrix;
std::string value = sstream.str();
Reading matrix:
osgDB::InputStream is(0);
std::stringstream sstream(value);
is.setInputIterator(new AsciiInputIterator(&sstream));
osg::Matrixf mat2;
is >> mat2;
From Robert Osfield, added doxygen comments to clarify the role of the methods.
CID 11815: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _cosMaxElevation is not initialized in this constructor nor in any functions that it calls.
Non-static class member _cosMaxFadeElevation is not initialized in this constructor nor in any functions that it calls.
Non-static class member _cosMinElevation is not initialized in this constructor nor in any functions that it calls.
Non-static class member _cosMinFadeElevation is not initialized in this constructor nor in any functions that it calls.
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.
CID 11836: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _fullscreen is not initialized in this constructor nor in any functions that it calls.
CID 11843: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _inexp is not initialized in this constructor nor in any functions that it calls.
Non-static class member _outexp is not initialized in this constructor nor in any functions that it calls.
CID 11842: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _inexp is not initialized in this constructor nor in any functions that it calls.
Non-static class member _outexp is not initialized in this constructor nor in any functions that it calls.
WindowManager.cpp
CID 11841: Uninitialized pointer field (UNINIT_CTOR)
Non-static class member _lastEvent is not initialized in this constructor nor in any functions that it calls.
Non-static class member _lastPush is not initialized in this constructor nor in any functions that it calls.
Non-static class member _view is not initialized in this constructor nor in any functions that it calls.
Frame.cpp
CID 11840: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _flags is not initialized in this constructor nor in any functions that it calls.
Window.cpp
CID 11839: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _index is not initialized in this constructor nor in any functions that it calls.
CID 10392: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10454: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10505: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10919: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10920: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 11844: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _defaultValue is not initialized in this constructor nor in any functions that it calls.
Index: ../include/osgDB/Serializer
implement the recently introduced setSyncToVBlank-method.
Additionally I added a ToggleSyncToVBlank-eventhandler to osgViewer. I
used it to test the code, perhaps you'll find it useful and include it
in the distribution."
/** Get the file name which represents the archived file.*/
virtual std::string getArchiveFileName() const = 0;
/** return type of file. */
virtual FileType getFileType(const std::string& filename) const = 0;
/** return the contents of a directory.
* returns an empty array on any error.*/
virtual DirectoryContents getDirectoryContents(const std::string& dirName) const = 0;
Added implementations of these new methods into src/osgPlugins/osga/OSGA_Archive.h src/osgPlugins/osga/OSGA_Archive.cpp
CID 11447: Unchecked dynamic_cast (FORWARD_NULL)
Dynamic cast to pointer "dynamic_cast <struct osg::NodeCallback *>(nc->clone(this))" can return null.
Assigning null: "first" = "dynamic_cast <struct osg::NodeCallback *>(nc->clone(this))".
The clone() implementation is written using macro's so that it always returns the type of Object
being cloned so it's normally safe to assume that a dynamic_cast<> will always return a valid pointer as long
as the new T that involves creates a valid object. However, if the class being cloned doesn't correctly
implement the clone() method then their potential for the dynamic_cast to fail and will return a NULL and will
result in a memory leak of the object of paraent class that the clone would have defaulted to.
I've tightened up the CopyOp.cpp code to check the return type and added better handling of the clone in the
osg::clone() methods so thay don't have any potential mememory leaks and report warnings to OSG_WARN when
problems are encountered. It may be more apporpriate to throw an exception so will need to ponder this
issue further.
The pvr format which can be used as a wrapper for different compressed and uncompressed formats supports this compression algorithm. The original pvr compression uses the pvrtc format. The handling of pvrtc is already implemented in the pvr plugin. PVR provides wrapper functionality for some formats, e.g. etc or even dxt/dds.
Our target system (gles2) is able to use the etc compression format. With minor changes in the submitted files, there is no need to write a separate plugin. However the original pvr texture compression formats are not supported on our target, which is the reason for this extension.
The changes mainly consist in the definition on new enum values in the classes and headers of ReaderWriterPVR,Image and Texture. I also found some locations where the handling of the original pvr textures was not implemented. These are also part of this submission."
I also fixed the vsync implementation introduced with rev.11357 that was crashing with the Windows Error #170. So I removed your temporary /* */ around the vsync condition..."
2nd - Script to use a 3rd party directory with basic libraries: libjpeg,libpng,libtiff,giflib,freetype,curl,gdal.
3rd - Change in the GLES library loading for Android. That should make GLES2 work properly.
4rth- Included two defines RGB8_OES and RGBA8_OES as a substitute in GLES for RGB8 and RGBA8
5th - OpenGL and GLSL version identification changed to recognize GLES versions properly
"
enum DeviceOrientation{
PORTRAIT_ORIENTATION = 1<<0,
PORTRAIT_UPSIDEDOWN_ORIENTATION = 1<<1,
LANDSCAPE_LEFT_ORIENTATION = 1<<2,
LANDSCAPE_RIGHT_ORIENTATION = 1<<3,
ALL_ORIENTATIONS = PORTRAIT_ORIENTATION | PORTRAIT_UPSIDEDOWN_ORIENTATION | LANDSCAPE_LEFT_ORIENTATION | LANDSCAPE_RIGHT_ORIENTATION
};
typedef unsigned int DeviceOrientationFlags;
The main motivation for this is to easily allow the user to specifiy that the device is in a horizontal orientation rather then having to rotate the view matrix. All flags have been tested individually as well as in combinations. The default is ALL_ORIENTATIONS to keep the exiting functionality for anyone who hasn't specified WindowData for their context traits.
"
external applications can determine if an archive extension is valid.
The second change is a bug fix in Registry::read(const ReadFunctor&)
where if you pass in valid options they get wiped out after the archive
is loaded but before being passed along to the plugin."
that the windows did not act on repaint request (WM_PAINT, EXPOSE,...)
Detailed explanation:
- I implemented requestRedraw using the push approach (not using
GraphicsWindow::_requestRedraw flag that I was considering) as there may be
multiple viewers reading the flag and fighting to reset it after the paint
request, while some viewers may not spot the request to redraw
- I made windows call GraphicsWindow::requestRedraw when they receive
appropriate message (WM_PAINT, EXPOSE, RESIZE,...)
- There were issues on Linux that windows did not want to close using x
button. Resolved by moving the test for DeleteWindow event from
swapBuffersImplementation() to GraphicsWindowX11::checkEvents(). The difficulty
was that DeleteWindow event is not coming using _eventDisplay, but through
_display.
- The last difficulty was that it is necessary to call
ViewerBase::checkWindowStatus() to set _done to true when all windows are
closed. This did not happened recently in ON_DEMAND run scheme. I put the call
to checkWindowStatus() to eventTraversal.
"
Fixes to race in DatabasePager where a parent PagedLOD
of newly loaded subgraph has been expired.
Clean up of visitor naming to make it clearer what role it has.
One can override this value via the sampleDensityWhenMoving="value" property in the volume tag, i.e.
<volume sampleDensityWhenMoving="0.01">CardiacCT</volume>
To switch the feature off set the value to 0, i.e.
<volume sampleDensityWhenMoving="0">CardiacCT</volume>
new CullVisitor::Identifier to indentifier cull traversals,
this enables the code to properly detect movement when
osgViewer::Renderer uses double buffering of SceneView.
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."
"- In order to build against GLES1 we execute:
$ mkdir build_android_gles1
$ cd build_android_gles1
$ cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NDK=<path_to_android_ndk>/
-DOSG_GLES1_AVAILABLE=ON -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DJ=2
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
$ make
If all is correct you will have and static OSG inside:
build_android_gles1/bin/ndk/local/armeabi.
- GLES2 is not tested/proved, but I think it could be possible build
it with the correct cmake flags.
- The flag -DJ=2 is used to pass to the ndk-build the number of
processors to speed up the building.
- make install is not yet supported."
/** Convenience method for setting up multiple slave cameras that depth partition the specified camera.*/
bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);
/** Convenience method for setting up multiple slave cameras that depth partition each of the view's active cameras.*/
bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
and another problem is:
example osgkeyboard is not work (keys not highlight) if user have 2 keyboard layout native and english and current user layout is native
I try to explain my changes
we need something that is identify key without modifier keys and layout -> this is UnmodifedKey
I think osg must have its own UnmodifiedKeys table. Code must be run same on different platforms. This can de guaranteed by UnmodifiedKeys table.
Mikhail Izmestev helped me. He implemented VirtualKey changes in GraphicsWindowX11"
to protect against accessing while writing which was segfaulting in VPB
specifically in void ThreadPool::run(osg::Operation* op)
in the waiting loop
while (_operationQueue->getNumOperationsInQueue() >= _maxNumberOfOperationsInQueue)
"
For the following code:
#define MYMACRO(NAME) myOutputStream << #NAME;
MYMACRO(Group)
you would expect that "Group" would be output. However, as there are many overloaded operator<< functions, none of which take a const char* argument, the function that's actually called is operator<<(bool). Hence what actually gets output is "TRUE".
An actual example of this is in serializers\osgAnimation\Animation.cpp, WRITE_CHANNEL_FUNC2.
So the simple solution to this is to add operator<<(const char*), attached.
"
The DatabasePager now passes the Terrain pointer into the ReaderWriter's via osgDB::Options object,
rather than pushing a NodePath containing the Terrain onto NodeVisitor. This
change means that the DatabasePager nolonger needs to observer the whole NodePath and
will be lighter and quicker for it.
The change also means that ReadFileCallback can now run custom NodeVisitor's on the scene graph without
having to worry about TerrainTile's constructing scene graphs prior to the Terrain being assigned.
Also changed is the NodeVisitor::DatabaseRequestHandler which now requires a NodePath to the node that you wish
to add to rather than just the pointer to the node you wish to add to. This is more robust when handling scenes
with multiple parental paths, whereas previously errors could have occurred due to the default of picking the first
available parental path. This change means that subclasses of DatabasePager will need to be updated to use this new
function entry point.
http://forum.openscenegraph.org/viewtopic.php?t=7285
This file adds the same string API wrapper to the State object for other older apps that
track Uniforms by string. The original comment about performance is preserved."
are big enough to handle the primitives used in the geometry.
Added usage of verifyArray into osgfilecache so that it reports any problems on reading files in paged database.
* the glsl plugin now supports processing #includes. The file extension sets the shader type.
* the registry releases gl objects of the shared state manager
"
I see that we should expect some performance penalty for using this method. It won’t be painful in my current case because I have only a few animated characters. But I suspect some day I will have to fix osgCal to use int UniformIds natively for larger crowds."
hpux. I have skipped irix this time as irix is too dead to keep osg building
there.
As usual, solaris does not like member templates in stl containers.
Some headers missing and link problems due to missing libraries."
A few things remain to do:
* The binding between a uniform block in a shader program and a buffer indexed target number is fixed, like a vertex attribute binding. This is too restrictive because that binding can be changed without relinking the program. This mapping should be done by name in the same way that uniform values are handled i.e., like a pseudo state attribute;
* There's no direct way yet to query for the offset of uniforms in uniform block, so only the std140 layout is really usable. A helper class that implemented the std140 rules would be quite helpful for setting up uniform blocks without having to link a program first;
* There's no direct support for querying parameters such as the maximum block length, minimum offset alignment, etc. Having that information available outside of the draw thread would make certain instancing techniques easier to implement."
attached you'll find the second part of the IOS-submission. It contains
* GraphicsWindowIOS, which supports external and "retina" displays,
multisample-buffers (for IOS > 4.0) and multi-touch-events
* an ios-specific implementation of the imageio-plugin
* an iphone-viewer example
* cMake support for creating a xcode-project
* an updated ReadMe-file describing the necessary steps to get a
working xcode-project-file from CMake
Please credit Thomas Hogarth and Stephan Huber for these changes.
This brings the ios-support in line with the git-fork on github. It
needs some more testing and some more love, the cmake-process is still a
little complicated.
You'll need a special version of the freetype lib compiled for IOS,
there's one bundled in the OpenFrameworks-distribution, which can be used."
Notes, from Robert Osfield, modified CMakeLists.txt files so that the IOS specific paths are within IF(APPLE) blocks.
* support for NPOT-textures on IOS
* support for FBOs (only renderToTexture for now) on IOS (should work
for other OpenGL ES 1/2 targets, too)
* FileUtils-support for IOS"
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."
osgGA. My approach is to bundle all touchpoints into one custom data
structure which is attached to an GUIEventAdapter.
The current approach simulates a moving mouse for the first touch-point,
so basic manipulators do work, sort of.
I created a MultiTouchTrackballManipulator-class, one touch-point does
rotate the view, two touch-points pan and zoom the view as known from
the iphone or other similar multi-touch-devices. A double-tap (similar
to a double-click) resets the manipulator to its home-position.
The multi-touch-trackball-implementation is not the best, see it as a
first starting point. (there's a demo-video at http://vimeo.com/15017377 )"
serialization libraries. My submission mainly includes:
1. Add two new macros USE_DOTOSGWRAPPER_LIBRARY and
USE_SERIALIZER_WRAPPER_LIBRARY. Applications using static OSG must
include corresponding static-link libraries and use these two macros
to predefine native format wrappers. Please see osgstaticviewer and
present3D in the attachment for details.
2. Add a LibraryWrapper.cpp file in each
osgWrappers/deprecated-dotosg/... and osgWrappers/serializers/...
subfolder, which calls all USE_...WRAPPERS macros inside. The
LibraryWrapper file is automatically generated by the
wrapper_includer.cpp (with some slight fixes), which is also attached
for your reference. The deprecated-dotosg/osgAnimation is not included
because it doesn't us REGISTER_DOTOSGWRAPPER to define its wrappers.
3. Modify the ReaderWriterOSG.cpp to prevent calling loadWrappers()
when static build.
4. An uncorrelated fix to Serializer and ObjectWrapper.cpp, which
ensures version variables of serialziers are initialized, and
serializers out-of-version are not written to model files.
"
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..."
Changes to Tim's submission by Robert: Removal of need for swap buffer callback in ViewerBase.cpp, by
integrating a osg::State::frameCompleted() method that does the stats timing collection. Introduction of a
GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and
the swap buffers callback or the swapImplementation as required.
functionalities. It includes two main parts: a version checking macro
for handling backward-compatiblity since 3.0, and enhencement of
current schema mechanism. I also change the option handling process to
use getPluginStringData(), and add new USE_SERIALIZER_WRAPPER macro in
the Registry header to allow for static-link usage as well.
The enhencement of schema machanism just tells the type of each
serializer while outputting them, such as:
osg::Group = Children:1
The meaning of the number can be found in the osgDB/Serializer header,
BaseSerializer::Type enum. It may help 3rdparty utilities understand
the structure of the wrapper and do some reflection work in the
future.
The new macro UPDATE_TO_VERSION can help indicate the InputStream (no
affect on the writer) that a serializer is added/removed since certain
OSG version. An example wrapper file is also attached. The
Geode_modified.cpp is based on the serializers/osg/Geode.cpp file
(hey, don't merge it :-), but assumes that a new user serializer
'Test' is added since version 65 (that is, the OSG_SOVERSION):
REGISTER_OBJECT_WRAPPER( Geode, ... )
{
ADD_USER_SERIALIZER( Drawables ); // origin ones
UPDATE_TO_VERSION( 65 )
{
ADD_USER_SERIALIZER( Test ); // a serializer added from version 65
}
}
All kinds of ADD_... macros following UPDATE_TO_VERSION will
automatically apply the updated version. The braces here are only for
typesetting!
While reading an osgt/osgb/osgx file, OSG will now check if the file
version (recorded as the writer's soversion, instead of previous
meaningless "#Version 2") is equal or greater than Test's version, and
try reading it, or just ignore it if file version is lesser.
And we also have the REMOVE_SERIALIZER macro will mark a named
serializer as removed in some version, with which all files generated
by further versions will just ignore it:
UPDATE_TO_VERSION( 70 )
{
REMOVE_SERIALIZER( Test );
}
This means that from version 70, the serializer Test is removed (but
not actually erased from the list) and should not be read anymore. If
the read file version is less than 70 (and equal or greater than 65),
Test will still be handled when reading; otherwise it will be ignored
to keep compatiblity on different OSG versions.
"
Also I've done the osguserstats example. I've kept the "toy example" that was in the modified osgviewer.cpp I had sent you, because they show different uses of custom stats lines (a value displayed directly, a value without bars and a value with bars and graph). I also added a function and a thread that will sleep for a given number of milliseconds and record this time in the stats. I think it clearly shows how to record the time some processing takes and add that to the stats graph, whether the processing takes place on the same thread as the viewer or on another thread.
BTW, feel free to modify the colors I've given to each user stats line... I'm not very artistic. :-)
I've also added more doc comments to the addUserStats() method in ViewerEventHandlers, so hopefully the arguments are clear and the way to get the results you want is also clear. Maybe I went overboard, but the function makes some assumptions that may not be obvious and has many arguments, so I preferred to be explicit."
A new AutoRotateMode was added. I named it ROTATE_TO_AXIS to be
consistent with the other AutoRotateModes, even though it changes from
how is called in Billboard (AXIAL_ROT).
Setters and getters for rotation axis and normal were also added to the
AutoTransform class interface.
The implementation is mainly a copy-paste from Billboard code.
"
- 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
"
The user calls statsHandler->addUserStatsLine() providing:
- the label they want for that line in the graph
- the text and bar colors they want in the graph
- the stats names they want queried (one for time taken, one for begin and one for end time) and a few settings for how these will be displayed.
Then all they have to do is call viewer->getViewerStats()->setAttribute(framenumber, name, value) for their three attributes each frame and they'll have their stats in the graph.
They can also give only a time taken attribute (or some other numerical value they want printed, which can be averaged or not), or only begin+end attributes, and the graph will accordingly display only the (average or not) numerical value or only the bars.
Along the way I cleaned up the existing code a bit:
* Each time the setUpScene() or createCameraTimeStats() methods added a line to the graph, they did pretty much the same thing, so I moved that into a separate method called createTimeStatsLine() which is called by setUpScene() and createCameraTimeStats().
* I moved the font, characterSize, startBlocks and leftPos variables to member variables, since they were being passed around everywhere but were set only once at the beginning.
* The geode on which stats lines are added is also kept in a member variable, and createCameraTimeStats() adds the per-camera lines to this geode instead of returning a new Group with a new Geode. This further reduces the number of variables the createCameraTimeStats() method needs as input.
"
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.
change was to use doubles for reading and writing matrices regardless of type of Matrix
being serialized.
Change does break backwards compatibility though, so code
path supporting original format has been left in for the
time being. However, this code is not reliable enough and
is over complicated compared to the simplified handling. Once
the new code has been bedded down for a while I'll remove this code block.
I also fixed a possible bug in osgDB::XmlParser that doesn't handle control characters (like " to ") when reading node attributes, because the writeWrappedString() and readWrappedString() now depend heavily on control characters. An additional improvement is that osgx now supports comments."
osg/Camera. The ::glName issue masked the fact that the "(..)" isn't handled
well in doxygen and leads to "(." in the generated files.
I'm also submitting a minor documentation fix to osgGA/DriveManipulator to get
it out of my patch queue ;)"
performance option, I added a flag to control whether the depth writing
pass is performed.
Since text is alpha-blended when rendering, it is placed in the
transparent bin and rendered back to front. Writing to the depth buffer
should therefore be unnecessary. Indeed, rendering something behind text
(or any blended object) after that object is drawn will give incorrect
results whether the depth buffer is written or not. I therefore think it
is safe to keep this option off by default. Users can turn it on for any
special needs they have.
I did not fix the existing backdrop implementations to work with the new
code since this new method of rendering intrinsically handles backdrops
correctly. Its results are more accurate than all of the existing
backdrop implementations. Its only downside is that it requires two
passes if depth buffer updates are desired, whereas DEPTH_RANGE and
POLYGON_OFFSET achieve their (less accurate) results in one pass. The
NO_DEPTH_BUFFER method also only uses one pass, but it disables depth
tests and not depth writes so will have serious problems if anything is
drawn in front of the text before OR after the text is drawn.
Given the better all-around behavior of the new method, I believe the
other backdrop implementations can be safely removed. Code that adjusts
the backdrop implementation will of course be broken if the member
functions are removed. For this reason I left them in, but set the new
rendering method as the default backdrop implementation. At the very
least I think the old backdrop implementations should be deprecated and
removed at a later date.
"
Note from Robert Osfield, testing this submission with osgtext I found that the
text would not render correctly when different text labels were overlapping
in deth and screen space. I change _enableDepthWrites to default to true and
found the that which artifacts still occurred around the alpha blended edges
the artifacts where better than issue with occlusion of nearer pixels that was
happening with _enableDepthWrites set to false.I therefore set the
_enableDepthWrites to true as I feel it's the lesser of the two artefacts.
I move declaration of classes TestResult, QueryGeometry from cpp to header file and made a void createSupportNodes() a virtual method.
Now is possible to inherit from class OcclusionQueryNode."
Goals:
- to handle INCR_WRAP values nicely if not supported by OpenGL (old hardware)
- to support two side stenciling of OpenGL 2.0. Current implementation does not work on ATI as it uses Nvidia extension.
Ready for commit:
- Stencil and Stencil.cpp - please, review them
Ready with "hack":
- StencilTwoSided.cpp: please, see the line 113 in apply():
glEnable(GL_STENCIL_TEST_TWO_SIDE);
This line used to be in getModeUsage() as
usage.usesMode(GL_STENCIL_TEST_TWO_SIDE);
but it produces OpenGL errors on ATI as it is unknown value there (it is Nvidia extension).
Problems with my "glEnable" solution:
- it enables two side stenciling forever, and it will disturb any other single-side stenciling in the scene graph.
"
All size() methods are now renamed to volume(). At present only the CompositePlacer will use it for randomly choose a place according to the volumes of all children.
"
type is supported at present. The attached osgparticleshader.cpp will
show how it works. It can also be placed in the examples folder. But I
just wonder how this example co-exists with another two (osgparticle
and osgparticleeffect)?
Member variables in Particle, including _alive, _current_size and
_current_alpha, are now merged into one Vec3 variable. Then we can
make use of the set...Pointer() methods to treat them as vertex
attribtues in GLSL. User interfaces are not changed.
Additional methods of ParticleSystem are introduced, including
setDefaultAttributesUsingShaders(), setSortMode() and
setVisibilityDistance(). You can see how they work in
osgparticleshader.cpp.
Additional user-defined particle type is introduced. Set the particle
type to USER and attach a drawable to the template. Be careful because
of possible huge memory consumption. It is highly suggested to use
display lists here.
The ParticleSystemUpdater can accepts ParticleSystem objects as child
drawables now. I myself think it is a little simpler in structure,
than creating a new geode for each particle system. Of course, the
latter is still compatible, and can be used to transform entire
particles in the world.
New particle operators: bounce, sink, damping, orbit and explosion.
The bounce and sink opeartors both use a concept of domains, and can
simulate a very basic collision of particles and objects.
New composite placer. It contains a set of placers and emit particles
from them randomly. The added virtual method size() of each placer
will help determine the probability of generating.
New virtual method operateParticles() for the Operator class. It
actually calls operate() for each particle, but can be overrode to use
speedup techniques like SSE, or even shaders in the future.
Partly fix a floating error of 'delta time' in emitter, program and
updaters. Previously they keep the _t0 variable seperately and compute
different copies of dt by themseleves, which makes some operators,
especially the BounceOperator, work incorrectly (because the dt in
operators and updaters are slightly different). Now a getDeltaTime()
method is maintained in ParticleSystem, and will return the unique dt
value (passing by reference) for use. This makes thing better, but
still very few unexpected behavours at present...
All dotosg and serialzier wrappers for functionalities above are provided.
...
According to some simple tests, the new shader support is slightly
efficient than ordinary glBegin()/end(). That means, I haven't got a
big improvement at present. I think the bottlenack here seems to be
the cull traversal time. Because operators go through the particle
list again and again (for example, the fountain in the shader example
requires 4 operators working all the time).
A really ideal solution here is to implement the particle operators in
shaders, too, and copy the results back to particle attributes. The
concept of GPGPU is good for implementing this. But in my opinion, the
Camera class seems to be too heavy for realizing such functionality in
a particle system. Myabe a light-weight ComputeDrawable class is
enough for receiving data as textures and outputting the results to
the FBO render buffer. What do you think then?
The floating error of emitters
(http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-May/028435.html)
is not solved this time. But what I think is worth testing is that we
could directly compute the node path from the emitter to the particle
system rather than multiplying the worldToLocal and LocalToWorld
matrices. I'll try this idea later.
"
Texture.cpp:applyTexImage2D_subload:
<code>
unsigned char* data = = (unsigned char*)image->data();
if (needImageRescale) {
// allocates rescale buffer
data = new unsigned char[newTotalSize];
// calls gluScaleImage into the data buffer
}
const unsigned char* dataPtr = image->data();
// subloads 'dataPtr'
// deletes 'data'
</code>
In effect, the scaled data would never be used.
I've also replaced bits of duplicate code in Texture1D/2D/2DArray/3D/Cubemap/Rectangle
that checks if the texture image can/should be unref'd with common functionality in
Texture.cpp.
"
osgWidget::Input:
[Functional changes]
- Previously, the field would be filled with spaces up to its max length, and typing would just replace the spaces. Also, there was a _textLength variable that kept track of the real length of text in the field, since the osgText::Text's length just reflected the length of spaces+text entered. This was not great, as you could still select the spaces with the mouse and it just feels hacky. So I changed it to only contain the text entered, no spaces, and _textLength was removed since it's now redundant (the osgText::Text's length is used instead).
- Fixed the selection size which (visually only) showed one more character selected than what was really selected.
- Fixed selection by dragging the mouse, it would sometimes not select the last character of the string.
- Cursor will now accurately reflect whether insert mode is activated (block cursor) or we're in normal mode (line cursor) like in most editors.
- Implemented Ctrl-X (cut)
- Added a new clear() method that allows the field to be emptied correctly. Useful for a command line interface, for example (hint, hint).
- Mouse and keyboard event handler methods would always return false, which meant selecting with the mouse would also rotate the trackball, and typing an 's' would turn on stats.
[Code cleanup]
- Renamed the (local) _selectionMin and _selectionMax variables which are used in a lot of places, as the underscores would lead to think they were members. Either I called them selection{Min|Max} or delete{Min|Max} where it made more sense.
- Fixed some indenting which was at 3 spaces (inconsistently), I'm sure I didn't catch all the lines where this was the case though.
- Put spaces between variable, operator and value where missing, especially in for()s. Again I only did this where I made changes, there are probably others left.
The result is that delete, backspace, Ctrl-X, Ctrl-C, Ctrl-V, and typing behaviour should now be consistent with text editor conventions, whether insert mode is enabled or not. I hope. :-)
Note, there's a nasty const_cast in there. Why isn't osgText::Font::getGlyph() declared const?
Also, as a note, the current implementation of cut, copy and paste (in addition to being Windows only, yuck) gets and puts the data into an std::string, thus if the osgText::String in the field contains unicode characters I think it won't work correctly. Perhaps someone could implement a proper clipboard class that would be cross-platform and support osgText::String (more precisely other languages like Chinese) correctly? Cut, copy and paste are not critical to what I'm doing so I won't invest the time to do that, but I just thought I'd mention it.
"
"enable thread locking in libavcodec
This is required for a multithreaded application using ffmpeg from
another thread."
"Prevent the audio from videos from hanging on exit if they are paused.
The video decoder already has similar logic."
"Add a way to retrieve the creation time for MPEG-4 files."
"fmpeg, improve wait for close logic
Both audio and video destructors have been succesfully using the logic,
if(isRunning())
{
m_exit = true;
join();
}
since it was introduced,
but the close routines are using,
m_exit = true;
if(isRunning() && waitForThreadToExit)
{
while(isRunning()) { OpenThreads::Thread::YieldCurrentThread(); }
}
which not only is it doing an unnecessary busy wait, but it doesn't
guaranteed that the other thread has terminated, just that it has
progressed far enough that OpenThreads has set the thread status as
not running. Like the destructor set the m_exit after checking
isRunning() to avoid the race condition of not getting to join()
because the thread was running, but isRunning() returns false.
Now that FFmpeg*close is fixed, call it from the destructor as well
to have that code in only one location."
about the Observer header:
/home/cubicool/local/include/osg/Observer: In copy constructor
?osg::ObserverSet::ObserverSet(const osg::ObserverSet&)?:
/home/cubicool/local/include/osg/Observer:66: warning: base class ?class
osg::Referenced? should be explicitly initialized in the copy
constructor
I've been fixing this by hand by using the attached Observer header; it
does exactly what the warning requests. Purely cosmetic, I believe, but
other than that OSG seems to compile w/ -W -Wall just fine."
* Added support for floating windows and context menus in QMDIAreas.
* Protected the size (_width and _height) by a mutex to prevent threading problems.
Then my own:
* Made sure the embedded widget's size follows the graphicsView's size at all times so that window resizes will resize the widget as expected in fullscreen mode."
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
to get QWidgetImage to a point where it can fill a need we have: to be
able to use Qt to make HUDs and to display widgets over / inside an OSG
scene.
---------------
Current results
---------------
I've attached what I have at this point. The modified QWidgetImage +
QGraphicsViewAdapter classes can be rendered fullscreen (i.e. the Qt
QGraphicsView's size follows the size of the OSG window) or on a quad in
the scene as before. It will let events go through to OSG if no widget
is under the mouse when they happen (useful when used as a HUD with
transparent parts - a click-focus scheme could be added later too). It
also supercedes Martin Scheffler's submission because it adds a
getter/setter for the QGraphicsViewAdapter's background color (and the
user can set their widget to be transparent using
widget->setAttribute(Qt::WA_TranslucentBackground) themselves).
The included osgQtBrowser example has been modified to serve as a test
bed for these changes. It has lots more command line arguments than
before, some of which can be removed eventually (once things are
tested). Note that it may be interesting to change its name or split it
into two examples. Though if things go well, the specific QWebViewImage
class can be removed completely and we can consolidate to using
QWidgetImage everywhere, and then a single example to demonstrate it
would make more sense, albeit not named osgQtBrowser... You can try this
path by using the --useWidgetImage --useBrowser command line arguments -
this results in an equivalent setup to QWebViewImage, but using
QWidgetImage, and doesn't work completely yet for some unknown reason,
see below.
----------------
Remaining issues
----------------
There are a few issues left to fix, and for these I request the
community's assistance. They are not blockers for me, and with my
limited Qt experience I don't feel like I'm getting any closer to fixing
them, so if someone else could pitch in and see what they can find, it
would be appreciated. It would be really nice to get them fixed, that
way we'd really have a first-class integration of Qt widgets in an OSG
scene. The issues are noted in the osgQtBrowser.cpp source file, but
here they are too:
-------------------------------------------------------------------
QWidgetImage still has some issues, some examples are:
1. Editing in the QTextEdit doesn't work. Also when started with
--useBrowser, editing in the search field on YouTube doesn't
work. But that same search field when using QWebViewImage
works... And editing in the text field in the pop-up getInteger
dialog works too. All these cases use QGraphicsViewAdapter
under the hood, so why do some work and others don't?
a) osgQtBrowser --useWidgetImage [--fullscreen] (optional)
b) Try to click in the QTextEdit and type, or to select text
and drag-and-drop it somewhere else in the QTextEdit. These
don't work.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) Try the operations in b), they all work.
e) osgQtBrowser --useWidgetImage --useBrowser [--fullscreen]
f) Try to click in the search field and type, it doesn't work.
g) osgQtBrowser
h) Try the operation in f), it works.
2. Operations on floating windows (--numFloatingWindows 1 or more).
Moving by dragging the titlebar, clicking the close button,
resizing them, none of these work. I wonder if it's because the
OS manages those functions (they're functions of the window
decorations) so we need to do something special for that? But
in --sanityCheck mode they work.
a) osgQtBrowser --useWidgetImage --numFloatingWindows 1
[--fullscreen]
b) Try to drag the floating window, click the close button, or
drag its sides to resize it. None of these work.
c) osgQtBrowser --useWidgetImage --numFloatingWindows 1
--sanityCheck
d) Try the operations in b), all they work.
e) osgQtBrowser --useWidgetImage [--fullscreen]
f) Click the button so that the getInteger() dialog is
displayed, then try to move that dialog or close it with the
close button, these don't work.
g) osgQtBrowser --useWidgetImage --sanityCheck
h) Try the operation in f), it works.
3. (Minor) The QGraphicsView's scrollbars don't appear when
using QWidgetImage or QWebViewImage. QGraphicsView is a
QAbstractScrollArea and it should display scrollbars as soon as
the scene is too large to fit the view.
a) osgQtBrowser --useWidgetImage --fullscreen
b) Resize the OSG window so it's smaller than the QTextEdit.
Scrollbars should appear but don't.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) Try the operation in b), scrollbars appear. Even if you have
floating windows (by clicking the button or by adding
--numFloatingWindows 1) and move them outside the view,
scrollbars appear too. You can't test that case in OSG for
now because of problem 2 above, but that's pretty cool.
4. (Minor) In sanity check mode, the widget added to the
QGraphicsView is centered. With QGraphicsViewAdapter, it is not.
a) osgQtBrowser --useWidgetImage [--fullscreen]
b) The QTextEdit and button are not in the center of the image
generated by the QGraphicsViewAdapter.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) The QTextEdit and button are in the center of the
QGraphicsView.
-------------------------------------------------------------------
As you can see I've put specific repro steps there too, so it's clear
what I mean by a given problem. The --sanityCheck mode is useful to see
what should happen in a "normal" Qt app that demonstrates the same
situation, so hopefully we can get to a point where it behaves the same
with --sanityCheck and without."
I changed
_in->setStream( new std::stringstream(data) );
to
_dataDecompress = new std::stringstream(data);
_in->setStream( _dataDecompress );
Then when the destructor is of InputStream is called I delete the
dataDecompress stringstream.
"
1) some time values were passed as floats, reducing accuracy.
2) comparisons done between doubles and floats gave different results so time < endtime evaluated to false the first time it was checked (with doubles), and true the second time it was checked (with time having been converted to a float). This consequently resulted in an array-out-of-bounds crash
will cause the writing of osg::Switch incorrectly. The original thread
was posted on osg-users. I would like to follow the suggestion of
Brendan and add a std::endl before the END_BRACKET in
ListSerializer::write().
"
osg::Camera* c = createCamera();
c->attach( osg::Camera::COLOR_BUFFER0, texture3d, 0,
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER );
it works also for cubemap textures and 2d texture arrays
"
bool observer_ptr<>::lock(ref_ptr<T>&) to avoid the temporary ref_ptr<>'s
being created and destroyed on the stack along with the associated ref/unref() operations
Changes:
- new mouse wheel zoom/movement/center functionality
- ability to fix vertical axis (important for CAD)
- possibility to specify values as absolute values or relative to model size
- kind of backward compatibility by flags passed to constructor
- and much more
- restructuring classes to use kind of hierarchy and standard way of event processing (handle methods). This way, there is much more code reusability and it is more easy to develop new kinds of manipulators.
Briefly, the new architecture keeps MatrixManipulator as base abstract class. StandardManipulator is the feature-rich standard manipulator with two main descendant classes: OrbitManipulator and FirstPersonManipulator. OrbitManipulator is base class for all trackball style manipulators, based on center, rotation and distance from center. FirstPersonManipulator is base for walk or fly style manipulators, using position and rotation for camera manipulation.
"
Changes by Robert: Replaced osg::Vec3 by osg::Vec3d, introduced DEFAULT_SETTINGS enum and usage. Added frame time member variables in prep for improving throw animation when vysync is off.
the OutputStream/InputStream implementations, which was just finished
last weekend with a few tests on Windows and Ubuntu. Hope it could
work and get more feedbacks soon.
I've added a new option "SchemaData" to the osg2 plugin. Developers
may test the new feature with the command line:
# osgconv cow.osg cow.osgb -O SchemaData
It will record all serializer properties used in the scene graph, at
the beginning of the generated file. And when osgviewer and user
applications is going to read the osgb file, the inbuilt data will be
automatically read and applied first, to keep backwards compatibility
partly. This will not affect osgb files generated with older versions.
"
in process: a wrong definition of the OSG_FATAL macro, and wrong logic
inside the KeySwitchMatrixManipulator::getDistance() function. I
believe both were slips."
META_OSGMANIPULATOR_Object macro to ensure these classes could work
with their wrappers, and a few naming styles should be changed as
well. Fortunately everything seems to compile fine under Windows and
my new Ubuntu system.
And I finally find the problem of the
serializers/osgTerrain/Terrain.cpp, it just missed an "osg::Group"
before "osg::CoordinateSystemNode" indicator. With the small fix
attached now VPB could generate terrain with osgt/osgb formats."
Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).
Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."
and from follow email:
"Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
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."
few headers and the osgAnimation sources are also modified to make
everything goes well, including:
A new REGISTER_OBJECT_WRAPPER2 macro to wrap classes like
Skeleton::UpdateSkeleton.
A bug fix in the Seralizer header which avoids setting default values
to objects.
Naming style fixes in osgAnimation headers and sources, also in the
deprecated dotosg wrappers.
A bug fix for the XML support, to write char values correctly.
A small change in the osg::Geometry wrapper to ignore the
InternalGeometry property, which is used by the MorphGeometry and
should not be set by user applications.
The avatar.osg, nathan.osg and robot.osg data files all work fine with
serializers, with some 'unsupported wrapper' warnings when converting.
I'm thinking of removing these warnings by disabling related property
serializers (ComputeBoundingBoxCallback and Drawable::UpdateCallback),
which are seldom recorded by users.
By the way, I still wonder how would we handle the C4121 problem,
discussed some days before. The /Zp compile option is set to 16 in the
attached cmake script file. And is there a better solution now?"
now O(n) rather than O(nlogn) where n is the number of requests. The refactoring also cleans up the access of the
request lists so that the code is more readable/maintainable.
using osgDB::XmlParser. The extension for XML-formatted scenes is
.osgx, corresponding to .osgb for binary and .osgt for ascii. It could
either be rendered in osgviewer or edited by common web browsers and
xml editors because of a range of changes to fit the XML syntax. For
example, the recorded class names are slight modified, from
'osg::Geode' to 'osg--Geode'.
To quickly get an XML file:
# ./osgconv cow.osg cow.osgx
The StreamOperator header, InputStreram and OutputStream classes are
modified to be more portable for triple ascii/binary/XML formats. I
also fixed a bug in readImage()/writeImage() to share image objects if
needed.
The ReaderWriterOSG2 class now supports all three formats and
reading/writing scene objects (not nodes or images), thanks to
Torben's advice before.
"
This change should make it possible to delete PagedLOD's independantly from the DatabasePager, and also prevent issues of
consistency of the pager when subgraphs when are cached elsewhere in the application such as in the Registry filecache.
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). "
osgAnimation. It's been tested with the majority of the samples in the
COLLADA test repository and works with all of them either as well as, or
better than, the version of the plugin currently in SVN.
Known issue: vertex animation (AKA morphing) doesn't work at present,
but that's a relatively unpopular method of animating so it's not high
on my priority list."
Follow up email:
"I've been informed that the previous DAE submission didn't build on
unix, so here's the submission again with the fixes. Thanks to Gregory Potdevin and Benjamin Bozou.
Also, my apologies to Roland for not crediting his part in making DAE
animation happen, my work was indeed built on top of his work. Thanks
also to Marius Heise and of course Cedric Pinson."
Changes by Robert Osfield, fixed compile issues when compile without C* automatic conversion enabled in ref_ptr<>
and constructor initialization fixes to address some warnings under gcc.
* Change OcclusionQueryNode::getPassed to take a NodeVisitor rather than the distance from BS center to the eye point. Change where CullVisitor calls this method to use the new parameters.
* getPassed now exits early and returns true to avoid blinking / blink-in of geometry for the first frame or for out-of-range LOD children coming back into view.
* getPassed now considers the distance from the near plane to the bounding sphere (rather than eye point to bounding sphere) when determining if the viewer is "inside" the bounding sphere or not."
of OSG. I modified the osgDB::InputStream and OutputStream and the
PagedLOD wrapper as well. Now all seems to work fine with paged
scenes. I've tested with the puget terrain data and the osgdem
application from VPB:
# osgdem --xx 10 --yy 10 -t ps_texture_4k.tif --xx 10 --yy 10 -d
ps_height_4k.tif -l 8 -v 0.1 -o puget.osgb
As the ive plugin does, The PagedLOD wrapper now automatically add the
latest file path to PagedLODs' databasePath member, to help them find
correct child positions. I also changed the image storage strategy of
the OutputStream class, to store them inline by default. The osgt
extension should also work, in case the image files are also written
to the disk.
"
which utilises a global recursive mutex that is dedicated to manage Observer and ObserverSet.
The new global mutex for observers avoids problems with deadlocks that were occurring previously when
an osg::Refenced object was being deleted at the same time as on osg::ObserverNodePath.
the extra capability of making it possible for Observers to assume ownership of a object that would otherwsie be deleted.
Added a thread safe ref_ptr<T> observer_ptr<T>::lock() method for robust access to an observed object. This
makes observer_ptr<> more equivilant to boosts weak_ptr.
Introduced the OSG_NOTIFY_DISABLE Cmake variable + include/osg/Config #define to control whether the OpenSceneGraph build
should disable the notification system completely. By setting OSG_NOTIFY_DISABLE to ON in CMake and then rebuilding the
the OSG you can get a slightly smaller (~1%) and more slightly efficient library which can be good for shipping applications,
but with downside of reduced ability to detect runtime problems and their causes.
OSGDB_EXPORT macro to RegisterCompressorProxy, and modified the
findCompressor() method to look for custom compressors in libraries
such like osgdb_compressor_name.so, which was described in the wiki
page chapter 2.4."
1. Rewrite the reading/writing exception handlers to work like the ive
plugin exceptions.
2. Write a header writing/checking function in ReaderWriterOSG2.cpp,
which may help decide if the stream is ascii or binary. The
readInputIterator() function will return null pointer if the input
file is nither osgb nor osgt format, which indicates that the old .osg
format could be used here, in case we've merged the two plugins
together.
3. Add a new ForceReadingImage option in the InputStream, which will
allocate an empty image object with the filename if specifed external
image file is missed. It may be useful for format converting in some
cases.
4. Add new osgParticle wrappers, as well as some modification to the
osgParticle headers, for instance, change isEnabled() to getEnabled().
5. Some fixes to the osg serialization wrappers."
Bone now inherit from MatrixTransform. It simplify a lot the update of
Bone matrix. It helps to have the bone system more generic. eg it's now
possible to have animation data with precomputed bind matrix. The other
benefit, is now the collada plugin will be able to use osgAnimation to
display skinned mesh. Michael Plating did a great work to improve this
aspect, he is working on the collada plugin and should be able to submit
a new version soon.
The RigGeometry has been refactored so now it works when you save and
reload RigGeometry because the source is not touched anymore. The
benefit with this update is that it should be now possible to use a
MorphGeometry as source for a RigGeometry.
The bad news is that the format has changed, so i have rebuild osg-data
related to osgAnimation data, updated the blender exporter to export to
the new format.
The fbx plugin could be touched about this commit, i dont compile it so
i can't give more information about it.
The bvh plugin has been updated by Wang rui so this one is fixed with
the new code of osgAnimation.
The examples has been updated to work with the new code too...
The example osg-data/example.osg should be remove, it's an old example
that does not work.
For people using blender the blender exporter up to date is here:
http://hg.plopbyte.net/osgexport2/
it will be merge to http://hg.plopbyte.net/osgexport/ as soon as the
modification will be push in the trunk.
"
I found very useful to have a control whether osgView::setCameraManipulator does or does not reset camera to home position.
I extended method signature as follows:
void setCameraManipulator(osgGA::MatrixManipulator* manipulator, bool resetPosition = true);
keeping the current usage intact (default parameter), while enabling user to disable the position reset. That can be useful in the situation when manipulator position was already loaded, for example from a file (user specification), or defined any other way, while we do not want to be reset to home position. Other usability is usage of two manipulators in a modeling program (orbiting around the model, walking on the model) and changing between them while we want to preserve the position of a camera in the change. Games may benefit from it as well when we change from user-defined helicopter manipulator to soldier manipulator because the user escaped the helicopter. The camera will change manipulator but the position is expected to be kept in the transition (provided that user makes the state transition between the two manipulators himself).
"
From Robert Osfield, I didn't merge the change of parameter type of IntersectKdTree::intersect() as the internal maths is all done in Vec3s. Keeping Vec3 here hasn't effected the test results.
destruction of RequestQueue to remove any pointers held in DatabaseRequest attached to the scene graph, and to
prevent their subsequent use in cases where the scene graph is attached to a new DatabasePager.
to the osgDB::Registry. Added a osgDB::Registry::getObjectWrapperManager() for access of this object wrapper manager. This
change centralises the singleton management in osgDB.
Merged the osgDB::GlobalLookUpTable functionality into ObjectWrapperManger to keep down the number of singletons in use.
From Robert Osfield, refactor of Wang Rui's original osg2 into 3 parts - parts placed into osgDB, the ReaderWriter placed into src/osg/Plugin/osg and wrappers into src/osgWrappers/serializers/osg
osg::Texture1D classes, for the reason of implementing the I/O
serialization feature. In the Sequence header, I've added some more
convenient functions: setTimeList/getTimeList,
setLoopMode/getLoopMode, setBegin/getBegin, setEnd/getEnd,
setSpeed/getSpeed and setNumRepeats/getNumRepeats.
In the Texture1D header, fixed:
inline void setTextureWidth(int width) const ...
to:
inline void setTextureWidth(int width) ..."
Notes from Robert Osfield, have gone a little further with these changes and have removed some of the original get methods that were out of step with the way the rest of the OSG manages the set/get property pairs.
1. The node type will be set to ATOM on read of <tag prop="..." ... /> type tags.
2. GROUP and NODE are now written using the same code (and not just duplicated code). Also NODE will not be written as an ATOM if it has no children or contents, so you need to set the type to ATOM if you want the <tag ... /> style.
3. You had put the write of "/>" for ATOM after the "return true", so it had no effect... Moved to before the return.
4. ATOM did not write its properties correctly, fixed.
5. As an added bonus, I made the write() method indent the output so it's more readable. It brings a small public interface change but the indent argument has a default value so client code doesn't need to change (if there even is any).
6. Another added bonus, I've simplified the write() method a bit by factoring out the write for children and properties into protected methods."
1) Add getShadowComparison() accessor function to osg::Texture class
2) Modify ReaderWriterTiff::writeTifStream() and _readColor() (in Image.cpp) to handle pixelFormat==GL_DEPTH_COMPONENT as if it were GL_LUMINANCE
3) Modify the Texture classes of the ive and osg plug-ins so that they save/load the following Texture members: _use_shadow_comparison, _shadow_compare_func and _shadow_texture_mode
"
glActiveTexture on every State::apply after more than one texunits have been
used.
This is against 2.9.6 (I think SVN head is the same)
Quick Synopsis:
New functions:
State::applyModeOnTexUnit
State::applyAttributeOnTexUnit
State::applyModeMapOnTexUnit
State::applyAttributeMapOnTexUnit
State::applyModeListOnTexUnit
State::applyAttributeListOnTexUnit
All copies of the normal versions, but they also set the active tex unit if
absolutely necessary (i.e. only if they call something OpenGL).
State::apply (*2)
State::applyTextureAttribute
Changed to call the above functions and no longer call setActiveTextureUnit
themselves.
State::setActiveTextureUnit
Made inline, so the benefit of having applyModeOnTexUnit (etc) inline
is retained.
"
To enable the automatic attachment of the required update callback to call osg::Image::update(..) subclasses from osg::Image will
need to implement the osg::Image::requestUpdateCall() and return true, and implement the osg::Image::update(NodeVisitor*) method to recieve the update call during the update traversal.
Add check in RigTransformSoftware if bones are null
Indent TimelineAnimationManager
Add check for NaN in UpdateCallback.cpp
Fix TimelineAnimationManager clear target (a refactore of Timeline is require for futur)
Fix Computation of bounding box for RigGeometry
The texture in data/Images should be copied to osg-data. I created the texture myself with the help of an explosion generator, so no license issues there.
"
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg33967.html
, interpolating through HSV space gives a rainbow color effect which
does not mimic the simple RGB color interpolation that OpenGL does.
It's overkill and causes unexpected visual artifacts. In the attached
files I've removed the conversion to HSV so that interpolation happens
in RGB space."
osg::GraphicsContext, in order to give good integration with the
application's GUI toolkit. This works really well.
However, I need to share OpenGL texture resources with the standard
osgViewer GraphicsContext implementations, in particular the
PixelBuffers. This is essential for my application to conserve graphics
memory on low-end hardware. Currently the standard osg implementations
will not share resources with another derived osg::GraphicsContext,
other than the pre-defined osgViewer classes e.g. PixelBufferX11 is
hardcoded to only share resources with GraphicsWindowX11 and
PixelBufferX11 objects, and no other osg::GraphicsContext object.
To address this in the cleanest way I could think of, I have moved the
OpenGL handle variables for each platform into a small utility class,
e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11
and any other derived osg::GraphicsContext class can inherit from
GraphicsHandleX11 to share OpenGL resources.
I have updated the X11, Win32 and Carbon implementations to use this.
The changes are minor. I haven't touched the Cocoa implmentation as
I'm not familiar with it at all and couldn't test it - it will work
unchanged.
Without this I had some horrible hacks in my application, this greatly
simplifies things for me. It also simplifies the osgViewer
implementations slightly. Perhaps it may help with other users'
desires to share resources with external graphics contexts, as was
discussed on the user list recently."
Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
filenames starting with a dash "-" character from the (std::vector<std::string>&) version
of osgDB::readNodeFiles. Handling of argument strings is properly implemented in the
osgDB::readNodeFiles(osg::ArgumentParser& arguments,const Options* options)
variant, which most code uses. The (std::vector<std::string>&) version is only called by
the osgconv utility, which does its own argument handling and stripping prior to calling
readNodeFiles().
Also, documented this behaviour in the header comments.
I believe this code removal is a meritful change because leavign the code in causes an
unexpected and undocumented behaviour (ignoring any filename starting with a dash) that
could bite users in the future. This behaviour is not needed for existing functionality
because existing code uses other APIs to handle dash-prefixed arguments anyway.
"
only create 376, then the program would hang.
376 * 8MB stack per thread = 3008 MB
The stack size allocated per thread blew the process address stack.
To get more threads you have to specify a smaller per thread stack,
but while the Thread::start says it will limit the stack size to the
smallest allowable stack size, it won't let it be smaller than the
default. I included the limits.h header to use PTHREAD_STACK_MIN as
the minimum stack size.
As for the deadlock, if the pthread_create failed, the new thread
doesn't exist and doesn't call threadStartedBlock.release(), so the
existing thread deadlocks on threadStartedBlock.block(). Only block
if the thread was started."
I've needed to run a recorded simulation offscreen and save it to a sequence of images, and the ScreenCaptureHandler seemed to be the simplest way to do that, and with this change it's possible.
Another change: I've also added the ability to specify continuous capture of all frames, or a certain number of frames. ScreenCaptureHandler now has a setFramesToCapture(int) method. The argument will be interpreted as:
0 : don't capture
<0 : capture continuously
>0 : capture that number of frames then stop
I also added startCapture() and stopCapture() methods so that user code can start capturing (either continuously or the given number of frames) at a given point in their program. setFramesToCapture() won't start capturing, you have to call startCapture() afterwards. The handler also now has another key to toggle continuous capture (defaults to 'C').
Note that continuous capture will of course only work if the CaptureOperation writes to different files (for example, a WriteToFile with SEQUENTIAL_NUMBER mode) or does something different each time... Otherwise it will just overwrite of course. :-)
I've also taken the chance to refactor the addCallbackToViewer() method a bit too, since finding the right camera is needed in two places now.
I've tested all cases (I think). If you want to try, in osgviewer.cpp and replace the line
// add the screen capture handler
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);
with
// add the screen capture handler
osgViewer::ScreenCaptureHandler* captureHandler = new
osgViewer::ScreenCaptureHandler(
new osgViewer::ScreenCaptureHandler::WriteToFile(
"screenshot", "jpg",
osgViewer::ScreenCaptureHandler::WriteToFile::SEQUENTIAL_NUMBER),
-1);
viewer.addEventHandler(captureHandler);
captureHandler->startCapture();
And vary the "-1" (put 0, 10, 50) and then use the 'c' and 'C' keys and see how it reacts.
"
DisplaySettings now define COLOR and DEPTH as defaults for implicit buffers. Consequently Camera by default uses the same defaults through USE_DISPLAY_SETTINGS_MASK. However, particular Camera mask can be easily overriden through Camera::setImplicitBufferAttachmentMask method. I hope, that in this way we can have global control over implicit buffer defaults, and we can still retain fine grained control at Camera level.
I have also replaced original unsigned ints used to store masks to signed ints because complier resolves enums as signed integer (I got a number of warnings with unsigned int)."
Most notable the __hpux define stuff. The __hpux__ variant seems to be not
defined which resulted in a compile error at this time. Consequently I have
replaced all occurances of __hpux__ with __hpux. And huge surprise: now osg
plugins are found and loaded correctly ...
The next notable one is the MSVC_IDE fix which makes the nmake Makefiles cmake
generator target behave like the ide one. Showed up because I started to do
scripted builds with nmake instead of devenv...
The rest is the usual bunch of stuff that just happens during normal
coding ..."