it now maintains references to the last applied matrices, automatically doing
lazy state updating. This simplifies the various places in the OSG which
were previously doing the applying, add paves the way for managing the
projection matrix within the scene graph.
Remove MemoryAdapter and mem_ptr as they arn't being used, and can potentially
confuse users by their existance.
easier to specify which modes and attributes have been modified without
the user requiring to know to what value, or to have an equivilant attribute
to pass to the have_applied_attribute method. The original have_applied(mode)
and have_applied(attribute) methods have been renamed have_applied_mode(),
have_applied_attribute() as this was required to prevent the mode and type
values colliding during compile (it was causing a compile error when the method
names were the same.)
modes first then attributes since the it was cause a display bug on some
datesets. It seems that the modes needs enabling before glMaterial's
take affect, at least on the NVidia drivers under Windows and Linux.
The OpenGL reference guide doesn't mention any dependancy so I'm not
sure what the official line is. Some other OpenGl attribute and modes
need to be applied in that order according to the blue book, however,
drivers, at least the NVidia drivers seem require the opposite. This may raise
the spectra of before and after mode applies, but this will require extra
support in osg::State and osg::StateAttribute, and would have to be handled
on a per attribute basis, and possibly different of each platform. Yuck.
attributes are now set first, then modes. This is keep consistent with
the setting of glColorMaterial and glEnable(GL_COLOR_MATERIAL) as specfied
in OpenGL documentation.
these global attributes are created by cloning any attributes which are
applied during rendering, the clone in a shallow copy, which will set up
default valus for that attribute. This should prevent attribute bleed
from one stateset to the next when the global StateSet doesn't contain
an attribute used within the scene graph.