Commit Graph

10862 Commits

Author SHA1 Message Date
Robert Osfield
78b15f8e17 From Fabien Lavignotte, "I use Texture2D::copyTexImage2D to generate some textures at each frame on a PagedLOD databases.
There was some performance problems after a long run, because textures created with copyTexImage2D were not reused.
After investigation, there is a problem with the Texture Pool when a texture object is created with an empty profile, and then move after creation to TextureObjectSet with good profile using setAllocated method.
I have just changed a little bit the code of Texture2D::copyTexImage2D, to generate the texture object with the good profile at the start."
2010-12-01 13:33:31 +00:00
Robert Osfield
9c0e56d7a0 From "Matthew Roberso, I've attached a small fix to the src/osgWrappers/serializers/osg/Texture2DArray.cpp against the svn head r11965 it simply calls setTextureDepth before attempting to load the individual textures into the array. Currently without that the loading fails with the following printout "Warning: Texture2DArray::setImage(..) failed, the given layer number is bigger then the size of the texture array." and the texture array is empty if loaded from an osga/b." 2010-11-30 16:22:37 +00:00
Robert Osfield
e9cd13f120 Fixed the readObject method so it could handle reading from a file contains any valid type of osg::Object 2010-11-30 14:36:37 +00:00
Robert Osfield
55749eda59 Added passing of existingObj parameter 2010-11-30 12:34:06 +00:00
Robert Osfield
a7ff553925 From Stephan Huber, compile fix for iOS 2010-11-30 11:34:33 +00:00
Robert Osfield
5723050580 From Ulrich Hertlein and Stephan Huber, improves to iOS build 2010-11-30 09:26:18 +00:00
Robert Osfield
60457486b0 From Wang Rui, Compile fixes 2010-11-30 08:12:06 +00:00
Robert Osfield
e5a9eaa711 From Tim Moore, "Here is initial support for uniform buffer objects. The binding between a buffer object and an indexed target is implemented as a new StateAttribute, UniformBufferBinding. I've included an example program based on the code in the ARB_uniform_buffer_object specification.
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."
2010-11-29 17:43:27 +00:00
Robert Osfield
0739c15e0a Removed deperecated variables that are no longer used. 2010-11-29 09:32:43 +00:00
Robert Osfield
b523cb15c1 From Tomas Holgarth and Stephan Huber, "
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.
2010-11-26 18:19:28 +00:00
Robert Osfield
d8d47199f2 From Katharina Plugge, fix for regression in handling of multitexturing. 2010-11-26 17:37:42 +00:00
Robert Osfield
b9ae28d344 From Eduardo Poyart, OSG patch: made it read ancillary IndexedStrings into MultiSwitch 2010-11-26 17:35:06 +00:00
Robert Osfield
3f6c837a5a Updated ChangeLog 2010-11-26 17:32:10 +00:00
Robert Osfield
ebfcb17744 From Marin Platings and Robert Osfield, fix of Uniform unique ID by making osg::Object::setName() virtual. 2010-11-26 13:54:11 +00:00
Robert Osfield
4820157fed From Martin Beck, "
recently we noticed a little mistake for 3DS files using instances of the same meshs: Every groupnode gets the same name instead of the (correct) instance name of the object. The fix only consists of two additional lines which check whether an instance_name is given for the object and then uses this one instead of the node name."
2010-11-26 12:44:53 +00:00
Robert Osfield
896b8c58d4 From Fabien Lavignotte, "There was a small bug when using the new serializer with AnimationPath. The serializer assumes NO_LOOPING is the defaut for LoopMode, but in fact it is LOOP.
The new serializer avoids to write default values in text mode, so the loop mode is not always correctly set."
2010-11-26 12:23:56 +00:00
Robert Osfield
1a69b98ca1 Removed debug messages 2010-11-26 12:22:06 +00:00
Robert Osfield
8a929ea923 From Magnus Kessler, "Typo in usage string of examples/osganalysis
please specifies -> please specify"
2010-11-26 10:31:34 +00:00
Robert Osfield
d7b161078a From Thomas Hogarth and Stephan Huber, "attached you'll find part one of iphone-support. It includes
* 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"
2010-11-25 16:06:04 +00:00
Robert Osfield
1bd55d732d From Tim Moore, fix to stats timing 2010-11-25 13:00:24 +00:00
Robert Osfield
cdfbb7a753 From Michael Platings, To address performance bottleneck that occurs when using large number of uniforms introduced a name to uniqued ID scheme for Uniforms so comparisons can be done on a uint rather than a string. 2010-11-25 12:30:38 +00:00
Robert Osfield
4b4e02e45b From Hartwig Wiesmann, "in the files Image, Observer and TerrainTechnique unused parameters exist resulting in a couple of compiler warnings (depending on the compiler settings though).
The attached patches comment out the unused parameter names.
"
2010-11-25 12:07:59 +00:00
Robert Osfield
509980d515 From Magnus Kessler, "applications/osgconv: fix typo in tool options
transprent -> transparent"
2010-11-25 11:59:33 +00:00
Robert Osfield
c89c2502ed Removed default assignement of GeometryTechnique as the TerrainTechniquePrototype. 2010-11-25 11:40:09 +00:00
Robert Osfield
c1da825a7b From Wang Rui, "I'd like to provide a quick updates of the new tessellation shader
serializers and dotosgwrappers. It includes reading/writing supports
for the two new shader types and the GL_PATCHES enum. The
setParameterfv() method is not wrapped at present because it is still
not finished.

Enum serialziers don't require back-compatibility checks if only
add/remove enum items, so I'm not going to use the new
UPDATE_TO_VERSION macro this time."
2010-11-24 20:26:08 +00:00
Robert Osfield
1a227bf35e From Jean-Sebastien Guay, build fixes for windows. 2010-11-24 20:20:57 +00:00
Robert Osfield
5c97f0a7ed Added workaround for AMD/ATI driver bug 2010-11-24 17:01:09 +00:00
Robert Osfield
043ae090a5 From Tim Moore, Fix for drivers that don't properly support timer extensions.
""
2010-11-24 10:38:28 +00:00
Robert Osfield
e2a315ee49 From Wojciech Lewandowski, "1: fix for a issue with MinimalShadowMap and LightSpacePerspectiveShadowMapVB techniques ignoring minLightMargin parameter.
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."
2010-11-24 10:09:04 +00:00
Robert Osfield
0ee0aad0fe Moved TextNode from osgText into example/osgtext3D in prep for 3.0 2010-11-23 17:33:43 +00:00
Robert Osfield
d7747685b3 From Holger Helmich, Tessellation shader support 2010-11-23 14:50:31 +00:00
Robert Osfield
5b3691e602 From David Callu, "Here a fix for pssm.
Problem 1 :
With GLSL, multi pass to apply each shadow map is not required.


Problem 2 :
GLSL code use "shadow2DProj" build-in function to look up in shadow texture.
Projection is orthogonal so "shadow2D" build-in function is sufficient.

Problem 3:
Bad calcul in
osgShadow::ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(..)
provide some visual error in specific configuration.


to reproduce pssm_bug.jpg, you need to add a light direction in osgshadow.cpp example (done in joint osgshadow.cpp file)
then "osgshadow --noUpdate --pssm --maxFarDist 500 --minNearSplit 500 --mapcount 6 --debug-color  model_test.3ds"


As you can see in pssm_bug.jpg and pssm_fix.jpg, performance is really better when Problem 1 is fixed.
"
2010-11-23 11:11:58 +00:00
Robert Osfield
04b6a0888b Build fixes for building OSG with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF 2010-11-22 19:38:18 +00:00
Robert Osfield
ca9771f7ba Fixed typo 2010-11-22 19:18:00 +00:00
Robert Osfield
1cbaadd7b2 From Michael Platings, "the attached cmake file recognises the latest version of the FBX SDK, and now works correctly on 64 bit Windows." 2010-11-22 17:39:43 +00:00
Robert Osfield
78cdf41d53 From Michael Platings, "the build is broken if you have the OSG_REF_PTR_IMPLICIT_OUTPUT_CONVERSION turned off - the attached files fix this." 2010-11-22 17:37:35 +00:00
Robert Osfield
e36c4d3a3b From Stephan Huber, "attached you'll find a proposal for handling multi-touch-events with
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 )"
2010-11-22 17:30:44 +00:00
Robert Osfield
27afe58f77 Fixed indentation 2010-11-22 15:52:20 +00:00
Robert Osfield
0235448cd1 From Johan Nouvel, "I've attached ReaderWriterVRML2.h. It is the same as the previous one, I've just add supportsOption() calls." 2010-11-22 11:31:35 +00:00
Robert Osfield
9b70348ced Fixed typo of commercial 2010-11-22 11:22:03 +00:00
Robert Osfield
1d7222f59f From Hartwig Wiesmann, fix to font search path under OSX. 2010-11-22 10:41:04 +00:00
Robert Osfield
553d860d48 From Brad Christiansen, "Attached is a very small change to allow the Collada libs for VS 2010 to be found automatically." 2010-11-22 10:37:49 +00:00
Robert Osfield
f103d02cf7 From Katherina Plugge, "if using multitexturing and converting osg files to OpenFlight texture coordinates get corrupted. The texture coordinates for slot 1 and following are not computed correctly (see thread http://forum.openscenegraph.org/viewtopic.php?t=6993).
The attached files solve the problem.
"
2010-11-19 18:26:02 +00:00
Robert Osfield
6b711582de From Sukender, fix for precision of Plane::asVec4() 2010-11-19 18:07:17 +00:00
Robert Osfield
92d6daaf70 Commented out debug output 2010-11-19 17:47:53 +00:00
Robert Osfield
acf548ac90 Update SOVERSION 2010-11-19 17:47:30 +00:00
Robert Osfield
426d2a50d8 Update Text wrappers to handle new Color member 2010-11-19 09:57:56 +00:00
Robert Osfield
ade360819e Updated SO version to reflect changes in API of osgText 2010-11-19 09:57:34 +00:00
Robert Osfield
5849634082 Moved text color into TextBase, added support for colour into Text3D 2010-11-18 17:59:55 +00:00
Robert Osfield
a5b83edc76 Added resetting of the freetype size when getting Glyph3D glyph's as otherwise use of 2D and 3D Text would cause incorrect text sizing. 2010-11-18 17:18:31 +00:00