1. Check the bit depth of the passed Image and return an error if not 8 or 16. (not fully featured, but still an improvement over hard coded 8bit for everything)
2. Endian swap 16bit image data when on a little endian architecture.
"
OpenSceneGraph/include\osg/BufferObject(701): warning C4138: '*/' found outside of comment (E:\osg\osgSvn\OpenSceneGraph\src\osg\Array.cpp)
adding a space before /* fixes the problem
void removeClient(osg::Object * /*client*/) { --_numClients; }
"
"The idea of this new OpenGL feature is :
- set RestartIndex = "n"
- draw elements strip
-> when the index is "n", the strip is "stopped" and restarted
It's very usefull for drawing tiles with a single strip and a "restart" at the end of each row.
The idea a an OSG StateAttribute is :
Usually we use to build geometry from code, because software modelers rarely support it (and 3d file formats doesn't support it) :
-RootNode <= "PrimitiveRestartIndex=0" // So now, we know that our restart index is 0 for all drawables under this node
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- Drawable 1 : triangles => as usual
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- Drawable 2 : triangles strip => as usual
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- Drawable 3 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
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- Drawable 4 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
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- Drawable 5 : triangles strip => as usual
With a StateAttribute, it's easy for the developper to say "0 will be my restart index for all this object" and then activate the mode only on some nodes.
The main problem is if you set and restart index value which is not included in the vertex array (for exemple set restart index = 100 but you have only 50 vertex). There is no problem with OpenGL, but some OSG algorithms will try to access the vertex[100] and will segfault.
To solve this, I think there is two ways :
1/ add restart index in osg::PrimitiveSet and use this value in all algorithms. It's a lot of work, maybe dangerous, and it concern only a few situations : developpers who use this extension should be aware of advanced OpenGL (and OSG) data management
2/ use a StateAttribute, and choose a "correct" restart index. In my applications, I always use "0" as a restart index and duplicate the first vertex (vertex[0] = vertex[1]). So there is no difference for OpenGL and all OSG algorithms works properly.
"
"The attached file contains:
- a per-context read counter in GLBufferObject::BufferEntry
- a global client counter in BufferData
- the glue between Texture* and Image client counter
"
I think this is necessary on OpenGL 3.2+ since this is no more "default" locations in the OpenGL specs.
The default behaviour stay the same.
There is a few new methods on osg::State :
- resetVertexAttributeAlias : reset all vertex alias to osg's default ones
- set**Alias : set a vertex attribute alias configuration
- setAttributeBindingList : set the attribute binding list (allow to specify an empty list if you're using "layout" qualifier in glsl code to specify the bindings. This save some CPU operations)"
This version adds:
- an encapsulation of the entire Depth Peeling procedure into a class (not currently a scene graph node) for easier integration in other projects.
- compositing with opaque (solid) geometry is possible and the opaque model is only rendered once. This needs to performs some depth buffer blitting between FBOs.
- mix and match with GLSL shaders in the transparent objects is possible, as demonstrated with a 3D heat map intersecting an opaque truck model.
Some Drawbacks:
- the display framebuffer does not receive any depth information from the compositing camera. This could be fixed by compositing with a GLSL shader and writing to FragDepth."
From Robert Osfield, ported the code to work under Linux and without the automatic ref_ptr to C* conversion.
I just added a field version_ to read it at the beginning and added extra code to check it and read the extra field if needed and read the good filename"