* fixed a bug with multi-touch and touch-id-generation on iOS and OS X. (will fix a bug reported by Colin Cochran, without ditching the existing logic)
* removed unnecessary warning-flagss when generating xcode-projects via cmake, will enable the usage of OSG_AGGRESSIVE_WARNING_FLAGS
* added support for 10.9 (OS X)
* new cmake-variable: IPHONE_VERSION_MIN, this will set the deployment-target (previously hard-coded) If you set the IPHONE_VERSION_MIN to something like 7.0 osg gets compiled also for 64bit (amd64)
* cmake defaults now to the clang compiler if IPHONE_VERSION_MIN > 4.2
* cmake now sets some xcode-settings so the compiler uses the c++98-standard (clang defaults to c++11, w/o this I got a lot of linking errors)
* removed include-dir for avfoundation-plugin as not needed on OSX/IOS.
* enhanced the ios-example, will now show multitouch-information on a hud (similar to the osgmultitouch-example), and more importantly, will compile + link out of the box
* small enhancements for the osc-device-plugin (send only one msg for MOVE/DRAG, even if multiple msgs/event is enabled)
* better memory-handling for the zeroconf-plugin
* fixed a possible bug in the rest-http-plugin when receiving mouse-events.
* incorporated a fix from Colin Cochran "forwarded touch events are not transformed into the GL UIView“
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1> osgmultiplemovies example does not use SDL so needs no link to SDL
2> Added header files to "Plugins osg" project, so visual studio can find the source of
OSG_WARN << "AsciiInputIterator::readProperty(): Unmatched property "
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Provided are lua, python and V8 (for javascript) plugins that just open up enough of a link to the respective libs to run a script, there is no scene graph <-> script communication in current implementation.
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.
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.
path. Also the arrays are moved back to static storage since this is the data
that is actually referenced in draw. So the change moving this onto the stack
that happend somewhere before broke this."