/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp: In member function `virtual void osg::ElementBufferObject::compileBuffer(osg::State&) const':
/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp:600: warning: cast to pointer from integer of different size"
MemoryBarrier() is used in the implementation, so it should be checked.
This in effect disables the faster atomic ops on msvc 7.1 and older, even if
only the MemoryBarrier() call is missing. But it ensures for the fist cut
that it will build everywhere. If somebody cares for msvc 7.1 enough and has
one for testing installed, he might provide the apropriate defines to guard
that MemoryBarrier() call.
I tested that msvc8 32/64bit still passes the configure tests and compiles.
"
implementation of the atomic increment and decrement into a implementation
file.
This way inlining and compiler optimization can no longer happen for these
implementations, but it fixes compilation on win32 msvc targets. I expect
that this is still faster than with with mutexes.
Also the i386 gcc target gets atomic operations with this patch. By using an
implementation file we can guarantee that we have the right compiler flags
available."
via StateSet::setNestedRenderBin(bool) whether the new RenderBin should be nested
with the existing RenderBin, or be nested with the enclosing RenderStage.
I added a call to allocateDataArray() if rhs has (at least) one valid array, which should allocate the right array according to the type. Since the type was copied from rhs, it should create the same array as rhs has, so then it should copy the data in the following lines.
"
is based on suggested fix from Marco for fixing a crash due to lack of
thread safety in std::ofstream("/dev/null"); The fix is to use a custom stream
buffer that just discards all data. The implementation is also twice as fast
as the old /dev/null based approach.
nvidia 6 months ago and the issue is still "in progress". I've given up
waiting for them!
Platform - various Intel Windows XP SP2 PCs with various nvidia cards
including GeForce 8800 GTS and Quadro FX 4500, and various driver
versions including the latest WHQL 175.16.
I investigated your concerns about glGenerateMipmapEXT being slower than
GL_GENERATE_MIPMAP_SGIS, and for power-of-two textures, to my surprise
it is. For a 512*512 texture, glGenerateMipmapEXT takes on average 10ms,
while GL_GENERATE_MIPMAP_SGIS takes on average 6ms. Therefore I have
modified the code to only use glGenerateMipmapEXT if the texture has a
non-power-of-two width or height. I am resubmitting all the files
previously submitted (only "Texture.cpp" has significant changes since
my previous submission, I've also replaced tabs with spaces in
"Texture").
"
GL_GENERATE_MIPMAP_SGIS is very slow (over half a second for a 720*576
texture). However, glGenerateMipmapEXT() performs well (16ms for the
same texture), so I have modified the attached files to use
Texture::generateMipmap() if glGenerateMipmapEXT is supported, instead
of enabling & disabling GL_GENERATE_MIPMAP_SGIS."
Notes, from Robert Osfield, I've tested the out of the previous path using
GL_GENERATE_MIPMAP_SGIS and non power of two textures on NVidia 7800GT and
Nvidia linux drivers with the image size 720x576 and only get compile times
of 56ms, so the above half second speed looks to be a driver bug. With
Muchael's changes the cost goes done to less than 5ms, so it's certainly
an effective change, even given that Michael's poor expereiences with
GL_GENERATE_MIP_SGIS do look to be a driver bug.
- Solves issues of loading image data into the texture memory
- Print a warning if images are of different dimensions or have different internal formats (GL specification requires images to be the same)
Patch is tested and seems to work fine. It shouldn't break any other functionality. It should go into include/osg and src/osg
"
multi-threaded paging, where the Pager manages threads of reading local
and http files via seperate threads. This makes it possible to smoothly
browse large databases where parts of the data are locally cached while
others are on a remote server. Previously with this type of dataset
the pager would stall all paging while http requests were being served,
even when parts of the models are still loadable virtue of being in the
local cache.
Also as part of the refactoring the DatabaseRequest are now stored in the
ProxyNode/PagedLOD nodes to facilitate quite updating in the cull traversal,
with the new code avoiding mutex locks and searches. Previous on big
databases the overhead involved in make database requests could accumulate
to a point where it'd cause the cull traversal to break frame. The overhead
now is negligable.
Finally OSG_FILE_CACHE support has been moved from the curl plugin into
the DatabasePager. Eventually this functionality will be moved out into
osgDB for more general usage.
From Robert Osfield, refactored the FrameBufferObejcts::_drawBuffers set up so that its done
within the setAttachment method to avoid potential threading/execution order issues.
Introduced code in BoundgingSphere, BoundingBox, ProxyNode and LOD to utilise the above settings.
Added Matrix::value_type, Plane::value_type, BoundingSphere::value_type and BoundingBox::value_type command line
options that report where the types of floats or doubles.
and a new scheme for computing the scaling when using autoscale that introduces smooth
transitions to the scaling of the subgraph so that it looks more natural.
The win32 pbuffer implementation returned an error unless both the
WGL_ARB_pbuffer and the WGL_ARB_render_texture functions were present.
This was too restrictive, as a pbuffer can usefully be created without
render-to-texture, e.g. for use with glReadPixels. The osg 1.2/Producer
pbuffers worked without RTT, and osgUtil::RenderStage has all the code to
handle both RTT and non-RTT pbuffers, doing a read and copy in the
latter case.
With these changes I have successfully tested the osgprerender example
on a graphics card which supports RTT, and one which doesn't. Plus
tested in my own application.
In order to aid diagnostics I have also added more function status
return checks, and associated error messages. I have included the win32
error text in all error messages output. And there were some errors
with multi-threaded handling of "bind to texture" and a temporary window
context which I have corrected.
These is one (pre-existing) problem with multi-threaded use of pbuffers
in osgViewer & osgprerender, which I have not been able to fix. A win32
device context (HDC) can only be destroyed from the thread that created
it. The pbuffers for pre-render cameras are created in
osgUtil::RenderStage::runCameraSetUp, from the draw thread. But
closeImplementation is normally invoked from the destructor in the main
application thread. With the additional error messages I have added,
osgprerender will now output a couple of warnings from
osgViewer::PixelBufferWin32::closeImplementation() at exit, after
running multi-threaded on windows. I think that is a good thing, to
highlight the problem. I looked into fixing it in osgViewer::Renderer &
osgUtil::RenderStage, but it was too involved for me. My own
application requirements are only single-threaded.
Unrelated fix - an uninitialised variable in
osg::GraphicsThread::FlushDeletedGLObjectsOperation().
"
there is a bug. The header file do specify something
like this:
FrameBufferAttachment(Texture3D* target, int zoffset,
int level = 0);
However in the .cpp file we have:
FrameBufferAttachment::FrameBufferAttachment(Texture3D*
target, int level, int zoffset)
Which means that the meaning of level and zoffset is
interchanged.
The file with the corrected line is attached. Should
go into src/osg/
"
pbuffer functions or exactly ask for the extensions we need to call the
apropriate glx extension functions for and around pbuffers extensions.
The glx 1.3 version of this functios are prefered. If this is not pressent we
are looking for the glx extensions and check for them.
Prevously we just used some mix of the glx 1.3 functions or the extension
functions without making sure that this extension is present.
"
use of parameter GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS which is only part
of the standard from 2.0 onwards. I've updated src/osg/State.cpp, so
that it attempts to be more rigorous regarding OpenGL version and
extension checking."
node has already been erased from the node list, causing childRemoved to be
performed on the consecutive node.
Lines 180 and 182 are swapped in the attached Group.cpp.
"
to STOP. Subsequently, you can restart it from the beginning by
setting the mode to START. This does not work as expected. The _now
time is not updated while the mode is STOP, which causes the items in
the sequence to flash by very quickly when the mode is set to START.
For example, if the mode was set to STOP and left that way for 30
seconds, and there are 10 items in the sequence, when the mode is set
to START all the items will flash by (in 3 loops) while the _now time
catches up with the real time, and then the sequence will go on at the
rate it should.
This is a simple fix for that, which updates the _now time regardless
of the mode the sequence is in."
osg::Capsule subclass of osg::Shape in an osg::ShapeDrawable. Other
shapes worked fine. So I have fixed this. Code attached.
My modification is in the PrimitiveShapeVisitor, and is based on the
DrawShapeVisitor - I added methods called createCylinderBody and
createHalfSphere, and used them in apply(Cylinder&) and
apply(Capsule&). In my testing they work fine, tested even with
transforms and moving around the scene.
"
creating subclasses of osg::Array that referenced data
stored an application's internal data structures. I took
a stab at implementing that and ran into a couple of
downcasts in Geometry.cpp. Enclosed is my take at fixing
those along with a simple example of how to do this."
Previously the complete StateSet was cleared, even the non clipping releted
state attributes and modes in this stateset on a call to
setLocalSetateSetModes.
With this change only those modes/attributes are changed that need to be
changed. That is, if a clip plane is removed from the ClipNode, only this
assiciated mode is removed from the state set, instead of throwing away the
whole state set.
In this way we have less surprising results if the state set of a clip node is
used for more state than just the clip state.
"
StateSet::removeAssociatedModes(const StateAttribute*)
and a
StateSet::removeAssociatedTextureModes(unsigned, const StateAttribute*)
call. These funktions are just missing for a complete api IMO."
case is the more tested case, and therefore it is correct to set
_supportsVertexBufferObjects to the same value as _fastPath. So here's a
change that does the same thing for the env var case."
highlighted problems with Light, ClipPlane and Hint usage in osg::State's usage of cloneType
and reassignment of target/num in StateSet/these StateAttributes.
two lines has to be included into the Image.cpp in the
computeNumComponents(...) method:
case(GL_RGBA16F_ARB): return 4;
case(GL_RGBA32F_ARB): return 4;"
It does not like that the prototype of ClipNode::setStateSetModes() differs
from implementation of that function in the constness of the second
parameter.
On SunOS it compiles fine, but I get link errors when the variant that is
declared in the header is referenced.
The attached src/osg/ClipNode.cpp file removes the const qualifier from the
implementation to match exactly the prototype in the header file.
The file is based on revision 7386 as of today.
"
- GL2Extensions, Program and Program.cpp
Features:
- Support for fragment output binding. (e.g. You can now specify in the fragment shader varying out vec3 fragOut; fragOut = vec3(1,0,1); to write to the fragOut variable. In your program you call glBindFragDataLocation(program, 1, "fragOut") to bind the fragOut variable with the MRT 1 - GL_COLOR_ATTACHMENT1_EXT)
- new methods Program::add/removeBindFragDataLocation Program::getFragDataBindingList
"
- Implementation of integer textures as in EXT_texture_integer
- setBorderColor(Vec4) changed to setBorderColor(Vec4d) to pass double values
as border color. (Probably we have to provide an overloading function to
still support Vec4f ?)
- new method Texture::getInternalFormatType() added. Gives information if the
internal format normalized, float, signed integer or unsigned integer. Can
help people to write better code ;-)
"
Futher changes to this submission by Robert Osfield, changed the dirty mipmap
flag into a buffer_value<> vector to ensure safe handling of multiple contexts.
local function pointer to avoid compiler warnings related to case void*.
Moved various OSG classes across to using setGLExtensions instead of getGLExtensions,
and changed them to use typedef declarations in the headers rather than casts in
the .cpp.
Updated wrappers
"A new texture class Texture2DArray derived from
Texture extends the osg to support the new
EXT_texture_array extensions. Texture arrays provides
a feature for people interesting in GPGPU programming.
Faetures and changes:
- Full support for layered 2D textures.
- New uniform types were added (sampler2DArray)
- FrameBufferObject implementation were changed to
support attaching of 2D array textures to the
framebuffer
- StateSet was slightly changed to support texture
arrays. NOTE: array textures can not be used in fixed
function pipeline. Thus using the layered texture as a
statemode for a Drawable produce invalid enumerant
OpenGL errors.
- Image class was extended to support handling of
array textures
Tests:
I have used this class as a new feature of my
application. It works for me without problems (Note:
Texture arrays were introduced only for shading
languages and not for fixed function pipelines!!!).
RTT with Texture2DArray works, as I have tested them
as texture targets for a camera with 6 layers/faces
(i.e. replacement for cube maps). I am using the array
textures in shader programming. Array textures can be
attached to the FBO and used as input and as output."
stereo format to work. It's a good thing I tested these on a TV
before submitting them since I did indeed have a bug. One thing I
did not test was to see how this would work in windowed mode. Does
the interlaced stereo code have support for 'absolute' positions?
For example a given pixel on the screen is always shown in a given
eye no matter where the graphics context is placed?
"
to the view to be done during syncronous updateTraversal().
This feature can be used for doing things like merging subgraphs that have been loaded
in a background thread.
Created a new GraphicsThread subclass from OperationThread which allows the
GraphicsContext specific calls to be moved out of the base OperationThread class.
Updated the rest of the OSG to respect these changes.
Added and cleaned up DeleteHandler calls in osgViewer to help avoid crashes on exit.
Changed DatabasePager across to dynamically checcking osg::getCompileContext(..)
Updated wrappers.
is not the usual OpenGL BOTTOM_LEFT orientation, but with the origin TOP_LEFT. This
allows geometry setup code to flip the t tex coord to render the movie the correct way up.
I added _preDrawCallback member and neccessary access methods plus modified osgUtil RenderStage.cpp to invoke it before all drawInner calls are made. I tried to maintain symmetry with postDrawCallback but you know better where is a proper place for this call ;-)
"
setActiveTextureUnit methods of osg::State so they return false if the
texture unit is outside the range of allowable units for the driver.
Currently, the functions would return true even if the units are
invalid. This would cause the osg::State to become out of sync with
the actual driver state, which can cause some bugs in certain cases.
The change I made would verify that the unit passed to
setClientActiveTextureUnit is below GL_MAX_TEXTURE_COORDS, and the
unit passed to setActiveTextureUnit is below
max(GL_MAX_TEXTURE_COORDS,GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS). I
modeled this behavior from the OpenGL docs for these commands which
can be found here:
http://www.opengl.org/sdk/docs/man/xhtml/glClientActiveTexture.xmlhttp://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
"
"Attached are updates of src/osg/Sequence.spp and include/osg/Sequence.
I've taken _sbegin/_send/_ubegin/_uend and _step our of the include file
and made them local variables in whatever method might need them.
I got rid of the _recalculate method as it was only getting used in
one place.
I also found a cut/paste bug in setMode's START case."
Note from Robert Osfield, Also includes some guards against crashes that was occuring in this new
code when handling empty Sequences.
it to be assigned as a vertex attribute array to an osg::Geometry.
Removed the osgTerrain::ArrayLayer as its no longer required thanks to the above change
which makes the osgTerrain::HeightFieldLayer more flexible.
Updated wrappers
so I' ve set up a macro that uses the variable name expanded for linking, and test if a variable ${LINK_VAR_NAME}_DEBUG
like OPENTHREADS_LIBRARY_DEBUG exists and in case uses it for linking in debug mode.
I' ve also set up FindOpenThreads to set up these variables.
I had to edit the core libraries CMakeLists to add the calls to the macros used.
I' ve tested under MSVC"
* Fix for the aspect ratio not being properly set when screens have
different aspect ratios.
* Minor fix for makeCurrentImplementation being called directly instead of
makeCurrent() causing the owning thread pointer not being tracked
* Fix for osglauncher so that it sets its update text regions to DYNAMIC to
prevent multi-threading issues.
retain objects for several frames before deleting them. Also added RenderStageCache
into CullVistor.cpp that is used for handling RTT osg::Camera's that are being
used in double buffered SceneView usage.
related support into osgViewer::Viewer and osgViewer::StatsHandler.
Added lazy updating of text in StatsHandler HUD to minimize the impact of
slow text updating on observed frame rates.
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView
Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.
Updated various examples and Nodes to use SimulationTime where appropriate.
Added s/getStats() to osg::View and osg::Camera.
Added population of View::getStats() with frame stats in osgViewer/Viewer.
Added Basic StatsHandler to osgviewer example.
as osg::GraphicsOperation. Unpdated parts of OSG depending upon these.
Added a virtaul bool valid() method to osg::GraphicsContext to allow apps to
test whether a valid graphis context has been created or not.
added frame stamp updating and update traversal to osgViewer::Scene/Viewer.
Updated osgcamera example to use new Viewer API calls instead of using local
rendering calls.
It turned out that nv.getDatabaseRequestHandler() returned NULL; using this pointer to call one of DatabaseRequestHandler's methods is of course illegal.
I patched it by adding: if (nv.getDatabaseRequestHandler())"
From Robert Osfield, reordered the addition of the nv.getDatabaseRequestHandler() check to allow the
default traverse() to be called when no database handling is attached to the visitor.
Performance tests on big models did not indicate any performance penalty in using doubles over floats,
so the move to doubles should mainly impact precision improvements for whole earth databases.
Also made improvements to osgUtil::PlaneIntersector and osgSim::ElevationSlice classes
method may not take the node into consideration when computing its bound.
In this case of:
switch->insertChild(0, child, false);
switch->insertChild(1, child, true);
child will not be used in computeBound, but will be drawn.
Solution:
Changed compute bound to loop over children using an index instead of an
iterator. This behaviour matches that of the traverse method."
-----------------------------------------------
incorrectly checks for a valid OpenGL version. Instead of checking if
the current version is exactly 1.2, it will check if the version is
greater than 1.2."
handle scenes with multiple views with elements that need coordinating on a per view basis.
Added beginings of new osgText::FadeText class (not functionality yet).
"I've made some changes to osg which I think make it easier to control
the render order of CameraNode's. Instead of using the built-in orders
(PRE_RENDER, POST_RENDER, NESTED_RENDER), you can specify an integer
order. Values less than zero are pre rendered in order. Values greater
than zero are post rendered in order. And a value of 0 is equivalent
to NESTED_RENDER.
The changes should be fully backward compatible. Also, I changed the
RenderStageList type from a vector to a list because I needed to be
able to insert values anywhere in the list.
The reason I made these changes was because I wanted to be able to set
the render order of a CameraNode at runtime without having to reorder
it in the scenegraph."
and later in the final submission message (relating to what has been finally been merged) :
"I've rethought my implementation and came up with something a little
better. The setRenderOrder will continue to take an enum, but will
have an optional orderNum parameter which can be both positive and
negative. I think this method is more intuitive and flexible."
dlopen/dlsym instead of NS*Symbol* functions for 10.3 or later. The
latter is now deprecated.
I'm not completely sure how to test the changes. But I compiled these
new changes in and ran the osgvertexprogram and osgshaders examples
and they seemed to display the same results as before.
With respect to the use of dlopen and dlsym, I was uncertain if the
usage should look like Sun or FreeBSD (or something else). Apple's man
pages discourage the use of RTLD_DEFAULT so I avoided the FreeBSD
implementation and copied the Sun implementation. I'm not sure if this
is correct/ideal or not."
"I was experiencing hard crashes of my application when using PBO's on
machines that don't support PBO's. I think osg incorrectly checks if
PBO's are supported.
I added a new method to the BufferObject::Extensions class which
returns if the "GL_ARB_pixel_buffer_object" string is supported. This
fixes the problem on my end. Machines without PBO support will
continue to work and machines with PBO support will still be able to
use it."
in incorrect texture assignment. Solution was to a compareTextureObjects() test to the Texture*::compare(..) method that
the osgUtil::Optimizer::StateSetVisitor uses to determine uniqueness.
Note that firstly it always returns the positive real quaternion (positive w)
Note also that it will sometimes slightly differ from the results of the other methods because it assumes that the input matrix really is a rotation matrix - if it isn't, e.g. because of rounding error, then the output quaternion will be very slightly different. For example, the test matrix
0 1 0 0
1 0 0 0
0 0 0.999999 0
0 0 0 1
will return 0.707107 0.707107 0.0005033 0.0005033
whereas the previous methods return 0.707107 0.707107 0.0 0.0
However, since quaternions are rotations, the meaning of how to convert a matrix that isn't a rotation is a little unclear..."
setFactorAndUnitMultipliersUsingBestGuessForDriver() static methods to
osg::PolygonOffset to help implement workarounds for lack of portablity of
settings between different hardware.
"If a texture is used that is not a multiple of four, and compression
was requested through the texture's internal format, the texture's
internal format reverts to a non-compressed type and a NOTICE is given.
At present, compressed textures must have a multiple of four in each
dimension."
"Attached is some fixes for Image::readImageFromCurrentTexture. It was
failing when used with a new Image object (some of the fields were
not set before they were used, and some were set to the wrong values).
A new optional parameter was added to give the desired data type, which
defaults to GL_UNSIGNED_BYTE, so programs should only need a recompile
to work properly."
textures. Near the top of the function that implements texture
subloading, osg::Texture::applyTexImage2D_subload(), the local variable
compressed_image examines the _image's_ pixel format to see if it is
compressed. However, further on, in calls to getCompressedSize() the
_texture's_ pixel format is used. In my application's Texture2D class,
I use osg::Texture::USE_ARB_COMPRESSION to
osg::Texture2D::setInternalFormatMode(), which causes the internal format
to become one of the generic ARB_COMPRESSED types, which do not have a
specific size. Thus the recent warning message added to
osg::Texture::getCompressedSize() is triggered. The correct behavior is
to use the format mode from the Image class instead of the Texture class
within the subload implementation, and then the size is calculated
correctly."
based on the internal format. There is similar code in the Texture class
but it does not account for the ARB types. I modified the Texture class
implementation to show a warning when an incomplete internal format is
used to calculate the image size."
when the binding mode changes, thereby avoiding uncessary calls to dirtyDisplayList.
Note, from Robert Osfield, moved bodies of set*Binding() into Geometry.cpp to avoid
clutter in the header.
that removeChild(Node*), removeChild(uint) and equivilant Geode methods are
now inline methods, not designed to be overriden, and seperated out the
multiple remove method to be called removeChildren(uint, uint) which is
now the only virtual method. There removeChildren is now the method to
override in subclasses.
This reorganisation requires some call code to be rename removeChild usage
to removeChildren.
osg::DisplaySettings class. OsgCameraGroup will now read the setting
from the DisplaySettings instead of hardcoding the value. I added the
following commandline option to be able to set the multisample value:
--samples <num>
One thing to note, OsgCameraGroup would previously check if the
computer is an SGI and set multisample to 4. I retained this check in
DisplaySettings to be backwards compatible."
an invalid bounding sphere if it hasn't seen a cull traversal yet. It
depends on _firstTimeToSetEyePoint, which is initially true, then false
after a cull. There might be a better way? If so, let me know.
This change does resolve the issue I had encountered with auto scale to
screen and incorrect culling."
FrameBufferObject.cpp there is also another fix: when initializing a FBO
attachment from a CameraNode attachment, the renderbuffer's format must be
set to the attachment's internal format, not to the image's pixel format.
Another problem is that attaching a renderbuffer to the FBO through
CameraNode is not simple (if not impossible) if you don't intend to specify
an Image object. Probably CameraNode could be enriched with an
"attach(buffer, width, height, format)" method. For example if you attach a
color buffer as a texture whose size is different than that of the
CameraNode's viewport you also need to attach a depth buffer of the same
size, because the depth buffer that is automatically attached by RenderStage
has the viewport's size. FBOs require that all attachment have the same
dimensions, so said setup will fail if you can't specify a custom depth
renderbuffer"
Added better handling in computeIntersections(..) of nodes that are internal
to the scene graph, correctly accounting for the accumulated transforms.
Changed the EventVisitor so that it only traveses active children rather than
all children.
Updated wrappers.
improve the backwards compatibility of peformance on systems that have OpenGL2.0
drivers but without hardware that can't handle non power of two textures.
change of ' ' to GUIEventAdapter::KEY_Space, fix to url in Matrix_implementation.cpp.
Syntax fixes by Robert Osfield to above submission fix inconsistencies with normal
OSG coding style.
paramters in its constructor to allow it to be used to create rotations around a point.
This provides the same interface and functionality as osgUtil::TransformCallback but
has the advantage and AnimationPathCallback is fully supported by the .osg and .ive file formats.
along with support for this Texture1D, 2D, 3D, TextureCubeMap and TextureRectangle. The
new SourceFormat and SourceType parameters are only used when no osg::Image is assigned to
an osg::Texture, and main use is for render to texture effects.
Added support for --hdr option in osgprerender, which utilises the new Texture::setSourceFormat/Type() methods.
SGIX_blend_alpha_minmax and EXT_blend_logic_op extensions. It is
tested with the osgblendequation example. If the extensions are not
supported, a WARN level notification is generated."
Spelling fixes in include/osg/LOD
Negated priority in PagedLOD when using _rangeMode==PIXEL_SIZE_ON_SCREEN
Added clampedPixelSize() methods to CullStack and CullingSet to return fabs()ed values.
Changed LOD and PagedLOD ::traverse to use clampedPixelSize() methods.
From Robert Osfield, tweaks of the above to use osg::buffer_object and a local struct to store
initialized to help with multi-thread and out of order context usage.
the names of the operations to be logged for stats purposes, or used when
do searches of the operation list. The keep member variable tells the graphics
thread run loop wether to remove the entry from the list once its been called.
(http://openscenegraph.org/archiver/osg-users/2005-June/0575.html);
after switching children of a Switch node off and on again, they become
unpickable. This issue occurs first in 0.9.9, with 0.9.8 everything is fine.
My fix involves calling dirtyBound() every time the on/off-values of the
Switch are changed"
in removes any options beginning with "-psn" from argv on OSX by
calling the "remove" method. When a .app run is created in OSX,
which is required to get a fully functioning UI application, the OSX
finder passes a -psn_XXXX option to the application where the XXXX
refers to a unique process number. An example option would be "-
psn_0_37617665". The argument parser was choking on this option in
all the osg example applications."
matrixd. It was returning the values of the diagonal
of the matrix, which only returns the scale if there
is not a rotation. I fixed this by returning the
length of the vectors that form the basis.
I also added a function to orthonormalize the
rotation component of the matrix. I seem to always run
into situations where non uniform (or even uniform)
scale complicate my calculations, and I thought other
members of the community could use this function as
well."