* Read the colour map `First Entry Index` field. If non-zero, error out as the format specification is vague as to what it does and different readers interpret it differently.
* Rename the variable that holds the colour map entry size as the existing name could be misinterpreted as the size of the pointer, not the thing pointed to.
* Handle images reporting themselves as 15 bits per pixel in the same way as Truevision's example code.
exporter.
In the Geometry visitor, use getNodePath to check if the Geometry node
is root instead of getNumParents.
Reset the state inside buildFaces to prevent duplication when a
Group is inside of Group.
The fix to allow the export of orphaned Geometry nodes accidentally
duplicated those geometry nodes in 'normal' scene trees. This commit
refactors the code to rely on the visitor to traverse the Geometry as
opposed to traversing the Geometry in the Geode visit and the Geometry
visit.
There are two types of Geometry Shaders in OpenGL. One is provided by `GL_EXT_geometry_shader4` and `GL_ARB_geometry_shader4` and requires that certain parameters are set with calls to `glProgramParameteri` before the program is linked. The other is provided by OpenGL 3.2 as a core feature and by the GLES extensions `GL_EXT_geometry_shader` and `GL_OES_geometry_shader` and requires these parameters to be set in the GLSL source itself.
The value of `isGeometryShader4Supported` is being used to determine if the `glProgramParameteri` calls should occur, so it should only be `true` when one of the extensions requiring them is present.
There're cases that the occlusion test result has been retrieved
after the query geometry has been changed, it's the result of the
geometry before the change.
The FBX plugin may fail texture lookup even if the texture is located in
the same folder as the model file. This change tries, as a last resort,
to check if the texture filename is available in the same folder as the
model.
If there's a big view change then it might not be appropriate to wait
for '_queryFrameCount' till the next query is issued, because then
geometry might pop into the view after '_queryFrameCount'.
This is especially important for applications not having a constant
frame rate, but just issue a new frame on demand.