UIView, respecting the sizes via GraphicsContext::Traits.
This helps users, who want to integrate osg into an existing ios-app
with multiple UIViews. Additinally a view-controller gets only created
if needed, set IGNORE_ORIENTATION via the WindowData-struct.
"
CID 11831: Uninitialized pointer field (UNINIT_CTOR)
Non-static class member _context is not initialized in this constructor nor in any functions that it calls.
Non-static class member _dc is not initialized in this constructor nor in any functions that it calls.
Non-static class member _handle is not initialized in this constructor nor in any functions that it calls.
Non-static class member _instance is not initialized in this constructor nor in any functions that it calls.
CID 11835: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _startTick is not initialized in this constructor nor in any functions that it calls.
CID 11834: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _tickLastUpdated is not initialized in this constructor nor in any functions that it calls.
Non-static class member _tmpText is not initialized in this constructor nor in any functions that it calls.
CID 11833: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _tmpText is not initialized in this constructor nor in any functions that it calls.
implement the recently introduced setSyncToVBlank-method.
Additionally I added a ToggleSyncToVBlank-eventhandler to osgViewer. I
used it to test the code, perhaps you'll find it useful and include it
in the distribution."
12208 and 12231.
The windowing system specific headers under
include/osgViewer/api/<system> are again installed under
include/osgViewer/api/<system>
Works in recent ubuntu with cmake-2.8.4 and msvc2010 with cmake-2.8.2"
I also fixed the vsync implementation introduced with rev.11357 that was crashing with the Windows Error #170. So I removed your temporary /* */ around the vsync condition..."
That is, it calls ::wglCreateContext to create a context, not the member method createContextImplementation(), which takes into an account the Traits.
In my situation, this prevents a GL 3.x context from being created.
"
enum DeviceOrientation{
PORTRAIT_ORIENTATION = 1<<0,
PORTRAIT_UPSIDEDOWN_ORIENTATION = 1<<1,
LANDSCAPE_LEFT_ORIENTATION = 1<<2,
LANDSCAPE_RIGHT_ORIENTATION = 1<<3,
ALL_ORIENTATIONS = PORTRAIT_ORIENTATION | PORTRAIT_UPSIDEDOWN_ORIENTATION | LANDSCAPE_LEFT_ORIENTATION | LANDSCAPE_RIGHT_ORIENTATION
};
typedef unsigned int DeviceOrientationFlags;
The main motivation for this is to easily allow the user to specifiy that the device is in a horizontal orientation rather then having to rotate the view matrix. All flags have been tested individually as well as in combinations. The default is ALL_ORIENTATIONS to keep the exiting functionality for anyone who hasn't specified WindowData for their context traits.
"
that the windows did not act on repaint request (WM_PAINT, EXPOSE,...)
Detailed explanation:
- I implemented requestRedraw using the push approach (not using
GraphicsWindow::_requestRedraw flag that I was considering) as there may be
multiple viewers reading the flag and fighting to reset it after the paint
request, while some viewers may not spot the request to redraw
- I made windows call GraphicsWindow::requestRedraw when they receive
appropriate message (WM_PAINT, EXPOSE, RESIZE,...)
- There were issues on Linux that windows did not want to close using x
button. Resolved by moving the test for DeleteWindow event from
swapBuffersImplementation() to GraphicsWindowX11::checkEvents(). The difficulty
was that DeleteWindow event is not coming using _eventDisplay, but through
_display.
- The last difficulty was that it is necessary to call
ViewerBase::checkWindowStatus() to set _done to true when all windows are
closed. This did not happened recently in ON_DEMAND run scheme. I put the call
to checkWindowStatus() to eventTraversal.
"
GraphicsWindowCocoa-implementation which should fix the reported bugs.
the osgkeyboard-example works now, but not the numbers of the keypad, as
they hilight only for KEY_KP_Left, KEY_KP_Right, KEY_KP_Up, KEY_KP_DOWN
etc and not for KEY_KP_0 - KEY_KP_9."
"There is a redundant cmake code at the end of osgViewer cmake script. The install command is issued in SETUP_LIBRARY macro."
"I spotted this when i tried a make install on the android port :) I saw some weird copy commands of osgViewer headers.
I managed to get all osg headers copied to cmake_install_prefix/include upon make install, but i can't (yet) get the libraries to be copied to cmake_install_prefix/lib (see attached files)"
"- In order to build against GLES1 we execute:
$ mkdir build_android_gles1
$ cd build_android_gles1
$ cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NDK=<path_to_android_ndk>/
-DOSG_GLES1_AVAILABLE=ON -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DJ=2
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
$ make
If all is correct you will have and static OSG inside:
build_android_gles1/bin/ndk/local/armeabi.
- GLES2 is not tested/proved, but I think it could be possible build
it with the correct cmake flags.
- The flag -DJ=2 is used to pass to the ndk-build the number of
processors to speed up the building.
- make install is not yet supported."
SETUP_EXE, in order to have a unique entry point to build the
libraries. With this changes the android integration will be less
painful (currently is a big IF(ANDROID) for each CMakeLists.txt) and
more maintainable in the future. I hope next submissions will be for
supporting android from my colleague Jorge.
"
/** Convenience method for setting up multiple slave cameras that depth partition the specified camera.*/
bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);
/** Convenience method for setting up multiple slave cameras that depth partition each of the view's active cameras.*/
bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
and the modified key as requested. Can other OS X developers please test
the attached file, to make sure it works for everybody?
I fixed the problem with the caps-lock-key, too."
and another problem is:
example osgkeyboard is not work (keys not highlight) if user have 2 keyboard layout native and english and current user layout is native
I try to explain my changes
we need something that is identify key without modifier keys and layout -> this is UnmodifedKey
I think osg must have its own UnmodifiedKeys table. Code must be run same on different platforms. This can de guaranteed by UnmodifiedKeys table.
Mikhail Izmestev helped me. He implemented VirtualKey changes in GraphicsWindowX11"
- CMakeLists.txt
-- don't look for GL when compiling for iOS (device or simulator), look for OGLES instead
-- use architecture i386 for simulator
-- removed iphoneos-version-min for simulator
- examples/osgviewerIPhone/CMakeLists.txt
-- added build dependencies for osgdb_osg, osgdb_freetype, osgdb_imageio
-- added framework QuartzCore link dependency
- src/osgDB/CMakeLists.txt
-- don't link against Carbon on iOS (device or simulator)
- src/osgPlugins/freetype/CMakeLists.txt
-- don't link against OpenGL on iOS device or simulator
- src/osgViewer/CMakeLists.txt
-- link against OpenGLES on iOS (device or simulator)
- src/osgPlugins/imageio/CMakeLists.txt
-- compile ReaderWriterImageIO_IOS.cpp as Objective-C++
"
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.
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..."
Changes to Tim's submission by Robert: Removal of need for swap buffer callback in ViewerBase.cpp, by
integrating a osg::State::frameCompleted() method that does the stats timing collection. Introduction of a
GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and
the swap buffers callback or the swapImplementation as required.
Also I've done the osguserstats example. I've kept the "toy example" that was in the modified osgviewer.cpp I had sent you, because they show different uses of custom stats lines (a value displayed directly, a value without bars and a value with bars and graph). I also added a function and a thread that will sleep for a given number of milliseconds and record this time in the stats. I think it clearly shows how to record the time some processing takes and add that to the stats graph, whether the processing takes place on the same thread as the viewer or on another thread.
BTW, feel free to modify the colors I've given to each user stats line... I'm not very artistic. :-)
I've also added more doc comments to the addUserStats() method in ViewerEventHandlers, so hopefully the arguments are clear and the way to get the results you want is also clear. Maybe I went overboard, but the function makes some assumptions that may not be obvious and has many arguments, so I preferred to be explicit."
The user calls statsHandler->addUserStatsLine() providing:
- the label they want for that line in the graph
- the text and bar colors they want in the graph
- the stats names they want queried (one for time taken, one for begin and one for end time) and a few settings for how these will be displayed.
Then all they have to do is call viewer->getViewerStats()->setAttribute(framenumber, name, value) for their three attributes each frame and they'll have their stats in the graph.
They can also give only a time taken attribute (or some other numerical value they want printed, which can be averaged or not), or only begin+end attributes, and the graph will accordingly display only the (average or not) numerical value or only the bars.
Along the way I cleaned up the existing code a bit:
* Each time the setUpScene() or createCameraTimeStats() methods added a line to the graph, they did pretty much the same thing, so I moved that into a separate method called createTimeStatsLine() which is called by setUpScene() and createCameraTimeStats().
* I moved the font, characterSize, startBlocks and leftPos variables to member variables, since they were being passed around everywhere but were set only once at the beginning.
* The geode on which stats lines are added is also kept in a member variable, and createCameraTimeStats() adds the per-camera lines to this geode instead of returning a new Group with a new Geode. This further reduces the number of variables the createCameraTimeStats() method needs as input.
"
I also uderstand that there is a need to select system wide default method and have also modified DisplaySettings to contain swapMethod parameter. Swap method in Traits uses value set in DisplaySettings as default. Proper environment and command line args were added. Its possible to define default DeisplaySettings swap method in standard way via system flags or with comand line.
Env Vars:
OSG_SWAP_METHOD = DEFAULT | COPY | EXCHANGE
or Command Line:
--swap-method DEFAULT | COPY | EXCHANGE
I also added handling of WM_ERASEBKGND in GraphicsWindowWin32. It may be unneccessary but code should be safer this way than without handling it. I have placed a comment explaining the reason above the change.
Changes were made against today trunk.
PS. I tested only Windows code. I briefly checked X11 & Cocoa files but have not noticed SwapMethod to be used there.
"
osgViewer behaves smarter, when the computer will reboot or shutdown. In
older versions the reboot/shutdown got cancelled by GraphicsWindowCocoa,
now it behaves more system conform.
"
to get QWidgetImage to a point where it can fill a need we have: to be
able to use Qt to make HUDs and to display widgets over / inside an OSG
scene.
---------------
Current results
---------------
I've attached what I have at this point. The modified QWidgetImage +
QGraphicsViewAdapter classes can be rendered fullscreen (i.e. the Qt
QGraphicsView's size follows the size of the OSG window) or on a quad in
the scene as before. It will let events go through to OSG if no widget
is under the mouse when they happen (useful when used as a HUD with
transparent parts - a click-focus scheme could be added later too). It
also supercedes Martin Scheffler's submission because it adds a
getter/setter for the QGraphicsViewAdapter's background color (and the
user can set their widget to be transparent using
widget->setAttribute(Qt::WA_TranslucentBackground) themselves).
The included osgQtBrowser example has been modified to serve as a test
bed for these changes. It has lots more command line arguments than
before, some of which can be removed eventually (once things are
tested). Note that it may be interesting to change its name or split it
into two examples. Though if things go well, the specific QWebViewImage
class can be removed completely and we can consolidate to using
QWidgetImage everywhere, and then a single example to demonstrate it
would make more sense, albeit not named osgQtBrowser... You can try this
path by using the --useWidgetImage --useBrowser command line arguments -
this results in an equivalent setup to QWebViewImage, but using
QWidgetImage, and doesn't work completely yet for some unknown reason,
see below.
----------------
Remaining issues
----------------
There are a few issues left to fix, and for these I request the
community's assistance. They are not blockers for me, and with my
limited Qt experience I don't feel like I'm getting any closer to fixing
them, so if someone else could pitch in and see what they can find, it
would be appreciated. It would be really nice to get them fixed, that
way we'd really have a first-class integration of Qt widgets in an OSG
scene. The issues are noted in the osgQtBrowser.cpp source file, but
here they are too:
-------------------------------------------------------------------
QWidgetImage still has some issues, some examples are:
1. Editing in the QTextEdit doesn't work. Also when started with
--useBrowser, editing in the search field on YouTube doesn't
work. But that same search field when using QWebViewImage
works... And editing in the text field in the pop-up getInteger
dialog works too. All these cases use QGraphicsViewAdapter
under the hood, so why do some work and others don't?
a) osgQtBrowser --useWidgetImage [--fullscreen] (optional)
b) Try to click in the QTextEdit and type, or to select text
and drag-and-drop it somewhere else in the QTextEdit. These
don't work.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) Try the operations in b), they all work.
e) osgQtBrowser --useWidgetImage --useBrowser [--fullscreen]
f) Try to click in the search field and type, it doesn't work.
g) osgQtBrowser
h) Try the operation in f), it works.
2. Operations on floating windows (--numFloatingWindows 1 or more).
Moving by dragging the titlebar, clicking the close button,
resizing them, none of these work. I wonder if it's because the
OS manages those functions (they're functions of the window
decorations) so we need to do something special for that? But
in --sanityCheck mode they work.
a) osgQtBrowser --useWidgetImage --numFloatingWindows 1
[--fullscreen]
b) Try to drag the floating window, click the close button, or
drag its sides to resize it. None of these work.
c) osgQtBrowser --useWidgetImage --numFloatingWindows 1
--sanityCheck
d) Try the operations in b), all they work.
e) osgQtBrowser --useWidgetImage [--fullscreen]
f) Click the button so that the getInteger() dialog is
displayed, then try to move that dialog or close it with the
close button, these don't work.
g) osgQtBrowser --useWidgetImage --sanityCheck
h) Try the operation in f), it works.
3. (Minor) The QGraphicsView's scrollbars don't appear when
using QWidgetImage or QWebViewImage. QGraphicsView is a
QAbstractScrollArea and it should display scrollbars as soon as
the scene is too large to fit the view.
a) osgQtBrowser --useWidgetImage --fullscreen
b) Resize the OSG window so it's smaller than the QTextEdit.
Scrollbars should appear but don't.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) Try the operation in b), scrollbars appear. Even if you have
floating windows (by clicking the button or by adding
--numFloatingWindows 1) and move them outside the view,
scrollbars appear too. You can't test that case in OSG for
now because of problem 2 above, but that's pretty cool.
4. (Minor) In sanity check mode, the widget added to the
QGraphicsView is centered. With QGraphicsViewAdapter, it is not.
a) osgQtBrowser --useWidgetImage [--fullscreen]
b) The QTextEdit and button are not in the center of the image
generated by the QGraphicsViewAdapter.
c) osgQtBrowser --useWidgetImage --sanityCheck
d) The QTextEdit and button are in the center of the
QGraphicsView.
-------------------------------------------------------------------
As you can see I've put specific repro steps there too, so it's clear
what I mean by a given problem. The --sanityCheck mode is useful to see
what should happen in a "normal" Qt app that demonstrates the same
situation, so hopefully we can get to a point where it behaves the same
with --sanityCheck and without."
Mathieu Marache, he added the last missing piece to this puzzle.
I think it is safe to commit these changes to trunk, as the traditional
way via dylibs should work as before.
Here's some more info how to get frameworks:
With these modifications it is possible to compile frameworks on OS X,
when you set the Cmake-option OSG_COMPILE_FRAMEWORKS to true. If you
want to embed the frameworks in your app-bundle make sure to set
OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly.
You'll have to build the install-target of the generated xcode-projects
as this sets the install_name_dirs of the frameworks and plugins."
"Here is a small fix in the eventTraversal() function of both viewer
and composite viewer class.
if (getCameraWithFocus())
{
if (getCameraWithFocus()!=getCamera()) // Newly added
{
osg::Viewport* viewport = getCameraWithFocus()->getViewport();
osg::Matrix localCameraVPW =
getCameraWithFocus()->getViewMatrix() *
getCameraWithFocus()->getProjectionMatrix();
if (viewport) localCameraVPW *= viewport->computeWindowMatrix();
osg::Matrix matrix( osg::Matrix::inverse(localCameraVPW) *
masterCameraVPW );
osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
x = new_coord.x();
y = new_coord.y();
}
...
}
I put an additional conditional statement here to ensure that
_cameraWithCamera and _camera are different, otherwise it's no need to
calculate the transition matrix from main camera to focus camera. The
excess calculations of 'matrix' and 'new_coord' may cause
floating-point error and return a slightly wrong result other than an
identity matrix. It seems OK in most cases but will be still pain when
there is little difference between two mouse moving events. "
To reproduce, on win32:
-Run osgViewer in a windowed mode, with the cursor off, as such:
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
(*itr)->useCursor( false );
}
-Quickly move the cursor into the window (cursor it should be hidden)
-Resize the window by dragging the border (notice the cursor changes to "resize" cursor)
-Move the cursor back to the inside of the window (notice the cursor is not hidden anymore)
The attached SVN patch will set the cursor to a "NoCursor" during useCursor(false). This correctly stores the no cursor state, so it can be rejuvenated after a future cursor change. This patch also fixes a couple instances where a hidden cursor should show itself, like when it's on the title bar, or the window close button."
> quote from http://www.opengl.org/registry/specs/ARB/wgl_pbuffer.txt
> The following attributes are supported by wglCreatePbufferARB:
>
> WGL_PBUFFER_LARGEST_ARB If this attribute is set to a
> non-zero value, the largest
> available pbuffer is allocated
> when the allocation of the pbuffer
> would otherwise fail due to
> insufficient resources. The width
> or height of the allocated pbuffer
> never exceeds <iWidth> and <iHeight>,
> respectively. Use wglQueryPbufferARB
> to retrieve the dimensions of the
> allocated pbuffer.
It notifies the user when the size is not as requested, but I could find no way for the program to detect this. I've added two lines to write the new size back into the _traits, I think this is appropriate, but I am not absolutely sure.
In PixelBufferX11 was no support, so I've added GLX_LARGEST_PBUFFER(_SGIX) support, with the same writeback to the _trais.
I have tested the GLX_LARGEST_PBUFFER version on linux and the WGL_PBUFFER_LARGEST_ARB with windows, all tested with the modified autocapture I just submitted.
"autocapture --pbuffer --window 100 100 18192 18192 cow.osg.\[0,0,-22.7\].trans"
gives me a 4096x4096 image on my windows machine,
and a 8192x8192 image on linux."
I found very useful to have a control whether osgView::setCameraManipulator does or does not reset camera to home position.
I extended method signature as follows:
void setCameraManipulator(osgGA::MatrixManipulator* manipulator, bool resetPosition = true);
keeping the current usage intact (default parameter), while enabling user to disable the position reset. That can be useful in the situation when manipulator position was already loaded, for example from a file (user specification), or defined any other way, while we do not want to be reset to home position. Other usability is usage of two manipulators in a modeling program (orbiting around the model, walking on the model) and changing between them while we want to preserve the position of a camera in the change. Games may benefit from it as well when we change from user-defined helicopter manipulator to soldier manipulator because the user escaped the helicopter. The camera will change manipulator but the position is expected to be kept in the transition (provided that user makes the state transition between the two manipulators himself).
"
osg::GraphicsContext, in order to give good integration with the
application's GUI toolkit. This works really well.
However, I need to share OpenGL texture resources with the standard
osgViewer GraphicsContext implementations, in particular the
PixelBuffers. This is essential for my application to conserve graphics
memory on low-end hardware. Currently the standard osg implementations
will not share resources with another derived osg::GraphicsContext,
other than the pre-defined osgViewer classes e.g. PixelBufferX11 is
hardcoded to only share resources with GraphicsWindowX11 and
PixelBufferX11 objects, and no other osg::GraphicsContext object.
To address this in the cleanest way I could think of, I have moved the
OpenGL handle variables for each platform into a small utility class,
e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11
and any other derived osg::GraphicsContext class can inherit from
GraphicsHandleX11 to share OpenGL resources.
I have updated the X11, Win32 and Carbon implementations to use this.
The changes are minor. I haven't touched the Cocoa implmentation as
I'm not familiar with it at all and couldn't test it - it will work
unchanged.
Without this I had some horrible hacks in my application, this greatly
simplifies things for me. It also simplifies the osgViewer
implementations slightly. Perhaps it may help with other users'
desires to share resources with external graphics contexts, as was
discussed on the user list recently."
Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
In Scene::updateSceneGraph(), change:
if (getSceneData())
{
updateVisitor.setImageRequestHandler(getImagePager());
getSceneData()->accept(updateVisitor);
}
if (getDatabasePager())
{
// synchronize changes required by the DatabasePager thread to the scene graph
getDatabasePager()->updateSceneGraph((*updateVisitor.getFrameStamp()));
}
to
if (getDatabasePager())
{
// synchronize changes required by the DatabasePager thread to the scene graph
getDatabasePager()->updateSceneGraph((*updateVisitor.getFrameStamp()));
}
if (getSceneData())
{
updateVisitor.setImageRequestHandler(getImagePager());
getSceneData()->accept(updateVisitor);
}
That is, just swap the positions of two 'if () {...}' segments.
While working on a paged terrain, I need to collect every newly allocated PagedLODs and make them temporarily unrenderable in the next frame, which are all done in a update callback. But I found that these PagedLODs will always be shown before collecting them, because of the unsuitable sequence in Scene::updateSceneGraph(). DatabasePager is synchronized AFTER the user updating traversal, that is, user cannot IMMEDIATELY find out changes made by DatabasePager.
"
For example, when running FlightGear, I want the window to always have no title, so it opens full-screen without using the --full-screen option, which would prevent other windows from moving above the osg window.
I am attaching a patch I made to fix this problem."
The modification consists only in including osgGA::GUIEventAdapter::DOUBLECLICK in the list of "pointerEvent" events.
Test done to reproduce the problem and check the fix: in any osg application or example with an HandleInput function, break on events with a double-click event type. Without the changes, the event's buttonMask does not contain the double-clicked button. With the changes, it does.
Only simple tests (running some examples and playing with the mouse) were done to check that the changes do not break anything, since double-click is not used thoroughly in OSG.
Modification done against current SVN Trunk version (r10753).
As this is a fix, I do not wish to keep my copyright on this submission and assign it over to the project lead.
"
I've needed to run a recorded simulation offscreen and save it to a sequence of images, and the ScreenCaptureHandler seemed to be the simplest way to do that, and with this change it's possible.
Another change: I've also added the ability to specify continuous capture of all frames, or a certain number of frames. ScreenCaptureHandler now has a setFramesToCapture(int) method. The argument will be interpreted as:
0 : don't capture
<0 : capture continuously
>0 : capture that number of frames then stop
I also added startCapture() and stopCapture() methods so that user code can start capturing (either continuously or the given number of frames) at a given point in their program. setFramesToCapture() won't start capturing, you have to call startCapture() afterwards. The handler also now has another key to toggle continuous capture (defaults to 'C').
Note that continuous capture will of course only work if the CaptureOperation writes to different files (for example, a WriteToFile with SEQUENTIAL_NUMBER mode) or does something different each time... Otherwise it will just overwrite of course. :-)
I've also taken the chance to refactor the addCallbackToViewer() method a bit too, since finding the right camera is needed in two places now.
I've tested all cases (I think). If you want to try, in osgviewer.cpp and replace the line
// add the screen capture handler
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);
with
// add the screen capture handler
osgViewer::ScreenCaptureHandler* captureHandler = new
osgViewer::ScreenCaptureHandler(
new osgViewer::ScreenCaptureHandler::WriteToFile(
"screenshot", "jpg",
osgViewer::ScreenCaptureHandler::WriteToFile::SEQUENTIAL_NUMBER),
-1);
viewer.addEventHandler(captureHandler);
captureHandler->startCapture();
And vary the "-1" (put 0, 10, 50) and then use the 'c' and 'C' keys and see how it reacts.
"
Moved the handling of DisplaySettings into Traits constructor.
Added support for s/getGLContextVersion(), s/getGLContextFlags() and s/getGLContextProfileMask() to osg::DisplaySettings.
Added command line and env var support for setting the GLContextVersion, GLContextFlags and GLContextProfileMask to osg::DisplaySettings.
GraphicsWindowCocoa-implementation, which enhances multithreaded
stability, it ensures that modifications to the size of an openglcontext
is done only from one thread.
"
Therefore I have changed all the occurances of atof by asciiToFloat or
asciiToDouble.
I believe that it is safe to do so at least for all the plugins.
Included here are also asciiToFloat conversion of environment variables. One
might argue that these should be locale dependent. But IMO these should be
set and interpreted by osg independent of the current locale.
"
proper functioning when running the osgViewer run-loop in a secondary
thread (e.g. when embedding GraphicsWindowCocoa-windows in a full blown
cocoa application).
OS X is picky when you want to change the user-interface from another
thread than the main thread, not all UI stuff is thread-safe. So now
window closes and showing / hiding the menu bar is done in the main
thread via Cocoa's performSelectorOnMainThread-mechanism.
These changes don't affect the normal osgViewer usage pattern."
First Submission email from Gustav:
"This submission adds a --cache option to osgconv and osgviewer that enables setObjectCacheHint(osgDB::Options::CACHE_ALL); It greatly reduces memory usage when a .osg file has lots of external references with ProxyNode:s that points to the same file.
Options are also added to the osg plugin. The code was already mostly implemented but there was no way to change the options.
includeExternalReferences
writeExternalReferenceFiles
A counter is added to keep track if an external file has already been written down to avoid writing the same file over and over again. If it has already been written once then it is not written again.
The counter is added to the Output class in osgDB.
"
Second Submission email from Gustav:
"This is a continuation to my previous submission.
I noticed that the same problem that I fixed in ProxyNode.cpp for the osg plugin (external files being written over and over again) also existed in the ive plugin. I attached a submission where the ive plugin remembers which external files that have already been written and do not write them again."
Changes to the above done by Robert Osfield,
changed command line parameter to --enable-object-cache
changed set/get methods in osgDB::Output and ive/DataOutputStream.cpp to be s/getExternalFileWritten(const std::string&)
cleaned up set up of osgDB::Options.
of these methods in src/osgViewer/Renderer.cpp to make sure that the draw thread keeps references to all in scene graph Cameras
that are being used by the drawing threads, to keep the Camera's alive even when the main thread removes these Cameras from the scene graph.
implementation of GraoicsWindowCocoa:
Enhancements/Bugfixes:
+ now it's possible to integrate osgViewer better into existing
cocoa-applications:
* create one or more NSOpenGLView(s) and add these to your window(s)
* create one or more NSWindows
* disable the integrated event-polling of osgViewer, and let the work be
done by Cocoa / NSApplicationRun. You'll have to run the osgViewer's
runloop in a separate thread
+ missing menu-event-handling implemented
+ added NSAutoReleasePools where necessary, this fixes some memory-leaks
+ fixed some crashes and thread-issues"
Original email from Frederic at start of thread:
"he patch attached, made from r10068, fix two things, in other of importance :
- the selected cursor is never shown ( second change in file ). Only the left arrow is always displayed.
- remove the arbitrary ( in my sense ) limitation that the user cannot choose a cursor with the same shape that one used when resizing the window. This limitation doesn't exist for X11, and we have a diverging behaviour there ( first change in file ). Flightgear use the LeftRightCursor in look around mode."
Follow up email from Frederic (with changes that finally made it into this check in:
"I've just tested Mark's suggestion and it works perfectly, even when the
cursor goes to the border then come back inside the window.
But his patch doesn't seem to be based on the last revision of the
files, or at least not on the trunk, and there are more changes than
expected in them, including some loss from the previous patches.
The patch attached is based on r10068 of
src/osgViewer/GraphicsWindowWin32.cpp and r10067 of
include/osgViewer/api/Win32/GraphicsWindowWin32"
So, might be a bit fiddly to try and prevent frame update in all situations that SwapBuffers retuns false.
I wondered if we could address this issue by only reporting the error if GetLastError is also non zero. Works for me!
The value returned by GetLastError is zero when SwapBuffers is called for a minimized or off screen window, so we could just add a check for this.
Just say the word, and I'll post my modified GraphicsWindowWin32.cpp to the submissions list. ;-)
Cheers.
Chris.
e.g.
//------------- OSG- 2..8 ----------
void GraphicsWindowWin32::swapBuffersImplementation()
{
if (!_realized) return;
if (!::SwapBuffers(_hdc))
{
reportErrorForScreen("GraphicsWindowWin32::swapBuffersImplementation() - Unable to swap display buffers", _traits->screenNum, ::GetLastError());
}
}
//------------- Modification to remove redundant warnings ----------
void GraphicsWindowWin32::swapBuffersImplementation()
{
if (!_realized) return;
if (!::SwapBuffers(_hdc) && ::GetLastError() != 0)
{
reportErrorForScreen("GraphicsWindowWin32::swapBuffersImplementation() - Unable to swap display buffers", _traits->screenNum, ::GetLastError());
}
}
"
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23734.html
The change is source compatible with current osg code and will not affect current users, it simply adds an additional parameter to the GraphicsWindowWin32::WindowData struct constructor and defaults to the current behavior.
Attached are the files "include/osgViewer/api/Win32/GraphicsWindowWin32" and "src/osgViewer/GraphicsWindowWin32.cpp" with my changes, based on svn revision 10045. In addition, I have provided an svn patch file with the same changes for your convenience.
I have discussed the matter with my supervisor, and agreed that my company makes no copyright claim over this extremely trivial change (or to put it another way, we assign copyright to the open scene graph community.)"
The osgViewer::CompositeViewer had partial support for Producer Camera
config files, but it was not working completely. Here is the completed
implementation. File: src/osgViewer/CompositeViewer.cpp.
"
linked with system libraries using LINK_INTERNAL instead of
LINK_EXTERNAL. This caused it to try to link with libXrandrd instead of
libXrandr, which failed. Attached is the fixed CMakeLists.txt."
Also, there was also a small bug in osgDB's CMakeLists.txt that was causing an error when I tested with CMake 2.4.4.
IF(${OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX} STREQUAL "quicktime")
was changed to
IF(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX STREQUAL "quicktime")
"
some stuff out into DarwinUtils.h/.mm so both implementations can share
some of the code. There's even a bugfix for GraphicsWindowCarbon, which
fixes some issues with multiple windows on different screens."
"There is error in WoW shader, you can see it by this simple example:
osgviewer cessna.osg --wowvx-42 --clear-color 0,0,0
Clear color may be choosed any with at least one component equals to 0
or 1. In my case I see weird blinking between normal image and image
with depth map at right side on the screen."
Because there already exists the option to convert slow path geometry to the fast path by computing an internal fast path alternative, I added a new optimizer option that automatically does this. To check the results I also made some changes to the statistics gathering and rendering.
Somewhat unrelated, but also part of the optimizer I disabled removal of CameraView nodes during RemoveRedundantNodes optimization.
As discussed on the ML, CameraViews were removed from the scenegraph. This solves that issue.
Summary:
-Geometry::areFastPathsUsed now also looks at internalOptimizedGeometry
-Added Optimize option to make all slow path geometry compute their internal fast path alternative
-Added fast geometry counter to the statistics
-Disabled removel of CameraViews in optimizer
"
- The text and dark background rectangles are now correctly placed, and
slightly resized here and there.
- All counters (vertices, etc) now use a fixed formatting with 0 digits
precision, to prevent the text from being shown in scientific notation
when the number get large (e.g. 6.34344e+6). I tested with a scene
containing roughly 4 million vertices, to make sure its stats would
display correctly.
I also made slight changes to osgcompositeviewer (attached) to aid in
testing the stats display, specifically displaying of camera and view
names."
It's a minimal change, it just calls an already existing protected method. It was trivial to subclass the handler to do it in our code, but pushing the change into OSG makes sense as it's generally useful to have it in the handler itself.
I also noticed that the handle() method was overridden from osgGA::GUIEventHandler but wasn't marked virtual. It wasn't intended that subclasses not be able to override it in turn, so I've added the keyword.""
GraphicsWindowCarbon::requestWarpPointer() places the mouse pointer in a (global?) display coordination, but it must be in a local window coordination. This problem is critical because the mouse cursor can go off a window especially when you place the window on the secondary screen.
Attached is the file to fix this problem.
I tested this modified file with the following situations (on FlightGear) and all works fine.
- two windows on two screens (each has one window).
- two windows on two screens (secondary screen has all windows).
- two windows on two screens (primary screen has all windows).
In all scenarios, warp requests (by right-click the mouse) successfully moves the mouse pointer to the center of the main window,
and it is what it's supposed to be in the flightgear."