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."
consider these initial cpack support scripts. It is hidden behind a
BUILD_PACKAGES option so won't affect the normal user. The submission
1) set the COMPONENT attribute on all cmake install commands.
COMPONENT names are according to
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
2) provide cmake script and a template for creating CPack
configuration files. It will generate target for creating packages
with everything that gets "installed" (make package on unx, project
PACKAGE in MSVC) plus targets for generating one package per COMPONENT
(i.e. libopenscenegraph-core etc.).
I have temporariliy uploaded some examples to
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
If this submission makes it into svn we can develop it to generate
rpms, installers for windows and mac (I know at least J-S don't like
these but there may be others who do ;) and even DEBs (not sure if we
can make them "ubuntu-ready" but they eventually may - at least we
could put a deb on the website)"
Before:
1. if the camera is not a slave camera
1.1 set the eventState's graphics context to the current context.
2. if the current master view is not the view which has the focus
2.1 set the current master view to be the view which has the focus
2.2 use the new master view's eventState instead of the old one
Now as you can see from this sequence, the graphics context is set on the eventState before switching to the view which has focus (and thus using another eventState). So the new eventState, in the case we need to switch views, will contain an old graphics context, not the correct one.
Just inversing these steps fixes the problem:
1. if the current master view is not the view which has the focus
1.1 set the current master view to be the view which has the focus
1.2 use the new master view's eventState instead of the old one
2. if the camera is not a slave camera
2.1 set the eventState's graphics context to the current context.
Now, the eventState will refer to the correct graphics context in both cases.
Attached is a fixed CompositeViewer.cpp (based on today's SVN) which does this. Note that some other things are done in the 1. and 2. cases, but they have no influence on each other so they can just be swapped without problems.
"
set to off. But could be activated/decativated via CMake as well as system
environment variable. I also modified src\osgViewer\CMakeLists.txt to turn
off this workaround by default as suggested."
parts of their scene graphs. Within these common part some nodes have
event handlers which use the action adapter argument to the event
handler to determinate which view received the event.
Here is the problem, osgViewer::CompositeViewer::eventTraversal sets
the action adapter field in the EventVisitor always to the last view
which received an event, instead of using the view which actually
received the event, so determination of the correct view does not work.
I looked at the code a bit, and moved the code for setting the action
adapter to a IMO better place"
facilitate the subclassing of Image providing interactive behaviours so as
used in the vnc interactive VncImage class.
osgViewer::InteractiveImageHandler provides an event handler that convertes osgGA
mouse and keyboard events into the coordinate frame of an image based on ray intersection with geometry in
the associated subgraph.
Changed the ordering of events processing in Viewer and CompositeViewer to allow
scene graph event handlers to take precidence over viewer event handlers and camera manipulators
The graph is displayed "under" (behind) the normal bar chart you get when you press 's' twice. It doesn't hide the normal stats, you can still read them without any trouble, and that way, it doesn't take any more screen space. It starts from the left, and will scroll left when there is enough data to fill the screen width. The graph lines have the same colors we're used to (except I made the event color a bit bluer, so it's not exactly the same as the update color). A screen shot is attached.
The lines get a bit confused when they're all overlapping at the bottom of the graph, but I think that's the least of our concerns (if they're all at the bottom of the graph - except FPS of course - then great!).
The only thing I'm not very keen about is that to make things simple, I clamp the values to a given maximum. Right now, the maximums I have set are:
* Frame rate: 100 fps (people have 60, 75, 85Hz refresh rates, so there's no one right value, but I think 100 is OK)
* Stats: 0.016 seconds (what you need to get 60Hz minimum)
This could be changed so that the scale of the graph changes according to the maximum value in the last screenful of the graph instead of clamping values. We would then need to display the scale for each value on the side of the graph, because if the scale changes, you need to know what it is at this moment.
I tried to make things easy to change, so for example if you don't like that the graph is in the same space as the normal stats bars, it's easy to move it anywhere else, and make it have other dimensions. The maximums and colors are also easy to change.
The impact on performance should be minimal, since it's one vertex per graph line that's added per frame, and vertices are removed when they scroll off the screen, so you'll never have more than say 1280 * (3 + ncameras) vertices on the screen at one time. No polygons, I used line strips. The scrolling is done with a MatrixTransform."
This code will add two extra statistics options:
-Camera scene statistics, stats for the scene after culling (updated at 10 Hz)
-View scene statistics, stats for the complete scene (updated at 5 Hz)
Each camera and each view will expand the statistics to the right.
I also added the requests and objects to compile of the databasepager to the databasepager statistics.""
> Using QOSGWidget - QWidget + osgViewer creating the graphics context.
>
> Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable
> to create OpenGL rendering context. Reason: The pixel format is invalid.
>
>
>
> And then the following fate error pops up:
>
>
>
> The instruction at "0x014c7ef1" referenced memory at "0x000000a4", The
> memory could not be "read".
>
> Click on Ok to terminate the program
>
> Click on CANCEL to debug the program
>
>
set.
The optimization is based on the observation that matrix matrix multiplication
with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a
transform, or scale matrix is only 4^2 operations. Which is a gain of a
*FACTOR*4* for these special cases.
The change implements these special cases, provides a unit test for these
implementation and converts uses of the expensiver dense matrix matrix
routine with the specialized versions.
Depending on the transform nodes in the scenegraph this change gives a
noticable improovement.
For example the osgforest code using the MatrixTransform is about 20% slower
than the same codepath using the PositionAttitudeTransform instead of the
MatrixTransform with this patch applied.
If I remember right, the sse type optimizations did *not* provide a factor 4
improovement. Also these changes are totally independent of any cpu or
instruction set architecture. So I would prefer to have this current kind of
change instead of some hand coded and cpu dependent assembly stuff. If we
need that hand tuned stuff, these can go on top of this changes which must
provide than hand optimized additional variants for the specialized versions
to give a even better result in the end.
An other change included here is a change to rotation matrix from quaterion
code. There is a sqrt call which couold be optimized away. Since we divide in
effect by sqrt(length)*sqrt(length) which is just length ...
"
New attribute DatabasePager::_expiryFrames sets number of frames a PagedLOD child is kept in memory. The attribute is set with DatabasePager::setExpiryFrames method or OSG_EXPIRY_FRAMES environmental variable.
New attribute PagedLOD::PerRangeData::_
frameNumber contains frame number of last cull traversal.
Children of PagedLOD are expired when time _AND_ number of frames since last cull traversal exceed OSG_EXPIRY_DELAY _AND_ OSG_EXPIRY_FRAMES respectively. By default OSG_EXPIRY_FRAMES = 1 which means that nodes from last cull/rendering
traversal will not be expired even if last cull time exceeds OSG_EXPIRY_DELAY. Setting OSG_EXPIRY_FRAMES = 0 revokes previous behaviour of PagedLOD.
Setting OSG_EXPIRY_FRAMES > 0 fixes problems of children reloading in lazy rendering applications. Required behaviour is achieved by manipulating OSG_EXPIRY_DELAY and OSG_EXPIRY_FRAMES together.
Two interface changes are made:
DatabasePager::updateSceneGraph(double currentFrameTime) is replaced by DatabasePager::updateSceneGraph(const osg::FrameStamp &frameStamp). The previous method is in #if 0 clause in the header file. Robert, decide if You want to include it.
PagedLOD::removeExpiredChildren(double expiryTime, NodeList &removedChildren) is deprecated (warning is printed), when subclassing use PagedLOD::removeExpiredChildren(double expiryTime, int expiryFrame, NodeList &removedChildren) instead. "
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler(
new osgViewer::WriteToFileCaptureOperation("filename", "jpg")));
and the filename will be what you want. The WriteToFileCaptureOperation will add the context ID and the file number (if in SEQUENTIAL_NUMBER mode) to the file name.
(The attached also clarifies some notify messages, and corrects the comment when adding the handler in osgviewer.cpp)
I also remembered, the current architecture could allow a different CaptureOperation for each context, but currently the API only allows setting one CaptureOperation for all contexts. This could be improved if need be.
"
calling wglMakeCurrent twice.
This bug has been reported to NVidia, confirmed and fixed by NVidia but awaits verifiaction and release if a driver which fixes this bug.
osgViewer::GraphicsWindow::setCursor() the new cursor type is recorded
but not applied until windows sends another WM_SETCURSOR message. This
delays the application of the cursor to the next mouse event.
The attached file fixes this by setting the new cursor with a call to
::SetCursor() immediately.
"
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.
avoid threading issues associated with compile running in a parallel with
update/cull on the first frame.
Also added automatic recompile when a new SceneData is applied to a View.
get an excess Tab key report when switching back to an OSG
application (usually FlightGear :-). Although KDE has consumed
the Tab, it's sometimes still in the XKeymapEvent's key_vector,
and followed by a Tab KeyRelease event.
Avoid this artifact by
- asking for a "fresh" keymap (via XQueryKeymap()), rather than
using the unreliable(?) XKeymapEvent's key_vector, and by
- flushing all key events on focus-in (to avoid the KeyRelease)
After Super-press, Tab-press, Super-release, Tab-release (note
the wrong release order!) I still get an extra Tab event. But
this is not surprising and not exactly wrong either. Also it's
hard to avoid, as we can't see what happened to the keyboard
before we regained focus.
Files changed:
src/osgViewer/GraphicsWindowX11.cpp
include/osgViewer/api/X11/GraphicsWindowX11"
It's implemented in the same way that 3D Spherical Display and Panoramic Spherical Display.
You can test it running:
osgviewer --wowvx-20 cow.osg
osgviewer --wowvx-42 cow.osg
depending on the size of your Philips WOWvx display (20" or 42")
Other arguments you can use to control the 3D effect are:
--wow-content <value>
This value defines the kind of content that can be:
0: No depth
1: Signage
2: Movie
3: CGI
4: Still
--wow-factor <value>
Percentage of the display recommended depth value. Default 64, Range [0-255]
--wow-offset <value>
Amount of range behind the screen. Default 128, Range [0-255]
0: Range is shifted in the direction of the viewer.
128: Range is equally divided in front and behind the screen.
255: Range is shifted away from the viewer.
"
hyper keys defined already, but these modifiers were missing in
GUIEventAdapter::ModKeyMask, and the EventQueue ingored them as well.
The attached diff/archive adds the missing parts for Super/Hyper
modifier key support.
I'm aware that this might not be supported on all systems/keyboards
out of the box, but decided to submit it anyway because:
- developers are aware of differences between input devices
(Some mice have scroll wheels, others don't. Some have five or
more buttons, some have only one. Some keyboards don't have
numpads, some have AltGr, some don't etc.)
- even if someone relies on Hyper/Super in distributed software,
this is easy to fix and doesn't create lock-in conditions
- while the names Hyper/Super may only be common on X11, they are
just symbol names and not OS-specific
- even though some systems might not offer these additional modifiers
by default, it's likely that all of them have at least 8 modifier
levels internally, so it should only be a matter of OS configuration
to make them work
- having super/hyper available is useful to offer a user ways
to define local key definitions that are safe from collisions with
predefined "official" key assignments"
unconditionally sets the X11 error handler routine, replacing anything
that was previously set. This is a bit unfriendly, as the X11 error
handler is a global attribute which the application, or the GUI toolkit
being used, may well have set itself.
So I have modified X11WindowingSystemInterface to only replace the error
handler if it is the default i.e. if the application has not set it."
key, but it didn't pick up the initial state. So, if NumLock was on for
the OS at startup (LED on), it was still off for OSG. And the first
keypress turned the LED off, and NumLock on for OSG. The attached fix
picks up the state on every FocusIn, just like it was done in the last
commits for CapsLock. The difference is, that the NumLock mask isn't
standardized (e.g. 0x10 for Linux, and 0x80 for AIX), so we have to do
a reverse lookup (::rescanModifierMapping()).
Note that I could not reproduce the problem on my system, but someone
else confirmed it twice on his, and the patch fixed it for him.
Changed files:
./include/osgViewer/api/X11/GraphicsWindowX11
./src/osgViewer/GraphicsWindowX11.cpp
"
It sets osgGA's keymask when restoring keys on FocusIn, according
to the state values of XKeyEvent and XCrossingEvent. (These are
the only source for X11's current capslock state that avoids
pulling in the XKB extension.)
"
The problem can be reproduced by simply changing the osgpick example to
use a CompositeViewer with a single view initialized using
setUpViewAcrossAllScreens(). I have attached a modified osgpick.cpp so
you can test it out quickly (please don't check this file in though :-)
) The eventState is then incorrect and picking does not work. The only
changes are in CompositeViewer.cpp (eventTraversal() method), and fix
the problem for me.
"
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().
"
remain in pressed state after revealing, even if they are no
longer pressed on the keyboard. This can have bad effects,
especially if the stuck keys are modifier keys. One has to
press and release the stuck keys again to reset the wrong state.
The fix keeps track of all key presses and releases. On FocusOut
and UnmapNotify it releases all keys that are in pressed state,
and on KeymapNotify (following a FocusIn), it sets the currently
pressed keys again. To avoid confusion in the OSG-using application
normal keys are always reported released /before/ and pressed
/after/ modifier keys.
As current key states are returned as char[32] keymap by
XQueryKeymap and XKeymapEvent, this format is also used to
recognize modifier keys and for maintaining the current
internal key state. Functions to set/clear/query bits in
such a keymap are added.
The patch was extensively tested with osgkeyboard and
FlightGear under KDE and fvwm2. It was not tested on a
Xinerama setup or with multiple windows, but as _eventDisplay
is used throughout, there should be no problems. The patch also
makes the following changes:
- removes old and obsolete handling of modifier keys in ::adaptKey().
This wasn't only unused, but also wrong (and for that reason commented
out in revision 7066). The modifier states are actually handled
in ./src/osgGA/EventQueue.cpp (EventQueue::keyPress/keyRelease).
- fixes some spelling"
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.
"
carbon-implementation of GraphicsWindow. Now you can use an AGLDrawable
in conjunction with osgViewer/osgCompositeViewer."
Changes from Robert Osfield, changed std::cout to osg::notify(osg::INFO)
setScreenRefreshRate for systems support Xrandr. The include CMakeFile
makes this optional, and turns it OFF by default, in which case any
person trying to use these functions under Linux will be instructed to
build osgViewer w/ Xrandr support.
"
window. This breaks rendering in for example MFC SDI applications and in
MFC MDI applications if user resizes the window so that client area has
zero height. Current safeguard for minimized window:
LRESULT GraphicsWindowWin32::handleNativeWindowingEvent( HWND hwnd, UINT
uMsg, WPARAM wParam, LPARAM lParam )
...
/////////////////
case WM_MOVE :
case WM_SIZE :
/////////////////
...
if (clientRect.bottom==0 && clientRect.right==0)
...
does not cover this situation. In these situations clientRect.bottom = 0
and clientRect.right > 0.
Quick fix to this is relax condition:
if (clientRect.bottom==0 || clientRect.right==0)
Modified file is attached.
Tested with osgviewerMFC from 2.2.0 release (Windows XP sp2)
Before fix:
- execute from command line osgviewerMFC.exe cow.osg.
- the cow is rendered nicely.
- resize window to zero height by dragging from bottom border upwards.
- resize window back to original height
- just blue screen, no cow
After fix:
- execute from command line osgviewerMFC.exe cow.osg.
- the cow is rendered nicely.
- resize window to zero height by dragging from bottom border upwards.
- resize window back to original height
- the cow is where it is supposed to be.
"
"This is a fix for the issue reported by Anders a week ago (see \u201c[osg-users] BUG?: mouse coordinate changes after window move\u201d discussion thread on Sept. 20). The issue was that the initial implementation added a few months back was not converting the window coordinates to client-area coordinates resulting in a slight offset each time a decorated window was moved (caused by the window border). This was also causing windows to move out of their assigned screen."
and
"Attached is a fix for the taskbar repaint issue that occurs when a graphics window is toggled from full-screen mode to windowed mode (as identified by Gert van Maren a couple of weeks ago).
Also included is a fix derived from the \u201cEvents from the past\u201d discussion thread that took place on July 11."
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?
"
updatevisitor in osgViewer::Viewer.
The bug prevented DOF animations because osgSim::DOFTransform checks
the traversal number before doing any updates."
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.
multiple GraphicsWindows, this singleton is accessable via GUIEventEvent::getAccumulatedEventState().
Added use of this new singleton in GraphicsWindow* implementations.
Added WindowSizeHandler to osgkeyboard to help with debugging of event state
between windows.
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.
The current code takes the mouse cursor position and adds it to the
window (left,top) position, and sends the mouse cursor there. But this
doesn't take into account the window decoration.
The new code converts the given (x,y) coordinates from the client area
coordinate system to the screen instead using ClientToScreen. I think
this is the natural windows way to do it.
Tested on XP with osgviewer
"
Note from Robet Osfield, made a few changes to layout to make it more consistent
with the rest of the OSG and used #if 0 instead if (0) blocks.
bugs in the Carbon-implementation of GraphicsWindow, so here's another
fix for setWindowDecorationImplementation, now updates the
titlebar-height, and fixes some display-issues when switching the
decoration on/off.
"
Stephan: "attached you'll find some modifications to the GraphicsWindow-class and
their platform-dependant implementations.
The problem:
setWindowRectangle and setWindowDecoration do not update the
traits-object, so, if you call setWindowRectangle on a
not-realized-window it will open with another size when realized later.
getWindowRectangle reports possible wrong sizes if setWindowRectangle
called before.
My solution:
split the implementation in two parts:
GraphicsWindow::setWindowRectangle will update its traits-object and
call afterwards the virtual method setWindowRectangleImplementation
(which is implemented by the derived platformspecific classess). For
setWindowDecoration I am useing a similar mechanism.
I hope you'll find the submission useful, the Win32 and X11 changes are
not tested but should work."
Changes to this made by Robert are call of resized in setWindowRectangle
instead of setting of Traits, and use of a bool return type.
changes I made:
+ put a warning in the console if a nonexistant screen is requested
+ add getters for the aglcontext and pixelformat -- I need access to
them in my own code.
"
window.
The win32 implementation is still in its original shape since I have no win32
implementation available.
I have chosen the enum approach for the first cut. That is benefitial since
the user does not need to track creation of mouse cursors for different
windows and displays in presence of multiple viewer windows.
The default set of available mouse shapes is the same set that was available
with glut. That set served many OpenGL applications well, so the hope is that
this is enough.
Even though, that implementation is still extensible:
I have digged out the way SDL defines new mouse cursors and added a still
documented out function prototype in the GraphicsWindow that can be used to
extend the current implemtation for arbitrary mouse shapes. That is not
implemented yet.
I hope that somebody with a win32 test system can catch up that implementation
on win32."
implementation of GraphicsWindow:
- usage of WindowData, you can specify an existing window to use via
osg::Traits
- implementation of setScreenResolution and setScreenRefreshRate
- implementation of setWindowDecoration when window is already created.
There seems to be a bug regarding multiple threads and closing windows,
see my other mail on osg-users.
"
selectively set the pixel format for windows that are inherited, following
some discussions on the mailing list last week.
This is implemented through a new traits flag
(setInheritedWindowPixelFormat) with a default state of false (to avoid
breaking existing applications). When set to true, the pixel format of the
inherited window will be set according to the traits specifications.
"
Most of the code is from the osgviewer application, I have took the fullscreen handler and the threading one, and I have just added a fonctionality to be able to change the screen resolution in windowed mode."
a collegue of mine noticed that on Windows and X11 the modifier state (such as
Alt or Ctrl) would be applied one key press too late: e.g. press & hold Alt,
press a, release Alt, press a, press a would generate the key sequence a,
Alt-a, a instead of Alt-a, a, a.
The problem is also present on Carbon. Moving the call to setModKeyMask in
front of the call to keyPress fixed it for me on Carbon and X11. I suppose
that this will fix the problem for Windows as well."
returned from Viewer::getContexts/getWindows will be the left most window on the lowest screen number.
Added ability for StatsHandler and HelpHandler to support end users setting their
Camera's graphics context.
WinXP / VC8, stereo is working. I also added code to set sampleBuffers
and samples. These cannot yet be properly set, tested (windows only ) by
changing _numMultiSamples in DisplaySettings::setDefaults() and
recompiling."
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.
multithreaded-opengl-engine on os x or not. I set its default to false,
perhaps other os x users can test this setting with their data/apps, to
see if we can enable it by default.
I changed also the borderless-window-type, so expos?works correctly."