changes from the DirectInput devices and add events to the event
queue. I've tested with the keyboard and joystick supports. Because of
only having a very old 6-button gamepad, I can't do more experiments.
Hope this will bring more ideas to those who face similar problems,
especially simulation game designers. :)
I didn't map all DirectInput key values to GUIEventAdapter key
symbols. Users may add more in the buildKeyMap() function freely. The
mouse handling operations are also ignored, but will be easily
improved in the same way of creating keyboard and joystick devices.
Please add a line:
FIND_PACKAGE(DirectInput)
in the CMakeLists of root directory. And in the examples/CMakeLists.txt:
IF(DIRECTINPUT_FOUND)
ADD_SUBDIRECTORY(osgdirectinput)
ENDIF(DIRECTINPUT_FOUND)
DirectX SDK 2009 is used here, but an older version like DX8 should
also work in my opinion.
"
requests to a removed archive file. ReaderWriterTXP::getArchiveName
will create an archive if it doesn't exist. This is causing a crash
if the terrain is removed and there are outstanding database requests
in the database pager. The request will create a new archive, and as
the archive is newly create doesn't have the materials etc to support
the subtile that was just loaded. To fix the problem getArchiveName
will only return existing archives. createArchiveName was added to
create archives.
"
I see that we should expect some performance penalty for using this method. It won’t be painful in my current case because I have only a few animated characters. But I suspect some day I will have to fix osgCal to use int UniformIds natively for larger crowds."
(with a great 'crease angle' feature), which will crash if the normal
array is already set but without BIND_PER_VERTEX. I just believe that
we should reallocate the normal array in these cases, as the old
implementation does.
"
setup the log level to INFO it does not work. It's because of this line:
OSG_INFO << " GetGeoTransform == "<<
dataset->GetGeoTransform(geoTransform)<<"
I have just put the function outside of an stream stuff, and it works.
It's possible we have other code like that in other plugins, I guess
it's a side effect of the MACRO stuff about notification."
I found two indirect calls to the glTexEnv in the file Text.cpp:
state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
In the attached fix I surrounded these calls with #ifdef's checking for OSG_GL_FIXED_FUNCTION_AVAILABLE to ensure that the above function is only called when the fixed function pipeline is available.
"
- 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++
"
hpux. I have skipped irix this time as irix is too dead to keep osg building
there.
As usual, solaris does not like member templates in stl containers.
Some headers missing and link problems due to missing libraries."
There was some performance problems after a long run, because textures created with copyTexImage2D were not reused.
After investigation, there is a problem with the Texture Pool when a texture object is created with an empty profile, and then move after creation to TextureObjectSet with good profile using setAllocated method.
I have just changed a little bit the code of Texture2D::copyTexImage2D, to generate the texture object with the good profile at the start."
A few things remain to do:
* The binding between a uniform block in a shader program and a buffer indexed target number is fixed, like a vertex attribute binding. This is too restrictive because that binding can be changed without relinking the program. This mapping should be done by name in the same way that uniform values are handled i.e., like a pseudo state attribute;
* There's no direct way yet to query for the offset of uniforms in uniform block, so only the std140 layout is really usable. A helper class that implemented the std140 rules would be quite helpful for setting up uniform blocks without having to link a program first;
* There's no direct support for querying parameters such as the maximum block length, minimum offset alignment, etc. Having that information available outside of the draw thread would make certain instancing techniques easier to implement."
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.
recently we noticed a little mistake for 3DS files using instances of the same meshs: Every groupnode gets the same name instead of the (correct) instance name of the object. The fix only consists of two additional lines which check whether an instance_name is given for the object and then uses this one instead of the node name."