The options are intended to match the existing read options. By default it will only write RGB32F format; if the "RAW" option is selected, it will output 8 bit RGBA as "raw" RGBE. Note also that the writer inserts a flipVertical(); although the RGBE format, according to spec, should support top-to-bottom or bottom-to-top ordering, no software I've found, including that from the formats originator, actually respects this."
attached code adds this, along with a member variable to keep track of
the setting. It is based on the latest subversion version, and was
tested by creating a new text object with the same axis alignment as an
existing one (e.g.
new_text->setAxisAlignment(old_text->getAxisAlignment()); )."
From Robert Osfield, " I originally didn't add a getAxisAlignment()
as all setAxisAlignment does is set the Rotation member variable, and
potentially one could apply user defined Rotation setting after the
setAxisAlignment() which would bring it out of sync with the
setAxisAlignment.
Rather than reject your submission on the ground of potentially
getting out of sync and therefore misleading users I've added a
USED_DEFINED_ROTATION to AxisAlignment enum, and set this in the
serRotation and then override this setting of _axisAlignment in the
setAxisAlingment method. I've also removed the lazy updating
optimization you've added to the top of setAxisAlignment to avoid
potential problems as well."
I've done some additional small modification regarding constness in ReaderWriter and added
mutable on _pluginData so passing data back would be possible too.
Have updated the collada plugin (ReaderWriterDAE.cpp) to use the map to handle options and
have attached the changes.
The stuff in daeReader.h and daeWriter.h are just cosmetic changes to get rid of a warning."
"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."
(a) some objects behind the camera can cast shadow
(b) object aboive the camera can cast shadow
then i fixed the shadow map orientation, now screen x coordinate alinged which improve the quality"
obj-files. It is not feature complete but usable.
Known issues:
* not all materials are handled correctly (especially when using
osg::StateAttribute::OVERRIDE), not all properties are supported
* could not test point and lines, all of my programs which are capable
to read obj-files only import triangle-meshes.
* only simple texture-handling"
of the OverlayNode.
I change the overlay subgraph dynamically and when I remove all the
subgraph nodes that is inside the current main camera FOV (others
outside still exist), the overlay texture does not update because of the
early return in the traversal. I then get a kind of ghost texture moving
around the terrain.
The attached file fixed the problem for me, but I'm not sure if it is
the best way to address the problem."
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."
CmakeLists.txt and to the FindPerformer.cmake module.
Under Windows libs are: libpf.lib (we need to add the lib prefix) and
libpfdu-util.lib (libpfdu and libpfutil are compiled into one lib)
We need to add PFROOT to the search path for libs and includes (default
environment variable for Performer path)
And at last we need to put PFROOT/include and PFROOT/include/Performer
as include dir for compiling."
is targeted by a rigid body which is the reason why the .h-file was changed too.
So now there'll be Group as often as possible, otherwise PostitionAttitudeTransform."
Note from Robert Osfield. A couple of lines of code in ConvertToInventor.cpp
would not compile under g++ 4.1.2, so rather than hold back the dev release till
this is resolved I've optional compiled out the problem section.
The #define DISABLE_PROBLEM_COMPILE_SECTIONS is used to compile out the problem
section, this define is add via the CMakeLists.txt file.
GL_LUMINANCE data instead of GL_RGB data. You can easily check with
"osgViewer --image klink1_l.tif".
The bug is in ReaderWriterTIFF.cpp function simage_tiff_load, where
numComponents_ret is incorrectly set to 1 instead of 3 for color mapped
data."
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?
"
src/osgDB/FileUtils.cpp to implement the official Windows DLL search
order as described on the page
http://msdn2.microsoft.com/en-us/library/ms682586.aspx . As mentioned,
the search order is now:
1. The directory from which the application loaded.
2. The system directory. (C:\Windows\System32 by default, gotten using the
GetSystemDirectory function)
3. The 16-bit system directory. (C:\Windows\System by default, gotten by
adding "\System" to the path gotten in the next step...)
4. The Windows directory. (C:\Windows by default, gotten using the
GetWindowsDirectory function)
5. The current directory. (".")
6. The directories that are listed in the PATH environment variable. (as
before)
The first four directories are obtained using Win32 API calls, so they
should work correctly even on non-standard Windows installs.
The changes are well commented and should be clear, even to someone
not familiar with the Win32 API.
I have tested in a few scenarios and it works as expected. Serge Lages
has also tested the changes and confirmed they worked as described. I
have not had any other reports though (positive or negative).
I also fixed the issue with a trailing semicolon on the PATH adding an
empty string to the end of the search paths, as this was an
inconsistent side effect rather than a desirable effect. This change
will take effect on other platforms as well, but since it tests for an
empty string in the last item added to the search paths, it should
have no adverse effect.
"
will bring the change in line with what is done on other OSes (Linux)
and works in all tested cases.
For reference, this was tested with:
osgviewer <file>.wrl (file in current directory)
osgviewer <dir>\<file>.wrl (file in child directory, relative)
osgviewer .\<dir>\<file>.wrl (file in child directory, specify current)
osgviewer <drive>:\<dir>\<file>.wrl (absolute path)
"
geometrytechnique in submethods to made more easy the inheritance
between the user and osg-class. This is a first step to add more
functions in osgTerrain. Maybe the subdivision of the method have to
be in the terraintechnique because is the base class of
GeometryTechnique. If Robert or anyone think that this is better i
change this class too."
precise, the shader does not compile on os x because of some
type-conflicts ala "can not convert from const int to const float"
So I changed the offending lines to force the type of the vars. It works
now on OS X (albeit very slowly, 3fps on a 7300), perhaps you find the
changes useful. Note: perhaps there is a better way in shaders to
cast/convert from int to float and viceversa."
updatevisitor in osgViewer::Viewer.
The bug prevented DOF animations because osgSim::DOFTransform checks
the traversal number before doing any updates."
OpenVRML 0.14.3 and is without the Boost dependency.
The changes:
- - Fixed loading of textures and normals when no corresponding indices
are specified. It uses vertex indices now, compliant with the VRML spec.
- - Added colour per vertex support.
- - Added group node support.
- - Changed the code to use osg::ref_ptr instead of naked pointers to
avoid memory leaks.
- - Fixed breakage for loading files specified by relative path."
"I have adapted to osgShadow the soft shadow map technique described in "Efficient Soft-Edged Shadows Using Pixel Shader Branching" by Yury Uralsky, Chapter 17 of GPU Gems 2 (Matt Pharr ed. Addison-Wesley).
Here is my code in attachment: basically, it works in the same way as osgShadow/ShadowMap (core code is copied from it) but implements a specific GLSL shader for the soft rendering of penumbra.
I have tested it under Linux with a NVidia graphic card, but there should be no dependency on platform nor on the graphics driver (as far as they support GLSL 2). Screenshots attached show the current results (frame rate bound to v-sync, but the shader takes actually not much time)."
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.