/** Convinience method that sets the update callback of the node if it doesn't exist, or nest it into the existing one. */
void addUpdateCallback(NodeCallback* nc);
/** Convinience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
void removeUpdateCallback(NodeCallback* nc);
... and the same for Event and Cull callbacks methods."
--------------------------------------------
Descripton:
The patch does provide a new class PixelDataBufferObject which is capable of allocating memory on the GPU side (PBO memory) of arbitrary size. The memory can then further be used to be enabled into read mode (GL_PIXEL_UNPACK_BUFFER_ARB) or in write mode (GL_PIXEL_PACK_BUFFER_ARB). Enabling the buffer into write mode will force the driver to write data from bounded textures into that buffer (i.e. glGetTexImage). Using buffer in read mode give you the possibility to read data from the buffer into a texture with e.g. glTexSubImage or other instuctions. Hence no data is copied over the CPU (host memory), all the operations are done in the GPU memory.
--------------------------------------------
Compatibility:
The new class require the unbindBuffer method from the base class BufferObject to be virtual, which shouldn't break any functionality of already existing classes. Except of this the new class is fully orthogonal to existing one, hence can be safely added into already existing osg system.
--------------------------------------------
Testing:
The new class was tested in the current svn version of osgPPU. I am using the new class to copy data from textures into the PBO and hence provide them to CUDA kernels. Also reading the results back from CUDA is implemented using the provided patch. The given patch gives a possibility of easy interoperability between CUDA and osg (osgPPU ;) )
--------------------------------------------
I think in general it is a better way to derive the PixelBufferObject class from PixelDataBufferObject, since the second one is a generalization of the first one. However this could break the current functionality, hence I haven't implemented it in such a way. However I would push that on a stack of wished osg 3.x features, since this will reflect the OpenGL PBO functionality through the classes better.
"
* When used PDS RenderStage::runCameraSetUp sets flag that FBO has already stencil,depth buffer attached. Prevents adding next depth buffer.
* Sets correct traits for p-buffer if used PDS and something goes wrong with FBO setup or p-buffer is used directly.
* Adds warning to camera if user add depth/stencil already attached through PDS.
* Sets blitMask when use blit to resolve buffer.
There is also new example with using multisampled FBO."
I have not reverted added Compiler options. I assume that one may want to have warnings enabled for the application but may not want to see them while OSG libraries and examples compile.
Modified files:
osg/Export - now explicitly includes osg/Config to make sure OSG_DISABLE_MSVC_WARNINGS is read
osg/Config.in - declares OSG_DISABLE_MSVC_WARNINGS flag to be added to autogenerated osg/Config
CMakeLists.txt - declares OSG_DISABLE_MSVC_WARNINGS as option with default ON setting
"
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."
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
"
and a later post the same osg-submissions thread:
"it's been a while since I have made the changes but I think it was due to problems with static builds of OpenThreads on windows. I was using
OpenThreads in a communication/synchronisation library (without
OpenSceneGraph). It seems I forgot to post a small change in the CMakeLists file of OpenThreads. If a user turns DYNAMIC_OPENTHREADS to OFF (static build) OT_LIBRARY_STATIC will be defined in the Config.
Without these changes a windows user will always end up with a "__declspec(dllexport)" or "__declspec(dllimport)" which is a problem for static builds."
And another post from Blasius on this topic:
"I tested with VS2005 and VS2008. For 32 bit everything works as expected. For x64 and VS2008 I could successfully do the cmake-configure and then the compilation but I had occasional crashes of cmTryCompileExec.exe (during the cmake-configure phase) which seems to be a cmake bug. With VS2005 and 64bit cmake does not set _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED although the interlocked functionality should be there. If I place the source snippet from the CHECK_CXX_SOURCE_RUNS macro to a separate sourcefile I can compile and run the resulting executable successfully. Forcing OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED (on VS2005/x64) reveals a bug in "intrin.h" which seems to be fixed in VS2008 but not in VS2005.
In case anyone is interested the lines:
__MACHINEI(unsigned char _interlockedbittestandset(long *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 *a, __int64 b))
should be changed to:
__MACHINEI(unsigned char _interlockedbittestandset(long volatile *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long volatile *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 volatile *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 volatile *a, __int64 b))
The worst thing that can happen is that interlocked funtionality is not detected during cmake-configure and the mutex fallback is used.
Which reminds me another small glitch in the Atomic header so I attached a corrected version.
Why is the OT_LIBRARY_STATIC added to the config file? It is not needed anywhere.
OT_LIBRARY_STATIC is needed if you are doing static-builds on Windows. See my previous post on that.
"
a capping the number of PagedLOD to a sepcified maximum, with pruning of inactive
PagedLOD when the total number of inactive and active PagedLOD goes above the maximum.
To enable the mode set the env var OSG_MAX_PAGEDLOD to a value something like 1000.
To facilitate this possibility I have added a template copy constructor and a template assignment operator. These work for safe conversions like those in my previous example, but fail as desired for non-safe conversions since the template instantiation fails during the raw pointer copy/assignment.
The lack of this facility has appreciably handicapped development of generic algorithms applied to the scene graph, and I believe that this alteration will be welcomed by most of the community. If there are issues with antiquated compilers not supporting template member functions then perhaps a small piece of conditional compilation is in order.
I have made the change using the latest release version (2.6) as the base. The full file is attached.
I have not tested building the osg wrappers and the script binding code. I have tested the legal and illegal conversions of both copying and assignment to ensure that behave as expected on MSVC7.1, MSVC8, MSVC9, GCC 4.3."
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.""
"Soft shadow mapping is basically the same as hard shadow mapping beside that
it uses a different fragment shader.
So for me it makes sense that osgShadow::SoftShadowMap is derived from
osgShadow::ShadowMap, this makes it easier to maintain the two classes.
Additional SoftShadowMap also provides the same Debug methods as ShadowMap."
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 ...
"
they are written to disk, either inline or as an external file. Added support for
this in the .ive plugin. Default of WriteHint is NO_PREFERNCE, in which case it's
up to the reader/writer to decide.
when applying styles to a Label element the code below runs in a infinite loop.
The reason for this is that nothing increments the Reader "r" in the case when applying a style to label,
so I advance the reader when no match was found.
( To replicate the error apply style to any label)
replaced this:
while(!r.eof()) if(_styles[style]->applyStyle(t, r)) inc = true;
with this:
while(!r.eof())
{
if(_styles[style]->applyStyle(t, r))
inc = true;
else
r.advanceOverCurrentFieldOrBlock();
}
I tested it and it works well for me, I did not find any problems with it.
2. Added style support for Canvas element, event though there is no styles to apply yet.
It is usefull for someone who inherits from Canvas class to develop another element.
If applyStyle(Canvas) does not exist
there is no way to apply style to the element that inherited from Canvas element.
Added virtual
bool applyStyle(Canvas).
and in added call to apply style if the Object is of type Canvas:
StyleManager::_applyStyleToObject(osg::Object* obj, const std::string& style) {
...
else if(!std::string("Canvas").compare(c))
return _coerceAndApply<Canvas>(obj,style,c);
"
"I made several modifications:
* The cause of my errors was that my OSG source directory path contains spaces. To fix this issue I wrapped all paths with quotes, as stated in doxygen documentation.
* I also received some warning messages about deprecated doxygen settings, which I fixed by updating the doxygen file, i.e. running \u2018doxygen \u2013u doxygen.cmake\u2018. By running this command deprecated doxygen options are removed, some option comments have changed and quite some options have been added (I kept their default settings unless mentioned).
* I was surprised to find that the doxygen OUTPUT_DIRECTORY was set to \u201c${OpenSceneGraph_SOURCE_DIR}/doc\u201d, which does not seem appropriate for out of source builds; I changed this to \u201c${OpenSceneGraph_BINARY_DIR}/doc\u201d. (On the other hand, maybe a cmake selectable option should be given to the user?)
* Fixed two warnings I received about unexpected end-of-list-markers in \u2018osg\AnimationPath and \u2018osgUtil\CullVisitor due to excess trailing points in comments.
* Fixed a warning in osgWidget\StyleInterface due to an #include directive (strangely) placed inside a namespace.
* Fixed a warning in osg\Camera due to the META_Object macro that confused doxygen. Adding a semi-colon fixed this.
* Removed auto_Mainpage from the INCLUDE option, because I am positive that this file does not belong there; It never generated useful documentation anyway.
* I added the OSG version number environment variable to the PROJECT_NUMBER option so that the version number is now shown on the main page of generated documentation (e.g. index.html).
* Changed option FULL_PATH_NAMES to YES, but made sure STRIP_FROM_PATH stripped the absolute path until the include dir. This fixed an issue that created mangled names for identical filenames in different directories. E.g. osg/Export and osgDB/Export are now correctly named.
* Changed option SHOW_DIRECTORIES to yes, which is a case of preference I guess.
"
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.
"
with gcc (version 4.3.1) I got the following error message in
include/osgUtil/TriStripVisitor and Tessellator
error: type qualifiers ignored on function return type
The errors belong all to a INLINE function definition. Find attached my
modified version."
Notes from Robert Osfield, I've merged osgWidget trunk, and added/changed CMakeLists.txt file to make it suitable for inclusion in the core OSG, and moved imagery/scripts/shaders out into OpenSceneGraph-Data
to optimize away duplicate state with dynamic, static and unspecified DataVarience. By default
the code now optimizes away duplicate state with either static and unspecied state, previously
it was just handling static state.
implementation of the atomic increment and decrement into a implementation
file.
This way inlining and compiler optimization can no longer happen for these
implementations, but it fixes compilation on win32 msvc targets. I expect
that this is still faster than with with mutexes.
Also the i386 gcc target gets atomic operations with this patch. By using an
implementation file we can guarantee that we have the right compiler flags
available."
atomic related compile failures with msvs2005. Attached changes to make win32
really use the atomic stuff. There are pointer typecast problems and some
historic alignment restrictions that I just took from a previous similar
implementation of mine without looking deep enough. "
From Robert Osfield, made a range of changes to Terry's visitor integrating it into osgUtil::Optimizer and
changing the code to use a style more like the rest of the OSG.
"I have taken the liberty of updating a few files so that there is no longer any derivation from std::vector. I have done this by adding a new file osg/MixinVector and by updating only two others: osg/PrimitiveSet and osg/Array. You will notice that this actually removes what is acknowledged as a \u2018hack\u2019 in osg/PrimitiveSet.
With the original code I did manage to find memory leaks with some compiler options on VC 8 and 9, as well as Intel compiler. I determined the leak existence by instrumenting the destructor code, and by use of a garbage collector as a leak detector (in a similar manner to the Firefox project). Hence in contrast to what I said originally, it is exhibiting symptoms on at least some platforms.
Since I am trying to be a good OSG citizen I got out my editor and started hacking! I have built and tested on Linux (Ubuntu) with GCC 4.x and Windows VC 8 SP1. It appears that nothing is broken, and that I\u2019m using less memory J"
viewport settings in stereo mode. It seems that the SceneView::cull()
method will pass the full size viewport to the left/right
cullvisitors, instead of the modified stereo viewport. I made quite a
few changes to SceneView to fix the issue. The SceneView::cullStage()
method will now receive the viewport as an argument, instead of using
the global viewport. The SceneView::cull() method will pass the
modifed viewport to cullStage when rendering in stereo.
There are 2 new private methods computeLeftEyeViewport() and
computeRightEyeViewport() that will compute the stereo viewports. I
also modified the draw() function so it applies the correct viewport
to the prerender stages. These changes are only necessary for
horizontal/vertical split stereo."
via StateSet::setNestedRenderBin(bool) whether the new RenderBin should be nested
with the existing RenderBin, or be nested with the enclosing RenderStage.
GL_GENERATE_MIPMAP_SGIS is very slow (over half a second for a 720*576
texture). However, glGenerateMipmapEXT() performs well (16ms for the
same texture), so I have modified the attached files to use
Texture::generateMipmap() if glGenerateMipmapEXT is supported, instead
of enabling & disabling GL_GENERATE_MIPMAP_SGIS."
Notes, from Robert Osfield, I've tested the out of the previous path using
GL_GENERATE_MIPMAP_SGIS and non power of two textures on NVidia 7800GT and
Nvidia linux drivers with the image size 720x576 and only get compile times
of 56ms, so the above half second speed looks to be a driver bug. With
Muchael's changes the cost goes done to less than 5ms, so it's certainly
an effective change, even given that Michael's poor expereiences with
GL_GENERATE_MIP_SGIS do look to be a driver bug.
now holds the dirty flag and enables/disables event traversal in response dirty
being set/unset. This allows terrain to be automatically updated in response
to Terrain scale and sample ratio changes.