lighting and backface culling settings from the event handling code in StatesetManipulator
into public methods. The event handler now calls the public methods. This allows user code
to invoke this same functionality from non-keyboard event inputs without clashing with the
keyboard-invoked functionality."
From Robert Osfield, tweaks to the above to kepp the coding style the same as the rest of the OSG, also
made getPolygonMode() const, and updated the wrappers.
plugin. It was only reading floats & doubles correctly on little
endian systems, which require byte swapping, and not on big
endian systems which don't require any swapping."
handle scenes with multiple views with elements that need coordinating on a per view basis.
Added beginings of new osgText::FadeText class (not functionality yet).
ignores the Object records if it's safe to do so. The reader option
preserveObject prevents this optimization.
I have also removed the flat shading attribute set by the Object
record. This flag is only intended for the "Calculate Shading"
operation in Creator."
two passes over the copying of imagery and DEM's to the destination graphs, once for
the original position, and once for the wrap around 360 degrees on or before.
Also fixed the GeospationExtents constructor that was setting the _max to DBL_MIN rather
than -DBL_MAX. This bug causesd the y axis to be computed incorrectly.
"I've made some changes to osg which I think make it easier to control
the render order of CameraNode's. Instead of using the built-in orders
(PRE_RENDER, POST_RENDER, NESTED_RENDER), you can specify an integer
order. Values less than zero are pre rendered in order. Values greater
than zero are post rendered in order. And a value of 0 is equivalent
to NESTED_RENDER.
The changes should be fully backward compatible. Also, I changed the
RenderStageList type from a vector to a list because I needed to be
able to insert values anywhere in the list.
The reason I made these changes was because I wanted to be able to set
the render order of a CameraNode at runtime without having to reorder
it in the scenegraph."
and later in the final submission message (relating to what has been finally been merged) :
"I've rethought my implementation and came up with something a little
better. The setRenderOrder will continue to take an enum, but will
have an optional orderNum parameter which can be both positive and
negative. I think this method is more intuitive and flexible."
"bug fix to reflect the wchar_t in Value and Value.cpp I add the toWString() function.
in Type and Type.cpp I just add two function to get a map of propertyList and a map of methodList
i need this map in my editor a i think it's could be util to put this functionnality in osgIntrospection,
dlopen/dlsym instead of NS*Symbol* functions for 10.3 or later. The
latter is now deprecated.
I'm not completely sure how to test the changes. But I compiled these
new changes in and ran the osgvertexprogram and osgshaders examples
and they seemed to display the same results as before.
With respect to the use of dlopen and dlsym, I was uncertain if the
usage should look like Sun or FreeBSD (or something else). Apple's man
pages discourage the use of RTLD_DEFAULT so I avoided the FreeBSD
implementation and copied the Sun implementation. I'm not sure if this
is correct/ideal or not."