Added new WindowSystemInterface::setDisplaySettings() method to provide a mechanism for passing settings onto the WindowSystemInterface so it can then set up the system appropriately.
Added assignment of the DisplaySettings to the WindowSystemInterface in Viewer/ComppsiteViewer::realize().
To make easier "lazy apply" on the customer OpenGL shaders, the easiest way was to add an accessor to current OSG state's UniformMap.
I've also added accessors for modes and texture, since it could be usefull in the same way.
All methods are const, so I think there is no side-effects."
Provided are lua, python and V8 (for javascript) plugins that just open up enough of a link to the respective libs to run a script, there is no scene graph <-> script communication in current implementation.
But for glPrograms, in order to get all osg's uniform management system to work, I had to subclass osg::program::PerContextProgram.
Here is a modified version of this class, which add some "virtual" method to allow easy subclassing."
OpenSceneGraph/include\osg/BufferObject(701): warning C4138: '*/' found outside of comment (E:\osg\osgSvn\OpenSceneGraph\src\osg\Array.cpp)
adding a space before /* fixes the problem
void removeClient(osg::Object * /*client*/) { --_numClients; }
"
"The idea of this new OpenGL feature is :
- set RestartIndex = "n"
- draw elements strip
-> when the index is "n", the strip is "stopped" and restarted
It's very usefull for drawing tiles with a single strip and a "restart" at the end of each row.
The idea a an OSG StateAttribute is :
Usually we use to build geometry from code, because software modelers rarely support it (and 3d file formats doesn't support it) :
-RootNode <= "PrimitiveRestartIndex=0" // So now, we know that our restart index is 0 for all drawables under this node
|
- Drawable 1 : triangles => as usual
|
- Drawable 2 : triangles strip => as usual
|
- Drawable 3 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
|
- Drawable 4 : triangles strip + "GL_PRIMITIVE_RESTART" mode = ON => use the restart index
|
- Drawable 5 : triangles strip => as usual
With a StateAttribute, it's easy for the developper to say "0 will be my restart index for all this object" and then activate the mode only on some nodes.
The main problem is if you set and restart index value which is not included in the vertex array (for exemple set restart index = 100 but you have only 50 vertex). There is no problem with OpenGL, but some OSG algorithms will try to access the vertex[100] and will segfault.
To solve this, I think there is two ways :
1/ add restart index in osg::PrimitiveSet and use this value in all algorithms. It's a lot of work, maybe dangerous, and it concern only a few situations : developpers who use this extension should be aware of advanced OpenGL (and OSG) data management
2/ use a StateAttribute, and choose a "correct" restart index. In my applications, I always use "0" as a restart index and duplicate the first vertex (vertex[0] = vertex[1]). So there is no difference for OpenGL and all OSG algorithms works properly.
"
"The attached file contains:
- a per-context read counter in GLBufferObject::BufferEntry
- a global client counter in BufferData
- the glue between Texture* and Image client counter
"
I think this is necessary on OpenGL 3.2+ since this is no more "default" locations in the OpenGL specs.
The default behaviour stay the same.
There is a few new methods on osg::State :
- resetVertexAttributeAlias : reset all vertex alias to osg's default ones
- set**Alias : set a vertex attribute alias configuration
- setAttributeBindingList : set the attribute binding list (allow to specify an empty list if you're using "layout" qualifier in glsl code to specify the bindings. This save some CPU operations)"
following in the qopengl.h header:
# include <QtGui/qopengles2ext.h>
# ifndef GL_DOUBLE
# define GL_DOUBLE GL_FLOAT
# endif
# ifndef GLdouble
typedef GLfloat GLdouble;
# endif
Unfortunately, when building for normal OpenGL (not GL/ES!) on Windows
with MSVC2012, GLdouble is not defined (it is not a macro but typedef)
and the code above produces a conflicting definition, making the
compile fail. I am attaching a bit hackish workaround for this problem
in osg/GL "
New methods osg::Geometry::containsDeprecatedData() and osg::Geometry::fixDeprecatedData() provide a means for converting geometries that still use the array indices and BIND_PER_PRIMITIVE across to complient
versions.
Cleaned up the rest of the OSG where use of array indices and BIND_PER_PRIMITIVE were accessed or used.
GeometryNew is only temporary and will be renamed to Geometry on the completion of refactoring work and feedback from community.
Ported osggeometry across to use GeometryNew.
TextureBuffer objects may use osg::Texture::bindToImageUnit(), so GLSL shaders are able to use not only texelFetch() function , but also functions defined in GL_ARB_shader_image_load_store extension : imageLoad(), imageStore(), imageAtomicAdd() etc."
second email: "After a while I found that osg::Texture::applyTexParameters() used with TextureBuffer may cause some OpenGL errors ( applying texture filters and wraps to TextureBuffer makes no sense ) so I fixed it."
The set method modify the buffer object of the BufferData while the get method returned the buffer object of the Image.
I've also removed the _bufferObject member of Image (not used anymore)."
--This line, Lionel Lagardeand those below, will be ignored--
M include/osg/Image
I fixed some bugs and did some more tests with both of the video-plugins. I integrated CoreVideo with osgPresentation, ImageStream has a new virtual method called createSuitableTexture which returns NULL for default implementations. Specialized implementations like the QTKit-plugin return a CoreVideo-texture. I refactored the code in SlideShowConstructor::createTexturedQuad to use a texture returned from ImageStream::createSuitableTexture.
I did not use osgDB::readObjectFile to get the texture-object, as a lot of image-related code in SlideShowConstructor had to be refactored to use a texture. My changes are minimal and should not break existing code.
There's one minor issue with CoreVideo in general: As the implementation is asynchronous, there might be no texture available, when first showing the video the first frame. I am a bit unsure how to tackle this problem, any input on this is appreciated.
Back to the AVFoundation-plugin: the current implementation does not support CoreVideo as the QTKit-plugin supports it. There's no way to get decoded frames from AVFoundation stored on the GPU, which is kind of sad. I added some support for CoreVideo to transfer decoded frames back to the GPU, but in my testings the performance was worse than using the normal approach using glTexSubImage. This is why I disabled CoreVideo for AVFoundation. You can still request a CoreVideoTexture via readObjectFile, though.
"
My previous patch for Atomic Counter Uniform provide new template implementation
of Matrix{2,3,4}x{2,3,4}{fd}. This new implementation use Column-Major Matrix.
Original code define matrix as Row-Major matrix like other Matrix in OSG, and
my matrix implementation break compatibility with previous code.
For example osg_normalMatrix define in osg::State report by Roland Hill.
Thanks to Paul Martz to spot me when the bug appear."
- add non square matrix
- add double
- add all uniform type available in OpenGL 4.2
- backward compatibility for Matrixd to set/get an float uniform matrix
- update of IVE / Wrapper ReadWriter
implementation of AtomicCounterBuffer based on BufferIndexBinding
add example that use AtomicCounterBuffer and show rendering order of fragments,
original idea from geeks3d.com."
in osg::Program::PerContextProgram :
typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
should be
typedef std::map<unsigned int, UniformModifiedCountPair> LastAppliedUniformList;
Intel driver can use index uniform value > 200000.
With a std::vector, this index uniform value generate an out of memory error
Nothing in OpenGL or GLSL specification define index uniform value rules.
And all other implementation that deal with uniform index in osg::Program
use a std::map.
This fix could have a little performance impact but this is the cost
to pay to work with
all driver."
Without the change the application does not work properly. First I get the notification that an OpenGL error occured. After some more of this error messages I see broken textures on the screen. With the changes attached to this message my application works as intended."
Note from Robert Osfield, changed the Image::supportsTextureSubloading() to be const and to be implemented in the .cpp rather than inline.
I found that some of the items that had been paged in were being expired on the first frame that they were not visible (as the cache was full). This resulted in excessive paging every time the view was moved. With the following changes I could only allow children to be expired if they had not been used for e.g. 30 seconds or 60 frames."
parameter in osg::Image. To support this Image::setData(..) now has a new optional rowLength parameter which
defaults to 0, which provides the original behaviour, Image::setRowLength(int) and int Image::getRowLength() are also provided.
With the introduction of RowLength support in osg::Image it is now possible to create a sub image where
the t size of the image are smaller than the row length, useful for when you have a large image on the CPU
and which to use a small portion of it on the GPU. However, when these sub images are created the data
within the image is no longer contiguous so data access can no longer assume that all the data is in
one block. The new method Image::isDataContiguous() enables the user to check whether the data is contiguous,
and if not one can either access the data row by row using Image::data(column,row,image) accessor, or use the
new Image::DataIterator for stepping through each block on memory assocatied with the image.
To support the possibility of non contiguous osg::Image usage of image objects has had to be updated to
check DataContiguous and handle the case or use access via the DataIerator or by row by row. To achieve
this a relatively large number of files has had to be modified, in particular the texture classes and
image plugins that doing writing.
I don’t have access to an OSX or Linux dev machine to make the changes required to the quick time plugin. This plugin will just default to returning 0."
Motivation ;
When using PagedLODs, you don't always know the real size of loaded children,
If it occurs that they are out of predefined bounds, picking on the parts that are out of bound will fail
They also can be culled out too soon.
The problem often occurs with long object (roads).
I've modified LOD and ProxyNode to include this option."
and later email:
"Attached the UNION_OF_BOUNDING_SPHERE_AND_USER_DEFINED version
There are impacts on some serializers (dae, osgWrapper).
I haven't modified deprecated osg, since it's deprecated"
So with the 3.0 api change we propose the following change:
- put OSG_EXPORT on the QueryGeometry class so that we get access to the getNumPixels method.
- Create a function called getQueryGeometry that returns a casted _queryGeode->getDrawable(). Or a function called getQueryGeode that returns _queryGeode."
Added COMPUTE_NEAR_FAR_USING_PRIMITIVES option that provides the original functionality where only the near plane
is computed in a fine grained way, with the far plane being computed simply from bound volumes.
with a osg::DefaultUserDataContainer subclassed from this. The user object access methods have now all
been moved from osg::Object into the UserDataContainer class, except for the set/getUserData() methods
that are left in osg::Object for backwards compatibility, and the description list access methods have
been moved back into osg::Node.
main UserObject access methods are now all def
Refactored original UserData and Descriptions strings to be managed alongside the new user object suppport within
a single osg::Object::UserDataContainer.
CID 11666: Uninitialized pointer field (UNINIT_CTOR)
Non-static class member _glMultiTexCoord1dv is not initialized in this constructor nor in any functions that it calls.
Non-static class member _glVertexAttrib1dv is not initialized in this constructor nor in any functions that it calls.
CID 10392: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10454: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10505: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10919: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 10920: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _maxIndex is not initialized in this constructor nor in any functions that it calls.
Non-static class member _minIndex is not initialized in this constructor nor in any functions that it calls.
CID 11447: Unchecked dynamic_cast (FORWARD_NULL)
Dynamic cast to pointer "dynamic_cast <struct osg::NodeCallback *>(nc->clone(this))" can return null.
Assigning null: "first" = "dynamic_cast <struct osg::NodeCallback *>(nc->clone(this))".
The clone() implementation is written using macro's so that it always returns the type of Object
being cloned so it's normally safe to assume that a dynamic_cast<> will always return a valid pointer as long
as the new T that involves creates a valid object. However, if the class being cloned doesn't correctly
implement the clone() method then their potential for the dynamic_cast to fail and will return a NULL and will
result in a memory leak of the object of paraent class that the clone would have defaulted to.
I've tightened up the CopyOp.cpp code to check the return type and added better handling of the clone in the
osg::clone() methods so thay don't have any potential mememory leaks and report warnings to OSG_WARN when
problems are encountered. It may be more apporpriate to throw an exception so will need to ponder this
issue further.
The pvr format which can be used as a wrapper for different compressed and uncompressed formats supports this compression algorithm. The original pvr compression uses the pvrtc format. The handling of pvrtc is already implemented in the pvr plugin. PVR provides wrapper functionality for some formats, e.g. etc or even dxt/dds.
Our target system (gles2) is able to use the etc compression format. With minor changes in the submitted files, there is no need to write a separate plugin. However the original pvr texture compression formats are not supported on our target, which is the reason for this extension.
The changes mainly consist in the definition on new enum values in the classes and headers of ReaderWriterPVR,Image and Texture. I also found some locations where the handling of the original pvr textures was not implemented. These are also part of this submission."
I also fixed the vsync implementation introduced with rev.11357 that was crashing with the Windows Error #170. So I removed your temporary /* */ around the vsync condition..."
2nd - Script to use a 3rd party directory with basic libraries: libjpeg,libpng,libtiff,giflib,freetype,curl,gdal.
3rd - Change in the GLES library loading for Android. That should make GLES2 work properly.
4rth- Included two defines RGB8_OES and RGBA8_OES as a substitute in GLES for RGB8 and RGBA8
5th - OpenGL and GLSL version identification changed to recognize GLES versions properly
"
"- In order to build against GLES1 we execute:
$ mkdir build_android_gles1
$ cd build_android_gles1
$ cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NDK=<path_to_android_ndk>/
-DOSG_GLES1_AVAILABLE=ON -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DJ=2
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
$ make
If all is correct you will have and static OSG inside:
build_android_gles1/bin/ndk/local/armeabi.
- GLES2 is not tested/proved, but I think it could be possible build
it with the correct cmake flags.
- The flag -DJ=2 is used to pass to the ndk-build the number of
processors to speed up the building.
- make install is not yet supported."
to protect against accessing while writing which was segfaulting in VPB
specifically in void ThreadPool::run(osg::Operation* op)
in the waiting loop
while (_operationQueue->getNumOperationsInQueue() >= _maxNumberOfOperationsInQueue)
"
The DatabasePager now passes the Terrain pointer into the ReaderWriter's via osgDB::Options object,
rather than pushing a NodePath containing the Terrain onto NodeVisitor. This
change means that the DatabasePager nolonger needs to observer the whole NodePath and
will be lighter and quicker for it.
The change also means that ReadFileCallback can now run custom NodeVisitor's on the scene graph without
having to worry about TerrainTile's constructing scene graphs prior to the Terrain being assigned.
Also changed is the NodeVisitor::DatabaseRequestHandler which now requires a NodePath to the node that you wish
to add to rather than just the pointer to the node you wish to add to. This is more robust when handling scenes
with multiple parental paths, whereas previously errors could have occurred due to the default of picking the first
available parental path. This change means that subclasses of DatabasePager will need to be updated to use this new
function entry point.
http://forum.openscenegraph.org/viewtopic.php?t=7285
This file adds the same string API wrapper to the State object for other older apps that
track Uniforms by string. The original comment about performance is preserved."
are big enough to handle the primitives used in the geometry.
Added usage of verifyArray into osgfilecache so that it reports any problems on reading files in paged database.
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."
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."
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."
* support for NPOT-textures on IOS
* support for FBOs (only renderToTexture for now) on IOS (should work
for other OpenGL ES 1/2 targets, too)
* FileUtils-support for IOS"
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..."
Changes to Tim's submission by Robert: Removal of need for swap buffer callback in ViewerBase.cpp, by
integrating a osg::State::frameCompleted() method that does the stats timing collection. Introduction of a
GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and
the swap buffers callback or the swapImplementation as required.
A new AutoRotateMode was added. I named it ROTATE_TO_AXIS to be
consistent with the other AutoRotateModes, even though it changes from
how is called in Billboard (AXIAL_ROT).
Setters and getters for rotation axis and normal were also added to the
AutoTransform class interface.
The implementation is mainly a copy-paste from Billboard code.
"
changed extensions from .c to .cpp and got compiling as C files as part of the osg core library.
Updated and cleaned up the rest of the OSG to use the new internal GLU.
osg/Camera. The ::glName issue masked the fact that the "(..)" isn't handled
well in doxygen and leads to "(." in the generated files.
I'm also submitting a minor documentation fix to osgGA/DriveManipulator to get
it out of my patch queue ;)"
I move declaration of classes TestResult, QueryGeometry from cpp to header file and made a void createSupportNodes() a virtual method.
Now is possible to inherit from class OcclusionQueryNode."
Goals:
- to handle INCR_WRAP values nicely if not supported by OpenGL (old hardware)
- to support two side stenciling of OpenGL 2.0. Current implementation does not work on ATI as it uses Nvidia extension.
Ready for commit:
- Stencil and Stencil.cpp - please, review them
Ready with "hack":
- StencilTwoSided.cpp: please, see the line 113 in apply():
glEnable(GL_STENCIL_TEST_TWO_SIDE);
This line used to be in getModeUsage() as
usage.usesMode(GL_STENCIL_TEST_TWO_SIDE);
but it produces OpenGL errors on ATI as it is unknown value there (it is Nvidia extension).
Problems with my "glEnable" solution:
- it enables two side stenciling forever, and it will disturb any other single-side stenciling in the scene graph.
"
Texture.cpp:applyTexImage2D_subload:
<code>
unsigned char* data = = (unsigned char*)image->data();
if (needImageRescale) {
// allocates rescale buffer
data = new unsigned char[newTotalSize];
// calls gluScaleImage into the data buffer
}
const unsigned char* dataPtr = image->data();
// subloads 'dataPtr'
// deletes 'data'
</code>
In effect, the scaled data would never be used.
I've also replaced bits of duplicate code in Texture1D/2D/2DArray/3D/Cubemap/Rectangle
that checks if the texture image can/should be unref'd with common functionality in
Texture.cpp.
"
"enable thread locking in libavcodec
This is required for a multithreaded application using ffmpeg from
another thread."
"Prevent the audio from videos from hanging on exit if they are paused.
The video decoder already has similar logic."
"Add a way to retrieve the creation time for MPEG-4 files."
"fmpeg, improve wait for close logic
Both audio and video destructors have been succesfully using the logic,
if(isRunning())
{
m_exit = true;
join();
}
since it was introduced,
but the close routines are using,
m_exit = true;
if(isRunning() && waitForThreadToExit)
{
while(isRunning()) { OpenThreads::Thread::YieldCurrentThread(); }
}
which not only is it doing an unnecessary busy wait, but it doesn't
guaranteed that the other thread has terminated, just that it has
progressed far enough that OpenThreads has set the thread status as
not running. Like the destructor set the m_exit after checking
isRunning() to avoid the race condition of not getting to join()
because the thread was running, but isRunning() returns false.
Now that FFmpeg*close is fixed, call it from the destructor as well
to have that code in only one location."
about the Observer header:
/home/cubicool/local/include/osg/Observer: In copy constructor
?osg::ObserverSet::ObserverSet(const osg::ObserverSet&)?:
/home/cubicool/local/include/osg/Observer:66: warning: base class ?class
osg::Referenced? should be explicitly initialized in the copy
constructor
I've been fixing this by hand by using the attached Observer header; it
does exactly what the warning requests. Purely cosmetic, I believe, but
other than that OSG seems to compile w/ -W -Wall just fine."
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
osg::Camera* c = createCamera();
c->attach( osg::Camera::COLOR_BUFFER0, texture3d, 0,
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER );
it works also for cubemap textures and 2d texture arrays
"
bool observer_ptr<>::lock(ref_ptr<T>&) to avoid the temporary ref_ptr<>'s
being created and destroyed on the stack along with the associated ref/unref() operations
in process: a wrong definition of the OSG_FATAL macro, and wrong logic
inside the KeySwitchMatrixManipulator::getDistance() function. I
believe both were slips."
Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).
Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."
and from follow email:
"Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
osgAnimation. It's been tested with the majority of the samples in the
COLLADA test repository and works with all of them either as well as, or
better than, the version of the plugin currently in SVN.
Known issue: vertex animation (AKA morphing) doesn't work at present,
but that's a relatively unpopular method of animating so it's not high
on my priority list."
Follow up email:
"I've been informed that the previous DAE submission didn't build on
unix, so here's the submission again with the fixes. Thanks to Gregory Potdevin and Benjamin Bozou.
Also, my apologies to Roland for not crediting his part in making DAE
animation happen, my work was indeed built on top of his work. Thanks
also to Marius Heise and of course Cedric Pinson."
Changes by Robert Osfield, fixed compile issues when compile without C* automatic conversion enabled in ref_ptr<>
and constructor initialization fixes to address some warnings under gcc.
* Change OcclusionQueryNode::getPassed to take a NodeVisitor rather than the distance from BS center to the eye point. Change where CullVisitor calls this method to use the new parameters.
* getPassed now exits early and returns true to avoid blinking / blink-in of geometry for the first frame or for out-of-range LOD children coming back into view.
* getPassed now considers the distance from the near plane to the bounding sphere (rather than eye point to bounding sphere) when determining if the viewer is "inside" the bounding sphere or not."
which utilises a global recursive mutex that is dedicated to manage Observer and ObserverSet.
The new global mutex for observers avoids problems with deadlocks that were occurring previously when
an osg::Refenced object was being deleted at the same time as on osg::ObserverNodePath.
the extra capability of making it possible for Observers to assume ownership of a object that would otherwsie be deleted.
Added a thread safe ref_ptr<T> observer_ptr<T>::lock() method for robust access to an observed object. This
makes observer_ptr<> more equivilant to boosts weak_ptr.
Introduced the OSG_NOTIFY_DISABLE Cmake variable + include/osg/Config #define to control whether the OpenSceneGraph build
should disable the notification system completely. By setting OSG_NOTIFY_DISABLE to ON in CMake and then rebuilding the
the OSG you can get a slightly smaller (~1%) and more slightly efficient library which can be good for shipping applications,
but with downside of reduced ability to detect runtime problems and their causes.
From Robert Osfield, I didn't merge the change of parameter type of IntersectKdTree::intersect() as the internal maths is all done in Vec3s. Keeping Vec3 here hasn't effected the test results.
osg::Texture1D classes, for the reason of implementing the I/O
serialization feature. In the Sequence header, I've added some more
convenient functions: setTimeList/getTimeList,
setLoopMode/getLoopMode, setBegin/getBegin, setEnd/getEnd,
setSpeed/getSpeed and setNumRepeats/getNumRepeats.
In the Texture1D header, fixed:
inline void setTextureWidth(int width) const ...
to:
inline void setTextureWidth(int width) ..."
Notes from Robert Osfield, have gone a little further with these changes and have removed some of the original get methods that were out of step with the way the rest of the OSG manages the set/get property pairs.
1) Add getShadowComparison() accessor function to osg::Texture class
2) Modify ReaderWriterTiff::writeTifStream() and _readColor() (in Image.cpp) to handle pixelFormat==GL_DEPTH_COMPONENT as if it were GL_LUMINANCE
3) Modify the Texture classes of the ive and osg plug-ins so that they save/load the following Texture members: _use_shadow_comparison, _shadow_compare_func and _shadow_texture_mode
"
glActiveTexture on every State::apply after more than one texunits have been
used.
This is against 2.9.6 (I think SVN head is the same)
Quick Synopsis:
New functions:
State::applyModeOnTexUnit
State::applyAttributeOnTexUnit
State::applyModeMapOnTexUnit
State::applyAttributeMapOnTexUnit
State::applyModeListOnTexUnit
State::applyAttributeListOnTexUnit
All copies of the normal versions, but they also set the active tex unit if
absolutely necessary (i.e. only if they call something OpenGL).
State::apply (*2)
State::applyTextureAttribute
Changed to call the above functions and no longer call setActiveTextureUnit
themselves.
State::setActiveTextureUnit
Made inline, so the benefit of having applyModeOnTexUnit (etc) inline
is retained.
"