lists when drawing lots of batches and noticed that my program
generated a lot of unneeded glClientActiveTexture calls. Digging
deeper I found out it came from State::disableTexCoordPointer where
the function would call glClientActiveTexture but not
glDisableClientState because the geometry didn't have texture
coordinates for that channel. This is because in our scene there are
some geometries that have move than one uv channels making
State::_texCoordArrayList grow. Then the method
State::applyDisablingOfVertexAttributes() will call
disableTexCoordPointer multiple times.
I rearrange the method a little to combat this. Now the logic has the
same ordering as disableTexCoordPointersAboveAndIncluding which
already combats this."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14508 16af8721-9629-0410-8352-f15c8da7e697
The State::AppliedProgramObjectSet wasn't ever being used actively in the current rev of the OSG so populating and clearing was no longer neccessary, allowing the code to be removed completely.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14377 16af8721-9629-0410-8352-f15c8da7e697
To select standard OpenGL 1/2 build with full backwards and forwards comtability use:
./configure
make
OR
./configure -DOPENGL_PROFILE=GL2
To select OpenGL 3 core profile build using GL3/gl3.h header:
./configure -DOPENGL_PROFILE=GL3
To select OpenGL Arb core profile build using GL/glcorearb.h header:
./configure -DOPENGL_PROFILE=GLCORE
To select OpenGL ES 1.1 profile use:
./configure -DOPENGL_PROFILE=GLES1
To select OpenGL ES 2 profile use:
./configure -DOPENGL_PROFILE=GLES2
Using OPENGL_PROFILE will select all the appropriate features required so no other settings in cmake will need to be adjusted.
The new configuration options are stored in the include/osg/OpenGL header that deprecates the old include/osg/GL header.
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."
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)"
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."
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."
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.
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
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.
"
Added support for automatic aliasing of vertex, normal, color etc. arrays to Vertex Attribute equivelants.
Added new osg::GLBeginEndAdapter class for runtime conversion from glBegin/glEnd codes to vertex arrray equivelants.
Added automatic shader source conversion from gl_ to osg_ builtins.
The fix was to convert the osg::State to use C pointers for the set of applied PerContexProgram objects, and use the osg::Oberver mechanism to avoid dangling pointers for being maintained in osg::State.
setActiveTextureUnit methods of osg::State so they return false if the
texture unit is outside the range of allowable units for the driver.
Currently, the functions would return true even if the units are
invalid. This would cause the osg::State to become out of sync with
the actual driver state, which can cause some bugs in certain cases.
The change I made would verify that the unit passed to
setClientActiveTextureUnit is below GL_MAX_TEXTURE_COORDS, and the
unit passed to setActiveTextureUnit is below
max(GL_MAX_TEXTURE_COORDS,GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS). I
modeled this behavior from the OpenGL docs for these commands which
can be found here:
http://www.opengl.org/sdk/docs/man/xhtml/glClientActiveTexture.xmlhttp://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml
"
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).
via:
enum CheckForGLErrors
{
/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
is the fastest option since checking for errors does incurr a small overhead.*/
NEVER_CHECK_GL_ERRORS,
/** ONCE_PER_FRAME means that OpenGl errors will be checked for once per
frame, the overhead is still small, but at least OpenGL errors that are occurring
will be caught, the reporting isn't fine grained enough for debugging purposes.*/
ONCE_PER_FRAME,
/** ONCE_PER_ATTRIBUTE means that OpenGL errors will be checked for after
every attribute is applied, allow errors to be directly associated with
particular operations which makes debugging much easier.*/
ONCE_PER_ATTRIBUTE
};
/** Set whether and how often OpenGL errors should be checked for.*/
void setCheckForGLErrors(CheckForGLErrors check) { _checkGLErrors = check; }
/** Get whether and how often OpenGL errors should be checked for.*/
CheckForGLErrors getCheckForGLErrors() const { return _checkGLErrors; }
support for the unsigned int member to be paired with types in osg::StateSet
so that lights, clipplanes and other attributes that have a type group but
then need to differentiate within that group via a member uint.
the state stack, thus readying the state object to recieve a new frame.
Removed the state.reset() call in osgUtil::SceneView::cull() as this was
causing problems with stats producing inheritance of state when toggling
stats on.
part of prep for supporting both Matrixf (float) and Matrixd (double).
Added osg::Matrixf::glLoadMatrix() and osg::Matrixf::glMultiMatrix() methods
and changed corresponding usage of glLoad/MultMatrixf() calls across to use these
methods. Again prep for support Matrixd.
Fixes for VisualStudio 6.0 compile.
by osgUtil::RenderLeaf to test if any abort state has been set, if so it
doesn't do any further drawing.
The osgProducer::Viewer has been set up to set the osg::State's it manages
with their AbortRendering flag pointers set to the osgProducer::Viewer::_done
memeber varaible. Now when escape is pressed the rendering is aborted early.