implementation to use these values to position and set the size of the
scalar bar. Also made the characterSize value a float rather than
the previous int.
attached):
* Light point strings using the REPLICATE opcode should now be supported
(>=15.6?)
* Directional lights should now work as in Performer using a viewing
frustrum defined by a direction vector, horizontal angular width, vertical
angular width, and roll angle about the direction vector. The current
directional light implementation had some bad assumptions which caused
problems with direction vectors not on the XY plane.
* IVE and OSG reader/writers were updated as appropriate"
Fixed crash associated with .osg files which contain empty description fields.
From Sondra Inverson, added support to .ive plugin for osgSim::DOFTransform.
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.
if (cv->getComputeNearFarMode() != osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR)
to protect
cv->updateCalculatedNearFar(matrix,_bbox);
call to avoid inapporpriate near/far warnings.
osgSim::LightPointNode, the max pixel size from was originally in osg::LightPoint.
Added additional get/set methods to osg::LightPointNode.
Increased the compute pixel size by a ratio 1.41 (sqrtf(2)) to correlate the
computed size with the actual size seen on screen.
2) Changed Makedepend system to make individual dependency files, which
should save time rebuilding dependencies by limiting the regeneration
of dependency file for only modified source files.
that they arn't created on the stack inappropriately.
Split the implemention of Matrix up so that it is a simple no referenced counted
class and can be safefly created on the stack. To support referenced counting a
seperate subclass now exists, this is RefMatrix which inherits from both Matrix and
Object.