- Animations with equal priority are now weighted correctly relative to each other
- (minor) Channels no longer store their weight as the only time it's used is in update() when Animation can pass in the weight directly
From Cedric Pinson,
- I adjusted the quaternion blending to keep the commutativy property
osg::Animation::TemplateStepInterpolator::getValue the code tries to return
the result rather than assigning it to the result parameter reference.
The following patch fixes this."
Note from Robert Osfield, I've temporarily re-enabled the old focing of of color and depth attachment to avoid regressions on some OpenGL driver. We'll revist this once
we have a mechanism for controlling this override at runtime.
#define FORCE_COLOR_ATTACHMENT 1
#define FORCE_DEPTH_ATTACHMENT 1
dragger="box" or dragger="trackball"
and
technique="light" or technique="isosurface" or technique="iso" or technique="mip"
and
tf="transferfunctionfile.tf"
i.e.
<volume dragger="box">CardiacCT</volume>
<volume tf="colour.tf">CardiacCT</volume>
<volume technique="isosurface">CardiacCT</volume>
behind osgText::Text. I made it so the box would get drawn using
whichever BackdropImplementation was selected. However, I did not
implement STENCIL_BUFFER. In that case it defaults to drawing the
bounding box using POLYGON_OFFSET instead.
Also made it so the BOUNDINGBOX and FILLEDBOUNDINGBOX are drawn with a
settable color and margin size.
While I was at it I tightened up the values applied with DEPTH_RANGE
and POLYGON_OFFSET, not just for drawing the bounding box but also for
drawing backdrop text (these values must be coupled since the bounding
box has to be drawn deeper in Z than the backdrop text). The values
in use before seemed like overkill and I was seeing some z-clipping
with my background scenery in the case of DEPTH_RANGE. If there was a
good reason for the large values please let me know...."
GraphicsWindowCocoa-implementation, which enhances multithreaded
stability, it ensures that modifications to the size of an openglcontext
is done only from one thread.
"
Selection is now just a typedef of osg::MatrixTransform, and is deprecated
CommandManager is shell class that just sets values directly on Dragger, and is deprecated
Dragger now has list of DraggerCallback that takes over the roll of tracking changes to the Dragger, and
allows users to track the dragger in any way they wish.
Dragger now has a convinience method making MatrixTransforms track a dragger.
Selection and CommandManager are no longer required for use of osgManipulator and are kept around for backwards compatibility.
dependent on the complexity of the geometry. For complex scenes this
meant that it looked like you were "throwing" the display into molasses.
For simple geometry things get over-excited once thrown.
The fix is to factor in the frame rendering time to the caluclated
motion. I've implemented this for rotation and panning.
Now when things are thrown they maintain a rate very close to what was
happening when the mouse button was released."
Enclosed is include/osgParticle/Particle. I removed the const from the
return type of getSTexCoord. I also changed the name on the next
function to getTTexCoord so it is consistent with getSTexCoord. If you
prefer to change getSTexCoord to getSCoord you will need to change it in
ConnectedParticleSystem.cpp."
- osg::Texture sets GL_MAX_TEXTURE_LEVEL if image uses fewer mipmaps than
number from computeNumberOfMipmaps (and it works!)
- DDS fix to read only available mipmaps
- DDS fixes to read / save 3D textures with mipmaps ( packing == 1 is
required)
- Few cosmetic DDS modifications and comments to make code cleaner (I hope)
Added _isTextureMaxLevelSupported variable to texture extensions. It
could be removed if OSG requires OpenGL version 1.2 by default.
Added simple ComputeImageSizeInBytes function in DDSReaderWrites. In
my opinion it would be better if similar static method was defined for
Image. Then it could be used not only in DDS but other modules as well (I
noticed that Texture/Texture2D do similar computations).
Also attached is an example test.osg model with DDS without last mipmaps to
demonstrate the problem. When loaded into Viewer with current code and moved
far away, so that cube occupies 4 pixels, cube becomes red due to the issue
I described in earlier post. When you patch DDS reader writer with attched
code but no osg::Texture yet, cube becomes blank (at least on my
Windows/NVidia) When you also merge osg::Texture patch cube will look right
and mipmaps will be correct."