different types of optimization on the scene graph - state optimization,
flattening static transforms, combining LOD's and removing redundent groups.
The new Optimizer replaces the once seperate OptimizerStateVisitor.
updated the ReaderWriterBMP.cpp (mods sent in my Geoff Michel) and
moved the osgUtil::Statistics to osg::Statistics in preperation to adding it
to the the Drawable base class.
added support in osgUtil::OptimizeStateVisitor for removing duplicate
StateSet's from the scene graph, previously only duplicated StateAttributes
we're removed.
graph and builds up a map of all StateAttributes and StateSets
and then removes the duplicates. This promotes state sharing
throughout the scene graph which inturn can significantly improve
performance thanks to reduced state changing. Particularily
effective on datasets where a great deal of duplicated state
exists.
o Added pure virtual compare(const osg::StateAttribute&)
method to osg::StateAttribute, and implemented it in all the
subclasses from StateAttribute. Added <,== & != operator
on StateAttribute and Matrix to support new StateOptimizeVisitor.
o Added META_Object, META_Node and META_StateAttribute macros to
Object, Node and StateAttribute respectively which define the
standard pure virtual methods such as clone, className
& isSameKindAs. Changed all the appropriate header files to
use these macro's rather define them in each header, these cleans
up the headers considerably.
o Corrected the implementation of osg::Light::getType so it correctly
uses a unique type for each of the OpenGL lights (GL_LIGHT0..
GL_LIGHT7 relates to osg::StateAttriburte::LIGHT_0..LIGHT_7.
o Changed the definition of osg::StateStateAttribute::Type to
is now a unsigned int rather than an enum, and have changed the
name of the previous Type enum list to be Types. This makes it
more consistent with the difination of values found in
StateAttribute
and also easier to extend with having to cast to an enum.
o From Pail Fredrikson, updated Maitrx.new implemention which uses
the same matrix orientation as the original Matrix implemention.
but getting there.
o First cut of osgcluster demo. Very simple beginings. Alas
I only one PC here so I can't test it in its current guise.
o New support for NodeCallbacks, via AppCallback attached to
osg::Node's, and a default osgUtil::AppVisitor which calls them on
each frame.
o Support for traversal masks in osg::NodeVisitor, osg::Node
which allows nodes to be switched on or off via a bit mask.
o Suppport for traversal number (frame number) and reference time
into osg::NodeVisitor to handle syncronization of app and cull
traversals. This also assist clustering as traversal number
master to slaves.