with the original AdapterWidget implementation still available by default. The new implementation can be accessed by running:
osgviewerQT cow.osg --QOSGWidget
all wonky when I resize the SDL window. I'm not sure if this bug has
always existed or not, but according to the SDL documentation this
operation should be safe regardless, and doesn't not introduce the need
for extra memory management (that is: there is no need to "cleanup" the
old screen variable, that is all handled by SDL for us).
"
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
"" for all platforms except Cygwin where its set to "cygwin_" and Mingw where
it is set to "mingw_". Updated osgDB::Registry to look for these for the plugins.
Updated the osgintrospection example to search for these names as well.
(a) some objects behind the camera can cast shadow
(b) object aboive the camera can cast shadow
then i fixed the shadow map orientation, now screen x coordinate alinged which improve the quality"
- When using a large numbrer of files, the command line was too long;
Added a -files option that allow to store filenames in a file (one file
per line)
- Added some more intuitive key bindings for controls (left, right, + ,
-)
- Set the texture wrapping to CLAMP_TO_EDGE (it's cleaner now)
"
Attached the modified version of MFC_OSG_MDIView.cpp and MFC_OSG_MDIView.h."
Note from Robert Osfield, submission came with wrong header file, so have had
to guess at what it should be, fingers crossed it worn't break windows build... :-)
osgviewerWX: "To make the example compile using a wx build non UNICODE based.
Tested on Linux with wxGTK 2.8.4"
osgviewerFOX: "Added removeChore() call in the FOX_OSG_MDIView destructor to get rid of a Trace/BPT trap
error on exit on Linux. BTW this is suggested also in the FOX documentation."
1) added texture->setResizeNonPowerOfTwoHint(false); when loading an
image. It speeds up by 10 the loading of large images.
2) added a --disk option : only a filelist is read, images are only
loaded when needed. It allows to handle very large set of very large
images that would not fit in memory. Nothing change when the option is
not set."
Changes:
MFC_OSG.cpp:
Removed pixelformatdesciptor from the class initialization.
Used setInheritedWindowPixelFormat to true so it will setup the pixelformat for the window.
Added class destructor code.
MFC_OSG.h:
Removed the ref_ptr on osgViewer::Viewer
MFC_OSG_MDIViewer.cpp:
Changed the OnDestroy function code.
Added WaitforSingleObject with thread handle for the MFC render handle.
MFC_OSG_MDIView.h:
Added class variable for MFC Render Thread Handle for use with the WaitforSingleObject.
"
multiple GraphicsWindows, this singleton is accessable via GUIEventEvent::getAccumulatedEventState().
Added use of this new singleton in GraphicsWindow* implementations.
Added WindowSizeHandler to osgkeyboard to help with debugging of event state
between windows.
completed the new registration of the plugin-readerwriters
("REGISTER_OSGPLUGIN") according to your osgstaticviewer-example (see
attachment, based on today's svn)."
Added and cleaned up DeleteHandler calls in osgViewer to help avoid crashes on exit.
Changed DatabasePager across to dynamically checcking osg::getCompileContext(..)
Updated wrappers.
I've also added a little offset to the windows' positions so that their decoration falls inside the desktop and we can manipulate them - it looks a bit less "made out of wood"."
is not the usual OpenGL BOTTOM_LEFT orientation, but with the origin TOP_LEFT. This
allows geometry setup code to flip the t tex coord to render the movie the correct way up.
files got messed up, most notiably the Nib and also the Localized
strings file. I didn't notice the latter until now so Martin is
missing this file.
Anyway, the attached tar contains all new versions of all the
necessary files. There are cleanups and fixes to a lot of things.
Martin did a good job porting the thing to osg::Viewer so most of the
code changes I made address other areas.
Two things I noticed in the new port you might want to consider as
feedback. First, there might be a bug with osgViewer when the view
size goes to 0. If you play with the splitviews in this program and
shrink the view until it is closed, and then re-expand it, the model
doesn't come back, not even after a home() call. SimpleViewer didn't
have this problem.
Second, a more minor thing, this program has a
take-screenshot--and-copy-to-clipboard feature via Cmd-C (or Menu
item). I achieve this by using osg::Camera to render to an FBO and
then copy the contents to Cocoa. To insert the camera, I manipulate
the scenegraph so I can get the camera node in and out. I end up
calling setSceneData at the end of eveything to restore everything to
the original state before I started mucking with the scenegraph. This
unfortunately, triggers a home() reset. So in this particular case, it
make Copy look like it's changing the scene. The old SimpleViewer had
the same problem, but I was able to work around it by directly
invoking the underlying SceneView's setSceneData so the home()
mechanism was bypassed. The viewer design seems to protect this data
more carefully so the bypass trick won't work. My feedback is that
maybe a flag or extra parameter can be introduced so a reset is not
triggered if not desired.
I have checked in a ton of Xcode fixes for the entire build process in
general so once this piece gets checked in, hopefully everything will
build cleanly."