Commit Graph

259 Commits

Author SHA1 Message Date
Robert Osfield
d054427f90 Fixed Coverity reported issue.
CID 11836: Uninitialized scalar field (UNINIT_CTOR)
Non-static class member _fullscreen is not initialized in this constructor nor in any functions that it calls.
2011-05-06 12:22:49 +00:00
Robert Osfield
da1a354502 From Stephan Huber, "attached you'll find a small enhancement for GraphicsWindowCocoa to
implement the recently introduced setSyncToVBlank-method.

Additionally I added a ToggleSyncToVBlank-eventhandler to osgViewer. I
used it to test the code, perhaps you'll find it useful and include it
in the distribution."
2011-05-04 16:01:21 +00:00
Robert Osfield
d416ebc78c From Craig Bosma,"Please find attached a fix for shared contexts on OS X, with the Cocoa backend. The NSOpenGLContext* _context member of GraphicsHandleCocoa was never set on successfully creation, so even if the dynamic_cast to GraphicsHandleCocoa succeeds, we get a bogus (NULL) pointer on retrieving the actual NSOpenGLContext* (line 1013).
This should fix the problem, as well as cause GraphicsWindowCocoa to report the correct name "GraphicsWindowCarbon" -> "GraphicsWindowCocoa".
"
2011-04-26 12:05:57 +00:00
Robert Osfield
634344aef5 From Marius Heise, "here is a patch that implements Win32 HW-synced swapping using wglJoinSwapGroupNV, wglBindSwapBarrierNV and the existing traits. It was tested with multiple ATI FirePro S400 cards.
I also fixed the vsync implementation introduced with rev.11357 that was crashing with the Windows Error #170. So I removed your temporary /* */ around the vsync condition..."
2011-04-21 13:34:03 +00:00
Robert Osfield
9bfb043a16 From Tomas Hogarth, "Attached are the complete changed files GraphicsWindowIOS and GraphicsWindowIOS.mm. The change is in regard to the ability to adapt to device orientation. We did just have a bool indicating the window would adapt to all orientations. I have changed this to a bit mask allowing the user to specify individual orientations or combinations.
enum DeviceOrientation{

                    PORTRAIT_ORIENTATION = 1<<0,

                    PORTRAIT_UPSIDEDOWN_ORIENTATION  = 1<<1,

                    LANDSCAPE_LEFT_ORIENTATION  = 1<<2,

                    LANDSCAPE_RIGHT_ORIENTATION  = 1<<3,

                    ALL_ORIENTATIONS = PORTRAIT_ORIENTATION  | PORTRAIT_UPSIDEDOWN_ORIENTATION  | LANDSCAPE_LEFT_ORIENTATION  | LANDSCAPE_RIGHT_ORIENTATION

                };

                typedef unsigned int DeviceOrientationFlags;

The main motivation for this is to easily allow the user to specifiy that the device is in a horizontal orientation rather then having to rotate the view matrix. All flags have been tested individually as well as in combinations. The default is ALL_ORIENTATIONS to keep the exiting functionality for anyone who hasn't specified WindowData for their context traits.
"
2011-04-21 12:06:06 +00:00
Robert Osfield
c13b7d26b7 From Jan Peciva, "please find attached proposed fix for ON_DEMAND rendering. The biggest issue was
that the windows did not act on repaint request (WM_PAINT, EXPOSE,...)

Detailed explanation:
- I implemented requestRedraw using the push approach (not using
GraphicsWindow::_requestRedraw flag that I was considering) as there may be
multiple viewers reading the flag and fighting to reset it after the paint
request, while some viewers may not spot the request to redraw
- I made windows call GraphicsWindow::requestRedraw when they receive
appropriate message (WM_PAINT, EXPOSE, RESIZE,...)
- There were issues on Linux that windows did not want to close using x
button. Resolved by moving the test for DeleteWindow event from
swapBuffersImplementation() to GraphicsWindowX11::checkEvents(). The difficulty
was that DeleteWindow event is not coming using _eventDisplay, but through
_display.
- The last difficulty was that it is necessary to call
ViewerBase::checkWindowStatus() to set _done to true when all windows are
closed. This did not happened recently in ON_DEMAND run scheme. I put the call
to checkWindowStatus() to eventTraversal.
"
2011-04-19 12:01:38 +00:00
Robert Osfield
efec8a13a1 Removed spaces from end of lines 2011-04-19 11:46:05 +00:00
Robert Osfield
d3d0859b4c From Piotr Gwiazdowski, "So there's config setting OSG_DISABLE_MSVC_WARNINGS which should
disable pragmas that turn off specific warnings for MSVC.
Unfortunately it's presence is only checked in osg/Export header,
making other Export headers disable warnings no matter what, which is
kind of incoherent.

My fix adds #include <osg/Config> to every Export header. I've also
unified checking whether to disable warnings to current osg/Export
way:
#if defined(_MSC_VER) && defined(OSG_DISABLE_MSVC_WARNINGS).

Attachment contains all changed Export files in their original locations."
2011-03-09 14:15:04 +00:00
Robert Osfield
afecdbb46b Moved intial cut of depth partition support into osgViewer::View via two new methods:
/** Convenience method for setting up multiple slave cameras that depth partition the specified camera.*/
        bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);

        /** Convenience method for setting up multiple slave cameras that depth partition each of the view's active cameras.*/
        bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
2011-03-03 15:52:19 +00:00
Robert Osfield
ac65e37ed3 From Mourad Boufarguine, "This is a tiny fix for some typos in osg code." 2011-01-28 10:50:24 +00:00
Robert Osfield
67ae23f2cf From Alexander Sinditskiy, "reason of this changes described in http://forum.openscenegraph.org/viewtopic.php?t=7596
and another problem is:
example osgkeyboard is not work (keys not highlight) if user have 2 keyboard layout native and english and current user layout is native

I try to explain my changes

we need something that is identify key without modifier keys and layout  -> this is UnmodifedKey

I think osg must have its own UnmodifiedKeys table. Code must be run same on different platforms. This can de guaranteed by UnmodifiedKeys table.

Mikhail Izmestev helped me. He implemented VirtualKey changes in GraphicsWindowX11"
2011-01-27 16:23:48 +00:00
Robert Osfield
762f8d5360 Fixed comment 2011-01-12 17:39:35 +00:00
Robert Osfield
e4b1b6228d From Tim Moore, "This patch fixes a race condition in Renderer::ThreadSafeQueue that was causing some notifications of available SceneView objects to be missed. I saw a very noticeable performance problem (60 fps -> 8 fps) in DrawThreadPerContext mode in an osgEarth application before this patch. I had high hopes that this change might fix the much-discussed multiple GPU problem; no such luck, but I think the root cause of that is probably a similar threading issue." 2011-01-11 16:58:17 +00:00
Robert Osfield
410b4fd109 Converted FrameStamp::g/setFrameNumber from int to uint 2010-12-22 20:11:05 +00:00
Robert Osfield
017a03ffe5 Refactor of DatabasePage/IncrementalCompileOperation to use the IncrementalCompileOperator for compiling objects 2010-12-10 15:27:19 +00:00
Robert Osfield
5723050580 From Ulrich Hertlein and Stephan Huber, improves to iOS build 2010-11-30 09:26:18 +00:00
Robert Osfield
b523cb15c1 From Tomas Holgarth and Stephan Huber, "
attached you'll find the second part of the IOS-submission. It contains

* GraphicsWindowIOS, which supports external and "retina" displays,
 multisample-buffers (for IOS > 4.0) and multi-touch-events
* an ios-specific implementation of the imageio-plugin
* an iphone-viewer example
* cMake support for creating a xcode-project
* an updated ReadMe-file describing the necessary steps to get a
 working xcode-project-file from CMake

Please credit Thomas Hogarth and Stephan Huber for these changes.

This brings the ios-support in line with the git-fork on github. It
needs some more testing and some more love, the cmake-process is still a
little complicated.

You'll need a special version of the freetype lib compiled for IOS,
there's one bundled in the OpenFrameworks-distribution, which can be used."

Notes, from Robert Osfield, modified CMakeLists.txt files so that the IOS specific paths are within IF(APPLE) blocks.
2010-11-26 18:19:28 +00:00
Robert Osfield
68f37c4dcb From Tim More and Robert Osfield, implementation of ARB_timer_query based GPU timing stats syncronization.
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.
2010-11-10 16:58:58 +00:00
Robert Osfield
be583ef0d6 From Jean-Sebastien Guay, "As promised, here is the fix for the background size. I also added another instance variable _lineHeight to clean up the code a bit more.
Also I've done the osguserstats example. I've kept the "toy example" that was in the modified osgviewer.cpp I had sent you, because they show different uses of custom stats lines (a value displayed directly, a value without bars and a value with bars and graph). I also added a function and a thread that will sleep for a given number of milliseconds and record this time in the stats. I think it clearly shows how to record the time some processing takes and add that to the stats graph, whether the processing takes place on the same thread as the viewer or on another thread.

BTW, feel free to modify the colors I've given to each user stats line... I'm not very artistic. :-)

I've also added more doc comments to the addUserStats() method in ViewerEventHandlers, so hopefully the arguments are clear and the way to get the results you want is also clear. Maybe I went overboard, but the function makes some assumptions that may not be obvious and has many arguments, so I preferred to be explicit."
2010-11-08 12:28:31 +00:00
Robert Osfield
1beedce6fc From Jean-Sebastien Guay, "For a long time now I've wanted to be able to add custom values into the stats handler's graph. Here is my proposal of how I'd do this. It's surely not perfect and I'm open to suggestions, but I've already made more changes than I wanted to in order to be able to implement this...
The user calls statsHandler->addUserStatsLine() providing:

- the label they want for that line in the graph
- the text and bar colors they want in the graph
- the stats names they want queried (one for time taken, one for begin and one for end time) and a few settings for how these will be displayed.

Then all they have to do is call viewer->getViewerStats()->setAttribute(framenumber, name, value) for their three attributes each frame and they'll have their stats in the graph.

They can also give only a time taken attribute (or some other numerical value they want printed, which can be averaged or not), or only begin+end attributes, and the graph will accordingly display only the (average or not) numerical value or only the bars.

Along the way I cleaned up the existing code a bit:

* Each time the setUpScene() or createCameraTimeStats() methods added a line to the graph, they did pretty much the same thing, so I moved that into a separate method called createTimeStatsLine() which is called by setUpScene() and createCameraTimeStats().

* I moved the font, characterSize, startBlocks and leftPos variables to member variables, since they were being passed around everywhere but were set only once at the beginning.

* The geode on which stats lines are added is also kept in a member variable, and createCameraTimeStats() adds the per-camera lines to this geode instead of returning a new Group with a new Geode. This further reduces the number of variables the createCameraTimeStats() method needs as input.

"
2010-11-03 10:04:34 +00:00
Robert Osfield
0d347352cf From David Guthrie, "The cocoa version of the window for Mac OS X doesn't implement the requestWarpPointer function, but it turns out that the code from the Carbon version of the window is the same because it uses the windowing interface, so it this version, based on 2.8.3 GraphicsWindowCocoa, I copied the function over. The trunk version it also missing the function and the code looks to be very similar, so I assume it will transfer simply enough.
"
2010-09-21 10:28:50 +00:00
Robert Osfield
b0db0382f5 Reverted changes from Vivien Delage as there were some regressions discovered. Will need to revist this code to deal with bugs that Vivien was tackling. 2010-09-17 13:09:23 +00:00
Robert Osfield
cc471b1103 From Magnus Kessler, "Attached are a number of files where I have tried to fix up some of the
documentation. I have accumulated them over some time, but rebased onto the
subversion trunk."
2010-09-15 12:00:12 +00:00
Robert Osfield
78cb15fdf8 From Torben Dannhauer, "I extended the attached CMAKE module to search for the collada libraries of my VS2008 3rdParty package if no other library is found.
No CMAKE should recognize all libraries of the VS2008 3rdParty Package."
2010-09-09 10:44:11 +00:00
Robert Osfield
77c35eabde From Jean-Sebastien Guay, "I've added a second ctor where no argument is optional, and documented that it's meant to be used when the InteractiveImage is going to be used in a fullscreen HUD.
"
2010-09-09 09:47:31 +00:00
Robert Osfield
9d9a36f6af From Brad Christiansen, "The small change I have made (against this morning's trunk) enables subclasses to register and unregister windows via protected methods. I need this access as I have a subclass that handles some of the oddities of mixing a native OpenGL window with Java's windowing system. I doubt there will be much general benefit of the modification but it should also not be harmful in any way to others." 2010-06-28 08:24:53 +00:00
Robert Osfield
6cbce93aa4 From Jean-Sebastien Guay, "I've been working in the last few days
to get QWidgetImage to a point where it can fill a need we have: to be
able to use Qt to make HUDs and to display widgets over / inside an OSG
scene.

---------------
Current results
---------------
I've attached what I have at this point. The modified QWidgetImage +
QGraphicsViewAdapter classes can be rendered fullscreen (i.e. the Qt
QGraphicsView's size follows the size of the OSG window) or on a quad in
the scene as before. It will let events go through to OSG if no widget
is under the mouse when they happen (useful when used as a HUD with
transparent parts - a click-focus scheme could be added later too). It
also supercedes Martin Scheffler's submission because it adds a
getter/setter for the QGraphicsViewAdapter's background color (and the
user can set their widget to be transparent using
widget->setAttribute(Qt::WA_TranslucentBackground) themselves).

The included osgQtBrowser example has been modified to serve as a test
bed for these changes. It has lots more command line arguments than
before, some of which can be removed eventually (once things are
tested). Note that it may be interesting to change its name or split it
into two examples. Though if things go well, the specific QWebViewImage
class can be removed completely and we can consolidate to using
QWidgetImage everywhere, and then a single example to demonstrate it
would make more sense, albeit not named osgQtBrowser... You can try this
path by using the --useWidgetImage --useBrowser command line arguments -
this results in an equivalent setup to QWebViewImage, but using
QWidgetImage, and doesn't work completely yet for some unknown reason,
see below.

----------------
Remaining issues
----------------
There are a few issues left to fix, and for these I request the
community's assistance. They are not blockers for me, and with my
limited Qt experience I don't feel like I'm getting any closer to fixing
them, so if someone else could pitch in and see what they can find, it
would be appreciated. It would be really nice to get them fixed, that
way we'd really have a first-class integration of Qt widgets in an OSG
scene. The issues are noted in the osgQtBrowser.cpp source file, but
here they are too:

-------------------------------------------------------------------
  QWidgetImage still has some issues, some examples are:

  1. Editing in the QTextEdit doesn't work. Also when started with
     --useBrowser, editing in the search field on YouTube doesn't
     work. But that same search field when using QWebViewImage
     works... And editing in the text field in the pop-up getInteger
     dialog works too. All these cases use QGraphicsViewAdapter
     under the hood, so why do some work and others don't?

     a) osgQtBrowser --useWidgetImage [--fullscreen] (optional)
     b) Try to click in the QTextEdit and type, or to select text
        and drag-and-drop it somewhere else in the QTextEdit. These
        don't work.
     c) osgQtBrowser --useWidgetImage --sanityCheck
     d) Try the operations in b), they all work.
     e) osgQtBrowser --useWidgetImage --useBrowser [--fullscreen]
     f) Try to click in the search field and type, it doesn't work.
     g) osgQtBrowser
     h) Try the operation in f), it works.

  2. Operations on floating windows (--numFloatingWindows 1 or more).
     Moving by dragging the titlebar, clicking the close button,
     resizing them, none of these work. I wonder if it's because the
     OS manages those functions (they're functions of the window
     decorations) so we need to do something special for that? But
     in --sanityCheck mode they work.

     a) osgQtBrowser --useWidgetImage --numFloatingWindows 1
                     [--fullscreen]
     b) Try to drag the floating window, click the close button, or
        drag its sides to resize it. None of these work.
     c) osgQtBrowser --useWidgetImage --numFloatingWindows 1
                     --sanityCheck
     d) Try the operations in b), all they work.
     e) osgQtBrowser --useWidgetImage [--fullscreen]
     f) Click the button so that the getInteger() dialog is
        displayed, then try to move that dialog or close it with the
        close button, these don't work.
     g) osgQtBrowser --useWidgetImage --sanityCheck
     h) Try the operation in f), it works.

  3. (Minor) The QGraphicsView's scrollbars don't appear when
     using QWidgetImage or QWebViewImage. QGraphicsView is a
     QAbstractScrollArea and it should display scrollbars as soon as
     the scene is too large to fit the view.

     a) osgQtBrowser --useWidgetImage --fullscreen
     b) Resize the OSG window so it's smaller than the QTextEdit.
        Scrollbars should appear but don't.
     c) osgQtBrowser --useWidgetImage --sanityCheck
     d) Try the operation in b), scrollbars appear. Even if you have
        floating windows (by clicking the button or by adding
        --numFloatingWindows 1) and move them outside the view,
        scrollbars appear too. You can't test that case in OSG for
        now because of problem 2 above, but that's pretty cool.

  4. (Minor) In sanity check mode, the widget added to the
     QGraphicsView is centered. With QGraphicsViewAdapter, it is not.

     a) osgQtBrowser --useWidgetImage [--fullscreen]
     b) The QTextEdit and button are not in the center of the image
        generated by the QGraphicsViewAdapter.
     c) osgQtBrowser --useWidgetImage --sanityCheck
     d) The QTextEdit and button are in the center of the
        QGraphicsView.
-------------------------------------------------------------------

As you can see I've put specific repro steps there too, so it's clear
what I mean by a given problem. The --sanityCheck mode is useful to see
what should happen in a "normal" Qt app that demonstrates the same
situation, so hopefully we can get to a point where it behaves the same
with --sanityCheck and without."
2010-06-15 13:57:44 +00:00
Robert Osfield
3cc90b8fd3 Fixed permissions 2010-06-03 15:07:21 +00:00
Robert Osfield
d746f11650 Renamed osgGA::MatrixManipualtor to osgGA::CameraManipulator so its name better reflects it's function 2010-05-27 15:54:37 +00:00
Robert Osfield
9eebb2eb23 From Ulrich Hertlien with little bits from Robert Osfield and Chris Hanson, added provisionl support for controlling sync to vblank. 2010-04-21 17:16:13 +00:00
Robert Osfield
c0e9fcbb67 From Tim Moore, "This contains a couple of fixes to support changing FrameBufferObject configurations on the fly; the user changes the camera attachments and calls Renderer::setCameraRequiresSetUp(). The major part of this submission is a comprehensive example of setting up floating point depth buffers. The user can change the near plane value and cycle through the available combinations of depth format and multisample buffer formats." 2010-04-19 11:43:06 +00:00
Robert Osfield
ecf7a7e3e4 From Stephan Huber, "attached you'll find a small enhancement for GraphicsWindowCocoa. My
submision adds a getter for the pixel-format. I need this for some
custom software so I can integrate CoreVideo-playback with osg.
"
2010-03-25 14:14:46 +00:00
Robert Osfield
7f454bef3e Converted View across to use ObserverNodePath. 2010-02-20 17:36:55 +00:00
Robert Osfield
43f9b13199 Removed the uncessary subclassing from osg::Object as this base class is already pullled via ViewerBase 2010-02-19 18:56:21 +00:00
Robert Osfield
9404abfef5 Added className() implementation to help wiht debugging. 2010-02-16 17:38:49 +00:00
Robert Osfield
56b384d880 From Jan Peciva, "I am sending one more improvement (separately from Inventor plugin).
I found very useful to have a control whether osgView::setCameraManipulator does or does not reset camera to home position.

I extended method signature as follows:
void setCameraManipulator(osgGA::MatrixManipulator* manipulator, bool resetPosition = true);

keeping the current usage intact (default parameter), while enabling user to disable the position reset. That can be useful in the situation when manipulator position was already loaded, for example from a file (user specification), or defined any other way, while we do not want to be reset to home position. Other usability is usage of two manipulators in a modeling program (orbiting around the model, walking on the model) and changing between them while we want to preserve the position of a camera in the change. Games may benefit from it as well when we change from user-defined helicopter manipulator to soldier manipulator because the user escaped the helicopter. The camera will change manipulator but the position is expected to be kept in the transition (provided that user makes the state transition between the two manipulators himself).
"
2010-01-26 15:08:25 +00:00
Robert Osfield
cb7181b7a5 Removal of redundant spaces at ends of lines 2010-01-26 14:57:44 +00:00
Robert Osfield
b7b86ba5f4 From Stephan Huber, "attached you'll find the missing GraphicsHandleCocoa-implementation." 2009-12-10 17:52:40 +00:00
Robert Osfield
3a6a756d34 Converted tabs to four spaces 2009-12-07 12:35:33 +00:00
Robert Osfield
71af49f934 Added missing createContextImplementation(). 2009-11-22 17:27:13 +00:00
Robert Osfield
4759cb951e From Colin MacDonald, "In my application I have a custom graphics context class, derived from
osg::GraphicsContext, in order to give good integration with the
application's GUI toolkit.  This works really well.

However, I need to share OpenGL texture resources with the standard
osgViewer GraphicsContext implementations, in particular the
PixelBuffers.  This is essential for my application to conserve graphics
memory on low-end hardware.  Currently the standard osg implementations
will not share resources with another derived osg::GraphicsContext,
other than the pre-defined osgViewer classes e.g. PixelBufferX11 is
hardcoded to only share resources with GraphicsWindowX11 and
PixelBufferX11 objects, and no other osg::GraphicsContext object.

To address this in the cleanest way I could think of, I have moved the
OpenGL handle variables for each platform into a small utility class,
e.g. GraphicsHandleX11 for unix.  Then GraphicsWindowX11, PixelBufferX11
and any other derived osg::GraphicsContext class can inherit from
GraphicsHandleX11 to share OpenGL resources.

I have updated the X11, Win32 and Carbon implementations to use this.
The changes are minor.  I haven't touched the Cocoa implmentation as
I'm not familiar with it at all and couldn't test it - it will work
unchanged.

Without this I had some horrible hacks in my application, this greatly
simplifies things for me.  It also simplifies the osgViewer
implementations slightly.  Perhaps it may help with other users'
desires to share resources with external graphics contexts, as was
discussed on the user list recently."

Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
2009-11-21 16:41:02 +00:00
Robert Osfield
b4a5edd82e From Jean-Sebastien Guay, "I've made a change to the ScreenCaptureHandler's addCallbackToViewer method, so that it iterates over GraphicsContexts instead of GraphicsWindows. When the viewer has a pbuffer (for offscreen rendering without a window) then it wouldn't add the WindowCaptureCallback to that context since it wasn't in the list returned by ViewerBase::getWindows(). And anyways, I originally wrote the code, and I didn't see any reason why I did it with windows instead of contexts...
I've needed to run a recorded simulation offscreen and save it to a sequence of images, and the ScreenCaptureHandler seemed to be the simplest way to do that, and with this change it's possible.


Another change: I've also added the ability to specify continuous capture of all frames, or a certain number of frames. ScreenCaptureHandler now has a setFramesToCapture(int) method. The argument will be interpreted as:

0  : don't capture
<0 : capture continuously
>0 : capture that number of frames then stop

I also added startCapture() and stopCapture() methods so that user code can start capturing (either continuously or the given number of frames) at a given point in their program. setFramesToCapture() won't start capturing, you have to call startCapture() afterwards. The handler also now has another key to toggle continuous capture (defaults to 'C').

Note that continuous capture will of course only work if the CaptureOperation writes to different files (for example, a WriteToFile with SEQUENTIAL_NUMBER mode) or does something different each time... Otherwise it will just overwrite of course. :-)

I've also taken the chance to refactor the addCallbackToViewer() method a bit too, since finding the right camera is needed in two places now.

I've tested all cases (I think). If you want to try, in osgviewer.cpp and replace the line

 // add the screen capture handler
 viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);

with

 // add the screen capture handler
 osgViewer::ScreenCaptureHandler* captureHandler = new
     osgViewer::ScreenCaptureHandler(
         new osgViewer::ScreenCaptureHandler::WriteToFile(
             "screenshot", "jpg",
     osgViewer::ScreenCaptureHandler::WriteToFile::SEQUENTIAL_NUMBER),
     -1);
 viewer.addEventHandler(captureHandler);
 captureHandler->startCapture();

And vary the "-1" (put 0, 10, 50) and then use the 'c' and 'C' keys and see how it reacts.
"
2009-11-19 12:01:49 +00:00
Robert Osfield
4f6be906b3 Fixed spaces at ends of lines 2009-11-19 11:54:15 +00:00
Robert Osfield
6649f51ff2 From Paul Martz, osgViewer Win32 GL3 context creation support 2009-11-13 10:03:02 +00:00
Robert Osfield
a4639398e8 Fixed compile issue with Image.cpp and osgautocapture.cpp under GLES.
Fixed handling of EGLDisplay in EGL paths of GraphicsWindowX11
2009-11-01 09:04:41 +00:00
Robert Osfield
93d83010f8 Added EGL support into build system for GLES1 + GLES2.
Added EGL support into GraphicsWindowX11.
2009-10-30 15:17:38 +00:00
Robert Osfield
df9385ac19 Moved the updating and expiry of the Registry object cache from DatabasePager into osgViewer::Viewer/CompositeViewer. 2009-08-05 11:06:53 +00:00
Robert Osfield
c47c0c2a26 From Stephan Huber, "ttached you'll find a small fix for the
GraphicsWindowCocoa-implementation, which enhances multithreaded
stability, it ensures that modifications to the size of an openglcontext
is done only from one thread.
"
2009-07-13 08:30:20 +00:00
Robert Osfield
6a269e24e5 From Stephan Huber, "attached you'll find some bugfixes and enhancements for the Cocoa
implementation of GraoicsWindowCocoa:

Enhancements/Bugfixes:

+ now it's possible to integrate osgViewer better into existing
cocoa-applications:
* create one or more NSOpenGLView(s) and add these to your window(s)
* create one or more NSWindows
* disable the integrated event-polling of osgViewer, and let the work be
done by Cocoa / NSApplicationRun. You'll have to run the osgViewer's
runloop in a separate thread

+ missing menu-event-handling implemented

+ added NSAutoReleasePools where necessary, this fixes some memory-leaks
+ fixed some crashes and thread-issues"
2009-05-14 15:34:15 +00:00
Robert Osfield
7ea1a97afd From Frederic Bouvier, SetCursor fixes from GraphicsWindowWin32,
Original email from Frederic at start of thread:
"he patch attached, made from r10068, fix two things, in other of importance :

- the selected cursor is never shown ( second change in file ). Only the left arrow is always displayed.
- remove the arbitrary ( in my sense ) limitation that the user cannot choose a cursor with the same shape that one used when resizing the window. This limitation doesn't exist for X11, and we have a diverging behaviour there ( first change in file ). Flightgear use the LeftRightCursor in look around mode."

Follow up email from Frederic (with changes that finally made it into this check in:
"I've just tested Mark's suggestion and it works perfectly, even when the
cursor goes to the border then come back inside the window.
But his patch doesn't seem to be based on the last revision of the
files, or at least not on the trunk, and there are more changes than
expected in them, including some loss from the previous patches.
The patch attached is based on r10068 of
src/osgViewer/GraphicsWindowWin32.cpp and r10067 of
include/osgViewer/api/Win32/GraphicsWindowWin32"
2009-05-07 13:30:54 +00:00