Not sure why my system seems to be so sensitive to these problems.
But attached is a fix which seems to stabilise the example.
Note: it only seems to crash intermittently when spinning the object with
your mouse.
So I assume this is a threading issue because of the data variance missing
in some of the text node setups in the example.
"
- add non square matrix
- add double
- add all uniform type available in OpenGL 4.2
- backward compatibility for Matrixd to set/get an float uniform matrix
- update of IVE / Wrapper ReadWriter
implementation of AtomicCounterBuffer based on BufferIndexBinding
add example that use AtomicCounterBuffer and show rendering order of fragments,
original idea from geeks3d.com."
osgshaders.cpp and demonstrates the use of GLSL vertex and fragment
shaders with a simple animation callback. I found the osgshaders.cpp
too complex to serve as a starting point for GLSL programming"
10.6), which will forward all multi-touch events from a trackpad to the
corresponding osgGA-event-structures.
The support is switched off per default, but you can enable multi-touch
support via a new flag for GraphicsWindowCocoa::WindowData or directly
via the GraphicsWindowCocoa-class.
After switching multi-touch-support on, all mouse-events from the
trackpad get ignored, otherwise you'll have multiple events for the same
pointer which is very confusing (as the trackpad reports absolute
movement, and as a mouse relative movement).
I think this is not a problem, as multi-touch-input is a completely
different beast as a mouse, so you'll have to code your own
event-handlers anyway.
While coding this stuff, I asked myself if we should refactor
GUIEventAdapter/EventQueue and assign a specific event-type for
touch-input instead of using PUSH/DRAG/RELEASE. This will make it
clearer how to use the code, but will break the mouse-emulation for the
first touch-point and with that all existing manipulators. What do you
think? I am happy to code the proposed changes.
Additionally I created a small (and ugly) example osgmultitouch which
makes use of the osgGA::MultiTouchTrackballManipulator, shows all
touch-points on a HUD and demonstrates how to get the touchpoints from
an osgGA::GUIEventAdapter.
There's even a small example video here: http://vimeo.com/31611842"
to ensure the correct methods on constraints and callbaks are called for each Command. Also fixed the handling of
Constraints when applied to composite Draggers.
parameter in osg::Image. To support this Image::setData(..) now has a new optional rowLength parameter which
defaults to 0, which provides the original behaviour, Image::setRowLength(int) and int Image::getRowLength() are also provided.
With the introduction of RowLength support in osg::Image it is now possible to create a sub image where
the t size of the image are smaller than the row length, useful for when you have a large image on the CPU
and which to use a small portion of it on the GPU. However, when these sub images are created the data
within the image is no longer contiguous so data access can no longer assume that all the data is in
one block. The new method Image::isDataContiguous() enables the user to check whether the data is contiguous,
and if not one can either access the data row by row using Image::data(column,row,image) accessor, or use the
new Image::DataIterator for stepping through each block on memory assocatied with the image.
To support the possibility of non contiguous osg::Image usage of image objects has had to be updated to
check DataContiguous and handle the case or use access via the DataIerator or by row by row. To achieve
this a relatively large number of files has had to be modified, in particular the texture classes and
image plugins that doing writing.