1. daeRGeometry.cpp (rev 12132). A tiny sumbission which fixes a quite important bug: a parameter was forgotten in Collada ReaderWriter, and texture coordinates could not be loaded properly. So:
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Added missing paramter when calling createGeometryData(). Fixes missing texture coordinates (in "bind_vertex_input").
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2. ReaderWriterDAE.cpp (rev 12132):
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Added "baseImageDir" as a plugin string data, in order to manually specify base directory to use when relativising image file names. This is used to properly write files, when images are not located in a subdirectory (like "../images" for some software).
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The reason is that the .osgt text files do not provide size information about the contained binary shader hence leading to a bad allocation when reading the shader data, probably size 0 ? The reader method in the responsible serializer class (serializers/osg/BinaryShader) is correct and does not need to be changed as it queries the size as expected. The writer method supports two paths(binary output .osgb and text output .osgt/.osgx). Only the text path is affected as the binary path writes the size.
I extended the writer in the text path by the size information. The results before and after the fix are shown below:
Erroneous code for binary shader in osgt file before fix:
Data {
0a
0d
0
...
}
Corrected code for binary shader in osgt file after fix:
Data 524 {
0a
0d
0
...
}
After my fix the the thrown error disappeared."
I included binary shaders into an osgt model file. These shaders only consists of the binary shader code, I did not supply the text version additionally. When loading the model the osg::Optimizer threw away all shaders except the first one. In the current trunk version of the file two shader objects are identical despite differing _shaderBinary members as the compare method of the Shader class does not include the comparison of that member.
The fix in this submission adds the check for identity of the referenced binary shaders to the shader class.
When comparing two shader objects with text source shaders the new lines of comparison are not even executed as the comparison returns false in the previous lines when the text shaders differ.
With this fix I get expected behavior, the Optimizer handles the different shaders correctly."
and the modified key as requested. Can other OS X developers please test
the attached file, to make sure it works for everybody?
I fixed the problem with the caps-lock-key, too."
contributed my testcase/demo for the original implementation.
This attached change is similar to osgtext but uses the QFontImplementation in
a Qt based viewer.
With that, it should be easier for all of us to test changes in
qfontimplementation"
The current setAnchorHorizontal() command doesn't center the center of the object, it just center's the object's origin. The following change to osgWidget::Window::update() will correct that behavior so that it is consistent with setAnchorVertical() behavior.
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1. DAE submission:
DAE plugin now correctly writes images URI in Collada file, when images are used twice.
I also greatly improved readability and maintenability of geometry reading (mainly daeRGeometry.cpp), by factorizing code, templatizing it (for double/single precision), and removing ugly macros.
2. osgDB submission:
I updated osgDB::getPathRelative(): it is now far more readable, it handles more cases (especially when you want to relativise "a/c" from "a/b", which results in "../c"), and I added comments to make it clearer to maintain."
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"
to read fonts: only the first character of a whole text is correctly
shown and others are disappeared. I haven't got into the font
implementation so can't explain why this happened and how it should
work under other platforms, but it seems to be fixed by specifying
width and height of the glyph object. The source file is attached for
future developments. At present it just works for my own project. :-)
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