1. When an outline object was occluded by another object, the backfacing wireframe was exposed. To fix that, I removed the disabling of GL_DEPTH_TEST.
2. In some cases, the outline color was the same color as the geometry being drawn instead of the specified color. I'm not sure I have completely fixed this issue, but I did make some changes to match up to how we do a scribe effect."
Goals:
- to handle INCR_WRAP values nicely if not supported by OpenGL (old hardware)
- to support two side stenciling of OpenGL 2.0. Current implementation does not work on ATI as it uses Nvidia extension.
Ready for commit:
- Stencil and Stencil.cpp - please, review them
Ready with "hack":
- StencilTwoSided.cpp: please, see the line 113 in apply():
glEnable(GL_STENCIL_TEST_TWO_SIDE);
This line used to be in getModeUsage() as
usage.usesMode(GL_STENCIL_TEST_TWO_SIDE);
but it produces OpenGL errors on ATI as it is unknown value there (it is Nvidia extension).
Problems with my "glEnable" solution:
- it enables two side stenciling forever, and it will disturb any other single-side stenciling in the scene graph.
"
All size() methods are now renamed to volume(). At present only the CompositePlacer will use it for randomly choose a place according to the volumes of all children.
"
type is supported at present. The attached osgparticleshader.cpp will
show how it works. It can also be placed in the examples folder. But I
just wonder how this example co-exists with another two (osgparticle
and osgparticleeffect)?
Member variables in Particle, including _alive, _current_size and
_current_alpha, are now merged into one Vec3 variable. Then we can
make use of the set...Pointer() methods to treat them as vertex
attribtues in GLSL. User interfaces are not changed.
Additional methods of ParticleSystem are introduced, including
setDefaultAttributesUsingShaders(), setSortMode() and
setVisibilityDistance(). You can see how they work in
osgparticleshader.cpp.
Additional user-defined particle type is introduced. Set the particle
type to USER and attach a drawable to the template. Be careful because
of possible huge memory consumption. It is highly suggested to use
display lists here.
The ParticleSystemUpdater can accepts ParticleSystem objects as child
drawables now. I myself think it is a little simpler in structure,
than creating a new geode for each particle system. Of course, the
latter is still compatible, and can be used to transform entire
particles in the world.
New particle operators: bounce, sink, damping, orbit and explosion.
The bounce and sink opeartors both use a concept of domains, and can
simulate a very basic collision of particles and objects.
New composite placer. It contains a set of placers and emit particles
from them randomly. The added virtual method size() of each placer
will help determine the probability of generating.
New virtual method operateParticles() for the Operator class. It
actually calls operate() for each particle, but can be overrode to use
speedup techniques like SSE, or even shaders in the future.
Partly fix a floating error of 'delta time' in emitter, program and
updaters. Previously they keep the _t0 variable seperately and compute
different copies of dt by themseleves, which makes some operators,
especially the BounceOperator, work incorrectly (because the dt in
operators and updaters are slightly different). Now a getDeltaTime()
method is maintained in ParticleSystem, and will return the unique dt
value (passing by reference) for use. This makes thing better, but
still very few unexpected behavours at present...
All dotosg and serialzier wrappers for functionalities above are provided.
...
According to some simple tests, the new shader support is slightly
efficient than ordinary glBegin()/end(). That means, I haven't got a
big improvement at present. I think the bottlenack here seems to be
the cull traversal time. Because operators go through the particle
list again and again (for example, the fountain in the shader example
requires 4 operators working all the time).
A really ideal solution here is to implement the particle operators in
shaders, too, and copy the results back to particle attributes. The
concept of GPGPU is good for implementing this. But in my opinion, the
Camera class seems to be too heavy for realizing such functionality in
a particle system. Myabe a light-weight ComputeDrawable class is
enough for receiving data as textures and outputting the results to
the FBO render buffer. What do you think then?
The floating error of emitters
(http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-May/028435.html)
is not solved this time. But what I think is worth testing is that we
could directly compute the node path from the emitter to the particle
system rather than multiplying the worldToLocal and LocalToWorld
matrices. I'll try this idea later.
"
Texture.cpp:applyTexImage2D_subload:
<code>
unsigned char* data = = (unsigned char*)image->data();
if (needImageRescale) {
// allocates rescale buffer
data = new unsigned char[newTotalSize];
// calls gluScaleImage into the data buffer
}
const unsigned char* dataPtr = image->data();
// subloads 'dataPtr'
// deletes 'data'
</code>
In effect, the scaled data would never be used.
I've also replaced bits of duplicate code in Texture1D/2D/2DArray/3D/Cubemap/Rectangle
that checks if the texture image can/should be unref'd with common functionality in
Texture.cpp.
"
osgWidget::Input:
[Functional changes]
- Previously, the field would be filled with spaces up to its max length, and typing would just replace the spaces. Also, there was a _textLength variable that kept track of the real length of text in the field, since the osgText::Text's length just reflected the length of spaces+text entered. This was not great, as you could still select the spaces with the mouse and it just feels hacky. So I changed it to only contain the text entered, no spaces, and _textLength was removed since it's now redundant (the osgText::Text's length is used instead).
- Fixed the selection size which (visually only) showed one more character selected than what was really selected.
- Fixed selection by dragging the mouse, it would sometimes not select the last character of the string.
- Cursor will now accurately reflect whether insert mode is activated (block cursor) or we're in normal mode (line cursor) like in most editors.
- Implemented Ctrl-X (cut)
- Added a new clear() method that allows the field to be emptied correctly. Useful for a command line interface, for example (hint, hint).
- Mouse and keyboard event handler methods would always return false, which meant selecting with the mouse would also rotate the trackball, and typing an 's' would turn on stats.
[Code cleanup]
- Renamed the (local) _selectionMin and _selectionMax variables which are used in a lot of places, as the underscores would lead to think they were members. Either I called them selection{Min|Max} or delete{Min|Max} where it made more sense.
- Fixed some indenting which was at 3 spaces (inconsistently), I'm sure I didn't catch all the lines where this was the case though.
- Put spaces between variable, operator and value where missing, especially in for()s. Again I only did this where I made changes, there are probably others left.
The result is that delete, backspace, Ctrl-X, Ctrl-C, Ctrl-V, and typing behaviour should now be consistent with text editor conventions, whether insert mode is enabled or not. I hope. :-)
Note, there's a nasty const_cast in there. Why isn't osgText::Font::getGlyph() declared const?
Also, as a note, the current implementation of cut, copy and paste (in addition to being Windows only, yuck) gets and puts the data into an std::string, thus if the osgText::String in the field contains unicode characters I think it won't work correctly. Perhaps someone could implement a proper clipboard class that would be cross-platform and support osgText::String (more precisely other languages like Chinese) correctly? Cut, copy and paste are not critical to what I'm doing so I won't invest the time to do that, but I just thought I'd mention it.
"
crash with some files.
Actually, itr was incremented into the loop and after the test with
nlist.end().
Then, the unreferencing of itr when nlist is equals to nlist.end() caused
the crash."
The current version crashes when encountering global materials, as also reported in the forum by the author of the plugin.
The problem in mesh.cpp (app. ln 247) is, that references to global materials that are given in curly brackets {} are not supported by the reader. However, curly brackets seem to be common, according to Bourke. Unfortunately, I found no specification. However, also the DirectX model viewer that comes with the DirectX-SDK (August 2009) expects curly brackets and refuses models without them.
My fix checks 2 more cases ("{ aMaterial }" -> 3 tokens and "{aMaterial}" -> 1 token), and extracts the material name for the lookup. I don't know if this is the most elegant solution, but the tokenizer seems to split based on white spaces.
You can reproduce the bug with the attached model (box.x), which loads fine in other tools, such as 3DSmax, DeepExploration or the DirectX model viewer. When I remove the curly brackets at the reference of "myGlobalMaterial", it loads in osgviewer, but is not standard conform.
"
submission email from Nathan: "I discovered a problem with POINT_ROT_EYE billboards in IntersectionVisitor: because we pass in just the model matrix to Billboard::computeBillboardMatrix, the billboard gets the wrong up vector. It really needs to take the view matrix into account to get the correct up vector.
This version of IntersectionVisitor.cpp is made against today's SVN. It corrects the problem by computing the billboard matrix using the complete modelview, and then multiplies by the inverse of the view matrix before pushing onto IntersectionVisitor's model stack. The only code I changed is in apply(Billboard&)."
notes from Robert, refactored the matrix multiplication code and the use of RefMatrix to make Nathan's changes more efficient.
The fbx plugin won't compile using gcc 4.3.2. I made the following
minor changes:
1. WriterNodeVisitor.cpp needed limits.h added to the headers.
2. gcc does not allow structures to be defined inside of functions, so
I moved the definition of PolygonRef out of the function to a global
scope (right above the function readMesh).
I also removed a bunch of embedded carriage returns
- missing copy attribute _referenceFrame in ClipNode in copy constructor
- checked iterators against the end in osgText
- close codec context in ffmpeg plugin to avoid memory leak
"
"enable thread locking in libavcodec
This is required for a multithreaded application using ffmpeg from
another thread."
"Prevent the audio from videos from hanging on exit if they are paused.
The video decoder already has similar logic."
"Add a way to retrieve the creation time for MPEG-4 files."
"fmpeg, improve wait for close logic
Both audio and video destructors have been succesfully using the logic,
if(isRunning())
{
m_exit = true;
join();
}
since it was introduced,
but the close routines are using,
m_exit = true;
if(isRunning() && waitForThreadToExit)
{
while(isRunning()) { OpenThreads::Thread::YieldCurrentThread(); }
}
which not only is it doing an unnecessary busy wait, but it doesn't
guaranteed that the other thread has terminated, just that it has
progressed far enough that OpenThreads has set the thread status as
not running. Like the destructor set the m_exit after checking
isRunning() to avoid the race condition of not getting to join()
because the thread was running, but isRunning() returns false.
Now that FFmpeg*close is fixed, call it from the destructor as well
to have that code in only one location."
osgViewer behaves smarter, when the computer will reboot or shutdown. In
older versions the reboot/shutdown got cancelled by GraphicsWindowCocoa,
now it behaves more system conform.
"
seems that the number of current active texture is wrong. It's because
of the line in Texture::TextureObjectSet::flushDeletedTextureObjects
_parent->getNumberActiveTextureObjects() += numDeleted;"
no PixelBufferObject 00000000, 00000000 pbo=00000000
It's kind of annoying since there is nothing actually wrong. The message is generated from TextureRectangle::applyTexImage_subload when it fails to create a pbo, even if the Image object is not even requesting to use a pbo. This message is not generated by all the other code in TextureRectangle.cpp & Texture.cpp that also attempts to create pbo's. I've modified TextureRectangle.cpp to remove this message, so it is at least consistent with the other code."
uncovered what looks like a type in the "src\osgPlugins\dae\
daeRMaterials.cpp" file. Line 1094 reads:
^^^
parameters.filter_min = getFilterMode(sampler->getMagfilter()->
getValue(), false);
whereas it should read
^^^
parameters.filter_mag = getFilterMode(sampler->getMagfilter()->
getValue(), false);
"
Out application has the ability to switch to different types of terrains on the fly. This problem only exists in this type of situation.
The TXPArchive is held by the ReadWriterTXP class. When the TXPNode, which is the top level node, is released from memory, the archive associated to that TXPNode is also released. The issue is that the reference count on the TXPArchive never gets to zero.
The reason why the reference count never gets to zero is because the TXPParse, which is owned by the TXPArchive, stores a ref_ptr to the TXPArchive. You can then see why this becomes a problem. The TXPParser's ref_ptr cannot be unreferenced since the TXPArchive has not released the TXPParser.
Since the TXPParser is fully contained within the TXPArchive, I don't see the reason to have the TXPParser have a ref_ptr to the TXPArchive. I've made this change locally and have had no problems and our memory leak has been fixed.
"
"changed the CmakeFiles for OpenThreads and the
osg-frameworks, so they are versioned by OPENSCENEGRAPH_SOVERSION. "
And from a later email:
"Attached you'll find a fixed version of ModulInstall.cmake. Hopefully it
works for old CMake-versions. I removed the offending line, and the
compile went fine on my end."
* Added support for floating windows and context menus in QMDIAreas.
* Protected the size (_width and _height) by a mutex to prevent threading problems.
Then my own:
* Made sure the embedded widget's size follows the graphicsView's size at all times so that window resizes will resize the widget as expected in fullscreen mode."
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
The file FFmpegHeaders.hpp sets this definition. However, if stdint.h is
already included through other files, it won't take any effect.
Include FFmpeg headers as early as possible in order to avoid stdint.h being
included on other paths.
"
In State::initializeExtensionProcs() the _glMaxTextureUnits is calculated based on osg::getGLVersionNumber().
At least for ES 2.0 this function will return 0.f since the version string will look like "OpenGL ES 2.0 ...".
My proposal doesn't touch getGLVersionNumber(), since desktop OpenGL 2.0 isn't OpenGL ES 2.0.
So i changed the conditions in State::initializeExtensionProcs() for getting the number via glGetIntegerv()."
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."
I changed
_in->setStream( new std::stringstream(data) );
to
_dataDecompress = new std::stringstream(data);
_in->setStream( _dataDecompress );
Then when the destructor is of InputStream is called I delete the
dataDecompress stringstream.
"
I don't understand the changes to ReaderWriterFBX.cpp - (i) strings.h isn't a standard header, (ii) the ISO-conformant form is _strnicmp (with the underscore). Does the existing code not compile for you? If not we'll have to do some #ifdef nastiness."
A problem with transparency has also been fixed: objects were transparent wrt themselves but were opaque wrt to other objects.
Finally I added the support for "mixing factors" of diffuse, reflective and opacity textures/values.
From Michael Platings: added "LightmapTextures" plugin option that changes the way textures are interpreted so Alessandro's models appear correctly. Also refactored to put many functions in one class to avoid passing around too many arguments to functions.
osg::Camera* c = createCamera();
c->attach( osg::Camera::COLOR_BUFFER0, texture3d, 0,
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER );
it works also for cubemap textures and 2d texture arrays
"
one error in the rgb loader.
Previously we limited the current line to the image with + 1. With that change
it is correctly limited to the width of the image.
Also flightgear seems to run nice with that change.
"
bool observer_ptr<>::lock(ref_ptr<T>&) to avoid the temporary ref_ptr<>'s
being created and destroyed on the stack along with the associated ref/unref() operations
Changes:
- new mouse wheel zoom/movement/center functionality
- ability to fix vertical axis (important for CAD)
- possibility to specify values as absolute values or relative to model size
- kind of backward compatibility by flags passed to constructor
- and much more
- restructuring classes to use kind of hierarchy and standard way of event processing (handle methods). This way, there is much more code reusability and it is more easy to develop new kinds of manipulators.
Briefly, the new architecture keeps MatrixManipulator as base abstract class. StandardManipulator is the feature-rich standard manipulator with two main descendant classes: OrbitManipulator and FirstPersonManipulator. OrbitManipulator is base class for all trackball style manipulators, based on center, rotation and distance from center. FirstPersonManipulator is base for walk or fly style manipulators, using position and rotation for camera manipulation.
"
Changes by Robert: Replaced osg::Vec3 by osg::Vec3d, introduced DEFAULT_SETTINGS enum and usage. Added frame time member variables in prep for improving throw animation when vysync is off.
the OutputStream/InputStream implementations, which was just finished
last weekend with a few tests on Windows and Ubuntu. Hope it could
work and get more feedbacks soon.
I've added a new option "SchemaData" to the osg2 plugin. Developers
may test the new feature with the command line:
# osgconv cow.osg cow.osgb -O SchemaData
It will record all serializer properties used in the scene graph, at
the beginning of the generated file. And when osgviewer and user
applications is going to read the osgb file, the inbuilt data will be
automatically read and applied first, to keep backwards compatibility
partly. This will not affect osgb files generated with older versions.
"
IF(!OSG_COMPILE_FRAMEWORKS) ...
vs.
IF(NOT OSG_COMPILE_FRAMEWORKS) ...
This has the effect of always compiling OpenThreads as a framework under OSX. The CMakeLists.txt that I use to be able to compile the non-framework version of OpenThreads is attached. I simply replaced the '!' replaced by a 'NOT' and added a MESSAGE to notify me when the .framework will be compiled."
in process: a wrong definition of the OSG_FATAL macro, and wrong logic
inside the KeySwitchMatrixManipulator::getDistance() function. I
believe both were slips."
META_OSGMANIPULATOR_Object macro to ensure these classes could work
with their wrappers, and a few naming styles should be changed as
well. Fortunately everything seems to compile fine under Windows and
my new Ubuntu system.
And I finally find the problem of the
serializers/osgTerrain/Terrain.cpp, it just missed an "osg::Group"
before "osg::CoordinateSystemNode" indicator. With the small fix
attached now VPB could generate terrain with osgt/osgb formats."
JIV:"I deleted a line from the ReaderWriterDAE.cpp file that was introduced in rev 11341. I got a crash on this line when the options pointer was NULL."
MP:"Good spot John. The next line is also unnecessary and can be removed as well (attached, plus some minor code beautifying)"
osg::TransferFunction1D* tf(new osg::TransferFunction1D());
tf->allocate(18);
tf->setColor(-10000,osg::Vec4( 1.0, 1.0, 1.0,1.0));
tf->setColor(-1e-6,osg::Vec4( 1.0, 1.0, 1.0,1.0));
tf->setColor( 0,osg::Vec4( 0.0, 0.0, 1.0,1.0));
Remark: The value -1e-6 may be added (falsely) because of a rounding error.
The attached fix prevents assigning NaN values to the image.
"
Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).
Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."
and from follow email:
"Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
- compile errors on windows when compiled with UNICODE flag
- warnings for duplicate WIN32_LEAN_AND_MEAN. I think this should
better fixed by adding WIN32_LEAN_AND_MEAN to vcproj preprocessor
list."
CURL_LIBRARY_DEBUG and ZLIB_LIBRARY_DEBUG. Previously it linked the
debug version against the release libs, which was causing a hang when
running in debug mode on Windows."
modifications of the osgShadow header naming styles as well. The
osgDB::Serializer header is also changed to add new Vec2 serializer
macros because of the needs of osgShadow classes. It should compile
fine on both Windows and Linux. But I have only done a few tests to
generate .osgb, .osgt and .osgx formats with these new wrappers."
Mathieu Marache, he added the last missing piece to this puzzle.
I think it is safe to commit these changes to trunk, as the traditional
way via dylibs should work as before.
Here's some more info how to get frameworks:
With these modifications it is possible to compile frameworks on OS X,
when you set the Cmake-option OSG_COMPILE_FRAMEWORKS to true. If you
want to embed the frameworks in your app-bundle make sure to set
OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly.
You'll have to build the install-target of the generated xcode-projects
as this sets the install_name_dirs of the frameworks and plugins."
few headers and the osgAnimation sources are also modified to make
everything goes well, including:
A new REGISTER_OBJECT_WRAPPER2 macro to wrap classes like
Skeleton::UpdateSkeleton.
A bug fix in the Seralizer header which avoids setting default values
to objects.
Naming style fixes in osgAnimation headers and sources, also in the
deprecated dotosg wrappers.
A bug fix for the XML support, to write char values correctly.
A small change in the osg::Geometry wrapper to ignore the
InternalGeometry property, which is used by the MorphGeometry and
should not be set by user applications.
The avatar.osg, nathan.osg and robot.osg data files all work fine with
serializers, with some 'unsupported wrapper' warnings when converting.
I'm thinking of removing these warnings by disabling related property
serializers (ComputeBoundingBoxCallback and Drawable::UpdateCallback),
which are seldom recorded by users.
By the way, I still wonder how would we handle the C4121 problem,
discussed some days before. The /Zp compile option is set to 16 in the
attached cmake script file. And is there a better solution now?"
a byte order issue.
The problem is that osg::SwapBytes code has been copied from the old
plugin to the new one, but the latest lib3ds also incorporates code to
handle byte ordering in read & writing. So the net result is that the
swap is done twice.
The solution is simply to remove the custom osg code, and use the
stock lib3ds code. The attached files are against today's revision
11331. I've tested on Sparc & Intel.
"
- Fixed handling of MatrixTransforms (still doesn't support other Transforms types). Fixes things for OSG, DeepExploration, 3DSMax...
- Added support for writing double precision vertices by converting them.
- Added base code for future compatibility option (3rd-party apps that don't read animation data). See "DISABLE_3DS_ANIMATION" compile flag."
running with the OSG_NOTIFY_LEVEL set to INFO.
An iterator was being erased, and then referenced to display a
message. Just changed it to display the message first, then erase."
The plugin can now handle embeded PixelTexture fields in addition to the
already implemented ImageTexture fields.
Fixed a bug with texture repeat being applied to the wrong texture dimension.
Added handling for IndexedLineSet geometries."
now O(n) rather than O(nlogn) where n is the number of requests. The refactoring also cleans up the access of the
request lists so that the code is more readable/maintainable.
Many IDEs will capture the output of processes and highlight stderr messages in red. After upgrading from OSG 1.2, I was noticing that none of the error messages were being highlighted, which I find quite useful."
This was already possible for .frag and .vert so there's no reason why it shouldn't be possible for .geom.
I also changed the alignment of some extension aliases so the file looks a bit better now, but it's up to you if you want to merge that or not.
"
"Here is a small fix in the eventTraversal() function of both viewer
and composite viewer class.
if (getCameraWithFocus())
{
if (getCameraWithFocus()!=getCamera()) // Newly added
{
osg::Viewport* viewport = getCameraWithFocus()->getViewport();
osg::Matrix localCameraVPW =
getCameraWithFocus()->getViewMatrix() *
getCameraWithFocus()->getProjectionMatrix();
if (viewport) localCameraVPW *= viewport->computeWindowMatrix();
osg::Matrix matrix( osg::Matrix::inverse(localCameraVPW) *
masterCameraVPW );
osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix;
x = new_coord.x();
y = new_coord.y();
}
...
}
I put an additional conditional statement here to ensure that
_cameraWithCamera and _camera are different, otherwise it's no need to
calculate the transition matrix from main camera to focus camera. The
excess calculations of 'matrix' and 'new_coord' may cause
floating-point error and return a slightly wrong result other than an
identity matrix. It seems OK in most cases but will be still pain when
there is little difference between two mouse moving events. "
- Replaced exceptions with assert() or OSG_NOTIFY
- Replaced osg::notify() with OSG_NOTIFY
- Changed braces and tabs to fit OSG coding convention
- Cleaned a few things in code (names, added deallocations upon error)"
currently only Debug appends "d" so the Release and MinSizeWithDebInfo
(and MinSizeRel) all produce the same filenames. This set of changes
lets each build type have a cmake defined string appended, defaulting
to Release none, Debug d, RelWithDebInfo rd, MinSizeRel s. But a user
still can have Release, RelWithDebInfo, and MinSizeRel to produce the
same filenames. It does so by setting the preprocessor define
OSG_LIBRARY_POSTFIX in src/osgDB/CMakeLists.txt to one of the
previously defined cmake variables CMAKE_DEBUG_POSTFIX
CMAKE_RELEASE_POSTFIX CMAKE_RELWITHDEBINFO_POSTFIX
CMAKE_MINSIZEREL_POSTFIX. This method cuts down on the #ifdef _DEBUG
#else preprocessor directives in Registry.cpp as the extension is
always passed in OSG_LIBRARY_POSTFIX. That and __MINGW32__ didn't
have the _DEBUG check which looks like a bug."
And by refactoring a bit of code, I may have fixed some StateSets related bugs (was ignoring StateSets for osg::Groups).
I also added support for Billboard's points, so now "osgconv lz.osg lz.3ds" has an acceptable output. However, there is no rotation depending on billboards' axis, hence the notice "Warning: 3DS writer is incomplete for Billboards (rotation not implemented).". You may want to remove this notice (or lower the notify severity) if you feel 3DS doesn't have to handle such rotations.
The attached archive contains 3 files from 3DS plugin, against rev. 11162.
Please note there is still the textures issue for cow.osg. I guess it's because it's not a "flat, dummy and standard" texture in slot 0... That is to say the only thing the writer can handle at the moment. I guess I won't address this soon.
"
and
"I've detected and fixed another bug in 3DS writer: support for automatic splitting of meshes having >65k faces/points was buggy (was deleting faces).
Here is my four 3DS modified files (in a ZIP), against rev. 11193, including previous fixes AND Stephan's fix about relative filenames."
using osgDB::XmlParser. The extension for XML-formatted scenes is
.osgx, corresponding to .osgb for binary and .osgt for ascii. It could
either be rendered in osgviewer or edited by common web browsers and
xml editors because of a range of changes to fit the XML syntax. For
example, the recorded class names are slight modified, from
'osg::Geode' to 'osg--Geode'.
To quickly get an XML file:
# ./osgconv cow.osg cow.osgx
The StreamOperator header, InputStreram and OutputStream classes are
modified to be more portable for triple ascii/binary/XML formats. I
also fixed a bug in readImage()/writeImage() to share image objects if
needed.
The ReaderWriterOSG2 class now supports all three formats and
reading/writing scene objects (not nodes or images), thanks to
Torben's advice before.
"
The options where not passed on to the image reader plugins when reading the new osg2 format files, so I added the options to the osgDB.:readImageFile function call.
"
absolute filenames for the texture images.
The attached change should fix this by at first looking at the absolute file
name to load a texture and then, if that fails, strip away any paths to try
that again with the bare file name.
The change also fixes a possible exception that could be triggered by an out
of bounds std::string access which is now avoided by using functions from
osgDB/FileUtils.
The change is based on rev 11161."