6c4f2f5207
Addition of FrameStatsHandler to osgproducer demo to add frame stats.
661 lines
19 KiB
C++
661 lines
19 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/GLExtensions>
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#include <osg/State>
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#include <osg/Notify>
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#include <osg/GLU>
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#include <algorithm>
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using namespace osg;
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State::State()
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{
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_contextID = 0;
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_identity = new osg::RefMatrix(); // default RefMatrix constructs to identity.
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_projection = _identity;
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_modelView = _identity;
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_reportGLErrors = true;
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_currentActiveTextureUnit=0;
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_currentClientActiveTextureUnit=0;
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_isSecondColorSupportResolved = false;
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_isSecondColorSupported = false;
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_isFogCoordSupportResolved = false;
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_isFogCoordSupported = false;
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}
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State::~State()
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{
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}
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void State::reset()
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{
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/*
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for(ModeMap::iterator mitr=_modeMap.begin();
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mitr!=_modeMap.end();
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++mitr)
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{
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ModeStack& ms = mitr->second;
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ms.valueVec.clear();
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ms.last_applied_value = !ms.global_default_value;
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ms.changed = true;
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}
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*/
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_modeMap.clear();
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_modeMap[GL_DEPTH_TEST].global_default_value = true;
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_modeMap[GL_DEPTH_TEST].changed = true;
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// go through all active StateAttribute's, setting to change to force update,
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// the idea is to leave only the global defaults left.
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for(AttributeMap::iterator aitr=_attributeMap.begin();
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aitr!=_attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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as.attributeVec.clear();
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as.last_applied_attribute = NULL;
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as.changed = true;
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}
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// we can do a straight clear, we arn't intrested in GL_DEPTH_TEST defaults in texture modes.
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for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin();
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tmmItr!=_textureModeMapList.end();
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++tmmItr)
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{
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tmmItr->clear();
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}
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// empty all the texture attributes as per normal attributes, leaving only the global defaults left.
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for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin();
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tamItr!=_textureAttributeMapList.end();
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++tamItr)
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{
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AttributeMap& attributeMap = *tamItr;
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// go through all active StateAttribute's, setting to change to force update.
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for(AttributeMap::iterator aitr=attributeMap.begin();
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aitr!=attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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as.attributeVec.clear();
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as.last_applied_attribute = NULL;
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as.changed = true;
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}
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}
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_drawStateStack.clear();
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_modelView = _identity;
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_projection = _identity;
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dirtyAllVertexArrays();
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setActiveTextureUnit(0);
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}
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void State::pushStateSet(const StateSet* dstate)
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{
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_drawStateStack.push_back(dstate);
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if (dstate)
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{
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pushModeList(_modeMap,dstate->getModeList());
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// iterator through texture modes.
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unsigned int unit;
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const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
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for(unit=0;unit<ds_textureModeList.size();++unit)
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{
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pushModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
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}
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pushAttributeList(_attributeMap,dstate->getAttributeList());
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// iterator through texture attributes.
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const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
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for(unit=0;unit<ds_textureAttributeList.size();++unit)
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{
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pushAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
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}
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}
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}
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void State::popStateSet()
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{
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if (_drawStateStack.empty()) return;
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const StateSet* dstate = _drawStateStack.back();
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if (dstate)
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{
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popModeList(_modeMap,dstate->getModeList());
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// iterator through texture modes.
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unsigned int unit;
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const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
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for(unit=0;unit<ds_textureModeList.size();++unit)
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{
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popModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
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}
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popAttributeList(_attributeMap,dstate->getAttributeList());
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// iterator through texture attributes.
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const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
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for(unit=0;unit<ds_textureAttributeList.size();++unit)
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{
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popAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
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}
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}
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// remove the top draw state from the stack.
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_drawStateStack.pop_back();
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}
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void State::captureCurrentState(StateSet& stateset) const
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{
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// empty the stateset first.
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stateset.setAllToInherit();
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for(ModeMap::const_iterator mitr=_modeMap.begin();
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mitr!=_modeMap.end();
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++mitr)
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{
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// note GLMode = mitr->first
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const ModeStack& ms = mitr->second;
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if (!ms.valueVec.empty())
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{
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stateset.setMode(mitr->first,ms.valueVec.back());
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}
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}
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for(AttributeMap::const_iterator aitr=_attributeMap.begin();
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aitr!=_attributeMap.end();
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++aitr)
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{
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const AttributeStack& as = aitr->second;
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if (!as.attributeVec.empty())
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{
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stateset.setAttribute(const_cast<StateAttribute*>(as.attributeVec.back().first));
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}
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}
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}
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// visual studio 6.0 doesn't appear to define std::max?!? So do our own here..
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template<class T>
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T mymax(const T& a,const T& b)
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{
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return (((a) > (b)) ? (a) : (b));
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}
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void State::apply(const StateSet* dstate)
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{
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if (_reportGLErrors) checkGLErrors("start of State::apply(StateSet*)");
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// equivilant to:
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//pushStateSet(dstate);
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//apply();
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//popStateSet();
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if (dstate)
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{
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applyModeList(_modeMap,dstate->getModeList());
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applyAttributeList(_attributeMap,dstate->getAttributeList());
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const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
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const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
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unsigned int unit;
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unsigned int unitMax = mymax(static_cast<unsigned int>(ds_textureModeList.size()),static_cast<unsigned int>(ds_textureAttributeList.size()));
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unitMax = mymax(static_cast<unsigned int>(unitMax),static_cast<unsigned int>(_textureModeMapList.size()));
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unitMax = mymax(static_cast<unsigned int>(unitMax),static_cast<unsigned int>(_textureAttributeMapList.size()));
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for(unit=0;unit<unitMax;++unit)
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{
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if (setActiveTextureUnit(unit))
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{
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if (unit<ds_textureModeList.size()) applyModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
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else if (unit<_textureModeMapList.size()) applyModeMap(_textureModeMapList[unit]);
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if (unit<ds_textureAttributeList.size()) applyAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
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else if (unit<_textureAttributeMapList.size()) applyAttributeMap(_textureAttributeMapList[unit]);
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}
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}
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}
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else
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{
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// no incomming stateset, so simply apply state.
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apply();
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}
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}
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void State::apply()
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{
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if (_reportGLErrors) checkGLErrors("start of State::apply()");
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// go through all active OpenGL modes, enabling/disable where
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// appropriate.
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applyModeMap(_modeMap);
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// go through all active StateAttribute's, applying where appropriate.
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applyAttributeMap(_attributeMap);
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unsigned int unit;
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unsigned int unitMax = mymax(_textureModeMapList.size(),_textureAttributeMapList.size());
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for(unit=0;unit<unitMax;++unit)
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{
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if (setActiveTextureUnit(unit))
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{
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if (unit<_textureModeMapList.size()) applyModeMap(_textureModeMapList[unit]);
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if (unit<_textureAttributeMapList.size()) applyAttributeMap(_textureAttributeMapList[unit]);
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}
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}
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}
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void State::haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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{
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haveAppliedMode(_modeMap,mode,value);
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}
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void State::haveAppliedMode(StateAttribute::GLMode mode)
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{
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haveAppliedMode(_modeMap,mode);
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}
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void State::haveAppliedAttribute(const StateAttribute* attribute)
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{
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haveAppliedAttribute(_attributeMap,attribute);
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}
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void State::haveAppliedAttribute(StateAttribute::Type type)
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{
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haveAppliedAttribute(_attributeMap,type);
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}
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bool State::getLastAppliedMode(StateAttribute::GLMode mode) const
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{
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return getLastAppliedMode(_modeMap,mode);
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}
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const StateAttribute* State::getLastAppliedAttribute(StateAttribute::Type type) const
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{
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return getLastAppliedAttribute(_attributeMap,type);
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}
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void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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{
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haveAppliedMode(getOrCreateTextureModeMap(unit),mode,value);
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}
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void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode)
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{
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haveAppliedMode(getOrCreateTextureModeMap(unit),mode);
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}
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void State::haveAppliedTextureAttribute(unsigned int unit,const StateAttribute* attribute)
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{
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haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),attribute);
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}
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void State::haveAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type)
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{
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haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),type);
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}
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bool State::getLastAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode) const
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{
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if (unit>=_textureModeMapList.size()) return false;
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return getLastAppliedMode(_textureModeMapList[unit],mode);
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}
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const StateAttribute* State::getLastAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type) const
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{
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if (unit>=_textureAttributeMapList.size()) return false;
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return getLastAppliedAttribute(_textureAttributeMapList[unit],type);
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}
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void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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{
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ModeStack& ms = modeMap[mode];
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ms.last_applied_value = value & StateAttribute::ON;
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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}
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/** mode has been set externally, update state to reflect this setting.*/
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void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode)
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{
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ModeStack& ms = modeMap[mode];
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// don't know what last applied value is can't apply it.
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// assume that it has changed by toggle the value of last_applied_value.
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ms.last_applied_value = !ms.last_applied_value;
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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}
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/** attribute has been applied externally, update state to reflect this setting.*/
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void State::haveAppliedAttribute(AttributeMap& attributeMap,const StateAttribute* attribute)
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{
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if (attribute)
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{
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AttributeStack& as = attributeMap[attribute->getType()];
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as.last_applied_attribute = attribute;
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// will need to update this attribute on next apply so set it to changed.
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as.changed = true;
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}
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}
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void State::haveAppliedAttribute(AttributeMap& attributeMap,StateAttribute::Type type)
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{
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AttributeMap::iterator itr = attributeMap.find(type);
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if (itr!=attributeMap.end())
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{
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AttributeStack& as = itr->second;
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as.last_applied_attribute = 0L;
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// will need to update this attribute on next apply so set it to changed.
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as.changed = true;
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}
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}
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bool State::getLastAppliedMode(const ModeMap& modeMap,StateAttribute::GLMode mode) const
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{
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ModeMap::const_iterator itr = modeMap.find(mode);
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if (itr!=modeMap.end())
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{
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const ModeStack& ms = itr->second;
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return ms.last_applied_value;
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}
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else
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{
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return false;
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}
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}
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const StateAttribute* State::getLastAppliedAttribute(const AttributeMap& attributeMap,StateAttribute::Type type) const
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{
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AttributeMap::const_iterator itr = attributeMap.find(type);
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if (itr!=attributeMap.end())
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{
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const AttributeStack& as = itr->second;
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return as.last_applied_attribute;
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}
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else
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{
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return NULL;
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}
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}
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void State::dirtyAllModes()
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{
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for(ModeMap::iterator mitr=_modeMap.begin();
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mitr!=_modeMap.end();
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++mitr)
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{
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ModeStack& ms = mitr->second;
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ms.last_applied_value = !ms.last_applied_value;
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ms.changed = true;
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}
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for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin();
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tmmItr!=_textureModeMapList.end();
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++tmmItr)
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{
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for(ModeMap::iterator mitr=tmmItr->begin();
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mitr!=tmmItr->end();
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++mitr)
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{
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ModeStack& ms = mitr->second;
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ms.last_applied_value = !ms.last_applied_value;
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ms.changed = true;
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}
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}
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}
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void State::dirtyAllAttributes()
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{
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for(AttributeMap::iterator aitr=_attributeMap.begin();
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aitr!=_attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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as.last_applied_attribute = 0;
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as.changed = true;
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}
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for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin();
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tamItr!=_textureAttributeMapList.end();
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++tamItr)
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{
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AttributeMap& attributeMap = *tamItr;
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for(AttributeMap::iterator aitr=attributeMap.begin();
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aitr!=attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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as.last_applied_attribute = 0;
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as.changed = true;
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}
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}
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}
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Polytope State::getViewFrustum() const
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{
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Polytope cv;
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cv.setToUnitFrustum();
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cv.transformProvidingInverse((*_modelView)*(*_projection));
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return cv;
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}
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void State::disableAllVertexArrays()
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{
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disableVertexPointer();
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disableTexCoordPointersAboveAndIncluding(0);
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disableColorPointer();
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disableFogCoordPointer();
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disableIndexPointer();
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disableNormalPointer();
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disableSecondaryColorPointer();
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}
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void State::dirtyAllVertexArrays()
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{
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dirtyVertexPointer();
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dirtyTexCoordPointersAboveAndIncluding(0);
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dirtyColorPointer();
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dirtyFogCoordPointer();
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dirtyIndexPointer();
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dirtyNormalPointer();
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dirtySecondaryColorPointer();
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}
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void State::setInterleavedArrays( GLenum format, GLsizei stride, void* pointer)
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{
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glInterleavedArrays( format, stride, pointer);
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// the crude way, assume that all arrays have been effected so dirty them and
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// disable them...
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dirtyAllVertexArrays();
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disableAllVertexArrays();
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}
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typedef void (APIENTRY * ActiveTextureProc) (GLenum texture);
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bool State::setClientActiveTextureUnit( unsigned int unit )
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{
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if (unit!=_currentClientActiveTextureUnit)
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{
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static ActiveTextureProc s_glClientActiveTexture =
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(ActiveTextureProc) osg::getGLExtensionFuncPtr("glClientActiveTexture","glClientActiveTextureARB");
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if (s_glClientActiveTexture)
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{
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s_glClientActiveTexture(GL_TEXTURE0+unit);
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_currentClientActiveTextureUnit = unit;
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}
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else
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{
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return unit==0;
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}
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}
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return true;
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}
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/** set the current texture unit, return true if selected, false if selection failed such as when multitexturing is not supported.
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* note, only updates values that change.*/
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bool State::setActiveTextureUnit( unsigned int unit )
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{
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if (unit!=_currentActiveTextureUnit)
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{
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static ActiveTextureProc s_glActiveTexture =
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(ActiveTextureProc) osg::getGLExtensionFuncPtr("glActiveTexture","glActiveTextureARB");
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if (s_glActiveTexture)
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{
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s_glActiveTexture(GL_TEXTURE0+unit);
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_currentActiveTextureUnit = unit;
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}
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else
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{
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return unit==0;
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}
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}
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return true;
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}
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typedef void (APIENTRY * FogCoordPointerProc) (GLenum type, GLsizei stride, const GLvoid *pointer);
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void State::setFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *ptr)
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{
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static FogCoordPointerProc s_glFogCoordPointer =
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(FogCoordPointerProc) osg::getGLExtensionFuncPtr("glFogCoordPointer","glFogCoordPointerEXT");
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if (s_glFogCoordPointer)
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{
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if (!_fogArray._enabled || _fogArray._dirty)
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{
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_fogArray._enabled = true;
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glEnableClientState(GL_FOG_COORDINATE_ARRAY);
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}
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if (_fogArray._pointer!=ptr || _fogArray._dirty)
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{
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_fogArray._pointer=ptr;
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s_glFogCoordPointer( type, stride, ptr );
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}
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_fogArray._dirty = false;
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}
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}
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typedef void (APIENTRY * SecondaryColorPointerProc) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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void State::setSecondaryColorPointer( GLint size, GLenum type,
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GLsizei stride, const GLvoid *ptr )
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{
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static SecondaryColorPointerProc s_glSecondaryColorPointer =
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(SecondaryColorPointerProc) osg::getGLExtensionFuncPtr("glSecondaryColorPointer","glSecondaryColorPointerEXT");
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if (s_glSecondaryColorPointer)
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{
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if (!_secondaryColorArray._enabled || _secondaryColorArray._dirty)
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{
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_secondaryColorArray._enabled = true;
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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}
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if (_secondaryColorArray._pointer!=ptr || _secondaryColorArray._dirty)
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{
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_secondaryColorArray._pointer=ptr;
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s_glSecondaryColorPointer( size, type, stride, ptr );
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}
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_secondaryColorArray._dirty = false;
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}
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}
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bool State::computeSecondaryColorSupported() const
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{
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_isSecondColorSupportResolved = true;
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_isSecondColorSupported = osg::isGLExtensionSupported("GL_EXT_secondary_color");;
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return _isSecondColorSupported;
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}
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bool State::computeFogCoordSupported() const
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{
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_isFogCoordSupportResolved = true;
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_isFogCoordSupported = osg::isGLExtensionSupported("GL_EXT_fog_coord");
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return _isFogCoordSupported;
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}
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bool State::checkGLErrors(const char* str) const
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|
{
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|
GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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|
{
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|
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo);
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if (str) osg::notify(WARN)<<"' at "<<str<< std::endl;
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else osg::notify(WARN)<<"' in osg::State."<< std::endl;
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return true;
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}
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return false;
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}
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|
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bool State::checkGLErrors(StateAttribute::GLMode mode) const
|
|
{
|
|
GLenum errorNo = glGetError();
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|
if (errorNo!=GL_NO_ERROR)
|
|
{
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|
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"' after applying GLMode "<<mode<< std::endl;
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return true;
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|
}
|
|
return false;
|
|
}
|
|
|
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bool State::checkGLErrors(const StateAttribute* attribute) const
|
|
{
|
|
GLenum errorNo = glGetError();
|
|
if (errorNo!=GL_NO_ERROR)
|
|
{
|
|
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"' after applying attribute "<<attribute->className()<<" "<<attribute<< std::endl;
|
|
//attribute->apply(*this);
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return true;
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|
}
|
|
return false;
|
|
}
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