OpenSceneGraph/include/osgViewer
2010-09-21 10:28:50 +00:00
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api 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
CompositeViewer From Magnus Kessler, "Attached are a number of files where I have tried to fix up some of the 2010-09-15 12:00:12 +00:00
Export
GraphicsWindow 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
Renderer 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
Scene Added className() implementation to help wiht debugging. 2010-02-16 17:38:49 +00:00
Version
View Renamed osgGA::MatrixManipualtor to osgGA::CameraManipulator so its name better reflects it's function 2010-05-27 15:54:37 +00:00
Viewer Introduce new run frame rate management support to allow control of maximum frame rate and to support on demand rendering of frames 2009-04-24 16:20:50 +00:00
ViewerBase Renamed osgGA::MatrixManipualtor to osgGA::CameraManipulator so its name better reflects it's function 2010-05-27 15:54:37 +00:00
ViewerEventHandlers 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