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FGFS-4.1
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OpenSceneGraph
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74a9ccb49d
OpenSceneGraph
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include
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osgUtil
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Robert Osfield
acbaf3962c
Cleaned up the inline methods
2010-08-09 16:14:25 +00:00
..
ConvertVec
CubeMapGenerator
CullVisitor
DelaunayTriangulator
Cleaned up the inline methods
2010-08-09 16:14:25 +00:00
DisplayRequirementsVisitor
DrawElementTypeSimplifier
EdgeCollector
Export
GLObjectsVisitor
HalfWayMapGenerator
HighlightMapGenerator
IncrementalCompileOperation
From Fabien Lavignotte, "In order to compile on Windows with Wrappers ON, some exports are still missing on osgPresentation::AnimationMaterialCallback and osgUtil::IncrementalCompileOperation::CompileSet."
2010-02-19 14:30:01 +00:00
IntersectionVisitor
IntersectVisitor
LineSegmentIntersector
MeshOptimizers
From Time Moore, "This submission implements 3 optimizations for meshes. INDEX_MESH turns DrawArrays style geometry into DrawElements, uniquifying the vertices in the process. This is useful for certain loaders, like ac3d, which just spit out DrawArrays. VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM optimize mesh triangle and vertex order for the caches on a modern GPU, using Tom Forsyth's algorithm. I describe this and the big difference it makes (38% improvement on a very large mesh) in my blog,
2010-03-11 18:15:20 +00:00
OperationArrayFunctor
Optimizer
From Time Moore, "This submission implements 3 optimizations for meshes. INDEX_MESH turns DrawArrays style geometry into DrawElements, uniquifying the vertices in the process. This is useful for certain loaders, like ac3d, which just spit out DrawArrays. VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM optimize mesh triangle and vertex order for the caches on a modern GPU, using Tom Forsyth's algorithm. I describe this and the big difference it makes (38% improvement on a very large mesh) in my blog,
2010-03-11 18:15:20 +00:00
PlaneIntersector
PolytopeIntersector
PositionalStateContainer
PrintVisitor
ReflectionMapGenerator
RenderBin
Clean up of initialization of statics/use of getenv
2010-03-11 16:46:01 +00:00
RenderLeaf
RenderStage
From Farshid Lashkari, "I noticed that osg::State::getInitialViewMatrix returns the monocular view matrix when rendering in stereo. I've made some changes to osgUtil::RenderStage & SceneView so that it will return the correct view matrix depending on which eye is currently being rendered." & "I made a small change to the previous patch so that osg::State::getInitialViewMatrix works correctly with pre/post render stages as well."
2010-04-19 14:49:42 +00:00
ReversePrimitiveFunctor
SceneGraphBuilder
Cleaned up the #define's for when GLU is not available
2009-10-08 09:27:54 +00:00
SceneView
Added support for passing on slave Camera's StateSet's to the rendering backend.
2010-01-21 10:24:48 +00:00
ShaderGen
Replaced use of unsigned int/enum mask combinations with int/enum mask combinations to avoid the need for casting enums to unsigned ints,
2010-03-05 12:55:08 +00:00
Simplifier
SmoothingVisitor
Beginning of crease angle support for SmoothingVisitor to all it duplicate vertices are creases
2010-07-30 19:39:38 +00:00
StateGraph
Statistics
From Tim Moore, "I noticed that the "Materials" statistic in the camera scene stats display seemed to be identical to the number of drawables. In fact, it displays the nummat member of osgUtil::Statistics, but that variable has nothing to do with materials. nummat tracks the number of matrices associated with Drawable objects in a RenderBin; as I understand it, Drawables pretty much always have a model-view matrix tied to them in RenderBins, so this statistic doesn't seem very useful. So, I added statistics for the number of StateGraph objects in RenderBins and also for the number of Drawables in the "fine grain ordering" of RenderBins. The latter corresponds to the number of Drawables in the scene that are sorted by some criteria other than graphics state; usually that is distance for semi-transparent objects, though it could be traversal order. These two statistics give an idea of the number of graphic state changes happening in a visible scene: each StateGraph implies a state change, and there could be a change for each sorted object too. You can also subtract the number of sorted Drawables from the total number of Drawables and get an idea of how many Drawables are being drawn for each StateGraph.
2010-04-20 10:59:44 +00:00
TangentSpaceGenerator
Tessellator
Cleaned up the #define's for when GLU is not available
2009-10-08 09:27:54 +00:00
TransformAttributeFunctor
TransformCallback
TriStripVisitor
UpdateVisitor
Version