OpenSceneGraph/include
2010-03-25 11:11:35 +00:00
..
OpenThreads Added automatic updating of the OpenThreads version number from the CMake version numbers 2010-03-10 09:37:04 +00:00
osg Fixed recursive call due to missing _ 2010-03-15 20:09:23 +00:00
osgAnimation
osgDB Refactored the way that the RequestQueue's are pruned and highest prioty items taken from them so the operation is 2010-03-24 14:27:00 +00:00
osgFX
osgGA 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
osgIntrospection Replaced nullptr with isNullPointer 2010-01-05 20:03:02 +00:00
osgManipulator
osgParticle From Wang Rui, "Changes: 2010-01-27 17:09:05 +00:00
osgPresentation 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
osgQt From Wang Rui, QWidgetImage class that enables QWidgets to be used as an interactive osg::Image that can be assigned to textures. 2010-03-10 13:24:53 +00:00
osgShadow From Wojcoech Lewandowski, "Attched are aimShadowCastingCamera() call changes, I have described in former post. Basically now MinimalShadowMap overrides first variant and keeps second. So both variants of aimShadowCastingCamera are clearly defined in MinimalShadowMap::ViewData scope. This way compilers have no problem and code looks less obscure. Changes made against the trunk." 2010-03-05 16:17:12 +00:00
osgSim 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
osgTerrain Introduced the use of linear interpolation of evelvations when sampling 2010-03-25 11:11:35 +00:00
osgText Added setting of the charcode during construction of osgText::Font::Glyph() 2010-01-14 15:15:42 +00:00
osgUtil 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
osgViewer Converted View across to use ObserverNodePath. 2010-02-20 17:36:55 +00:00
osgVolume
osgWidget From Trajce Nicklov, fixes to warnings 2010-02-22 09:50:37 +00:00