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ConvertVec
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From David Callu, various classes in support of VirtualPlanetBuilder
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2007-12-21 13:07:54 +00:00 |
CubeMapGenerator
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CullVisitor
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Added support for RenderBin::SortMode::TRAVERSAL_ORDER to enable rendering of scene graph drawables in the order that they were traversed in.
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2009-05-27 09:54:17 +00:00 |
DelaunayTriangulator
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DisplayRequirementsVisitor
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Introduce NodeVisitor::className and libraryName()
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2008-12-17 12:13:15 +00:00 |
DrawElementTypeSimplifier
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Fixes for doxgen warnings
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2009-02-11 10:41:55 +00:00 |
EdgeCollector
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From Jean-Sebastien Guay, Warning fixes
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2008-01-08 17:18:11 +00:00 |
Export
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GLObjectsVisitor
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Moved IncrementalCompileOperation out of include-src/osgUtil/GLObjectVisitor into their own files.
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2009-03-12 15:21:04 +00:00 |
HalfWayMapGenerator
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HighlightMapGenerator
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IncrementalCompileOperation
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From Fabien Lavignotte, "In order to compile on Windows with Wrappers ON, some exports are still missing on osgPresentation::AnimationMaterialCallback and osgUtil::IncrementalCompileOperation::CompileSet."
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2010-02-19 14:30:01 +00:00 |
IntersectionVisitor
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Introduce NodeVisitor::className and libraryName()
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2008-12-17 12:13:15 +00:00 |
IntersectVisitor
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Added suggestion of IntersectionVisitor instead.
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2009-04-24 17:51:23 +00:00 |
LineSegmentIntersector
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From Terry Welsh, fixed typo of getEnd()
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2008-05-07 13:49:32 +00:00 |
MeshOptimizers
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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,
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2010-03-11 18:15:20 +00:00 |
OperationArrayFunctor
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From David Callu, further work in support of shapefile support in VirtualPlanetBuilder
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2007-12-26 21:39:29 +00:00 |
Optimizer
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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,
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2010-03-11 18:15:20 +00:00 |
PlaneIntersector
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From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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2007-12-10 17:30:18 +00:00 |
PolytopeIntersector
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From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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2007-12-10 17:30:18 +00:00 |
PositionalStateContainer
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PrintVisitor
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Cleaned up interface
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2009-03-23 15:38:30 +00:00 |
ReflectionMapGenerator
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RenderBin
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Clean up of initialization of statics/use of getenv
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2010-03-11 16:46:01 +00:00 |
RenderLeaf
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Added support for RenderBin::SortMode::TRAVERSAL_ORDER to enable rendering of scene graph drawables in the order that they were traversed in.
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2009-05-27 09:54:17 +00:00 |
RenderStage
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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."
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2010-04-19 14:49:42 +00:00 |
ReversePrimitiveFunctor
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From Jean-Sebastien Guay, added OSGUTIL_EXPORT for Windows build
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2008-01-10 11:08:11 +00:00 |
SceneGraphBuilder
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Cleaned up the #define's for when GLU is not available
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2009-10-08 09:27:54 +00:00 |
SceneView
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Added support for passing on slave Camera's StateSet's to the rendering backend.
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2010-01-21 10:24:48 +00:00 |
ShaderGen
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Replaced use of unsigned int/enum mask combinations with int/enum mask combinations to avoid the need for casting enums to unsigned ints,
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2010-03-05 12:55:08 +00:00 |
Simplifier
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Introduce NodeVisitor::className and libraryName()
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2008-12-17 12:13:15 +00:00 |
SmoothingVisitor
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StateGraph
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From David Callu, warning fixes
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2007-09-07 15:03:56 +00:00 |
Statistics
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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.
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2010-04-20 10:59:44 +00:00 |
TangentSpaceGenerator
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Tessellator
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Cleaned up the #define's for when GLU is not available
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2009-10-08 09:27:54 +00:00 |
TransformAttributeFunctor
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TransformCallback
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TriStripVisitor
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Removed the reducent non const get methods
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2008-07-21 22:38:11 +00:00 |
UpdateVisitor
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Introduce NodeVisitor::className and libraryName()
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2008-12-17 12:13:15 +00:00 |
Version
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From David Callu, improved consistency of Version strings and add version support
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2007-09-05 17:12:24 +00:00 |