From Wang Rui, "Changes:

1. Rewrite the reading/writing exception handlers to work like the ive
plugin exceptions.
2. Write a header writing/checking function in ReaderWriterOSG2.cpp,
which may help decide if the stream is ascii or binary. The
readInputIterator() function will return null pointer if the input
file is nither osgb nor osgt format, which indicates that the old .osg
format could be used here, in case we've merged the two plugins
together.
3. Add a new ForceReadingImage option in the InputStream, which will
allocate an empty image object with the filename if specifed external
image file is missed. It may be useful for format converting in some
cases.
4. Add new osgParticle wrappers, as well as some modification to the
osgParticle headers, for instance, change isEnabled() to getEnabled().
5. Some fixes to the osg serialization wrappers."
This commit is contained in:
Robert Osfield
2010-01-27 17:09:05 +00:00
parent 00c17c6cff
commit 0a9263d50e
19 changed files with 434 additions and 306 deletions

View File

@@ -58,6 +58,7 @@ namespace osgParticle
inline void setReferenceFrame(ReferenceFrame rf);
/// Get whether this processor is enabled or not.
bool getEnabled() const { return _enabled; }
inline bool isEnabled() const;
/// Set whether this processor is enabled or not.
@@ -76,6 +77,7 @@ namespace osgParticle
inline void setEndless(bool type);
/// Check whether this processor is endless.
bool getEndless() const { return _endless; }
inline bool isEndless() const;
/// Set the lifetime of this processor.

View File

@@ -123,6 +123,7 @@ namespace osgParticle
inline void setDoublePassRendering(bool v);
/// Return true if the particle system is frozen.
bool getFrozen() const { return _frozen; }
inline bool isFrozen() const;
/** Set or reset the <I>frozen</I> state.

View File

@@ -47,7 +47,7 @@ namespace osgParticle
void snow(float intensity);
void setMaximumParticleDensity(float density) { if (_maximumParticleDensity==density) return; _maximumParticleDensity = density; _dirty = true;}
float setMaximumParticleDensity() const { return _maximumParticleDensity; }
float getMaximumParticleDensity() const { return _maximumParticleDensity; }
void setWind(const osg::Vec3& wind) { _wind = wind; }
const osg::Vec3& getWind() const { return _wind; }