Refactored osgText so that it no longer uses GLBeginEndAdapter
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@@ -498,27 +498,35 @@ void Text3D::drawImplementation(osg::RenderInfo& renderInfo) const
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state.disableAllVertexArrays();
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state.Color(_color.r(),_color.g(),_color.b(),_color.a());
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if (_decorationVertices.valid() && !_decorationVertices->empty())
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if ((_drawMode&(~TEXT))!=0)
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{
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state.disableNormalPointer();
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osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
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if (_decorationVertices.valid() && !_decorationVertices->empty())
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{
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osg::State::ApplyModeProxy applyMode(state, GL_LIGHTING, false);
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osg::State::ApplyTextureModeProxy applyTextureMode(state, 0, GL_TEXTURE_2D, false);
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// bool lighting_value = state.getLastAppliedModeValue(GL_LIGHTING);
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// if (lighting_value) state.applyMode(GL_LIGHTING, false);
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state.setVertexPointer(_decorationVertices.get());
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state.setVertexPointer(_decorationVertices.get());
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unsigned int start_index = 0;
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if ((_drawMode & FILLEDBOUNDINGBOX)!=0 && _textBB.valid())
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{
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state.Color(_textBBColor.r(),_textBBColor.g(),_textBBColor.b(),_textBBColor.a());
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glDrawArrays(GL_QUADS, 0, 4);
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start_index += 4;
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}
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glDrawArrays(GL_LINES, 0, _decorationVertices->size());
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///if (lighting_value) state.applyMode(GL_LIGHTING, true);
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if (start_index<_decorationVertices->size())
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{
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state.Color(_color.r(),_color.g(),_color.b(),_color.a());
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glDrawArrays(GL_LINES, start_index, _decorationVertices->size());
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}
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}
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}
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if (_drawMode & TEXT)
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{
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state.Color(_color.r(),_color.g(),_color.b(),_color.a());
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
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renderInfo.getState()->applyMode(GL_NORMALIZE, true);
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@@ -727,96 +735,5 @@ void Text3D::releaseGLObjects(osg::State* state) const
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if (_font.valid()) _font->releaseGLObjects(state);
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}
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void Text3D::setupDecoration()
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{
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unsigned int numVerticesRequired = 0;
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if (_drawMode & BOUNDINGBOX) numVerticesRequired += 24;
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if (_drawMode & ALIGNMENT) numVerticesRequired += 4;
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if (numVerticesRequired==0)
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{
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_decorationVertices = 0;
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return;
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}
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if (!_decorationVertices)
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{
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_decorationVertices = new osg::Vec3Array;
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_decorationVertices->resize(numVerticesRequired);
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}
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_decorationVertices->clear();
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if ((_drawMode & BOUNDINGBOX)!=0 && _textBB.valid())
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{
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osg::Vec3 c000(_textBB.xMin(),_textBB.yMin(),_textBB.zMin());
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osg::Vec3 c100(_textBB.xMax(),_textBB.yMin(),_textBB.zMin());
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osg::Vec3 c110(_textBB.xMax(),_textBB.yMax(),_textBB.zMin());
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osg::Vec3 c010(_textBB.xMin(),_textBB.yMax(),_textBB.zMin());
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osg::Vec3 c001(_textBB.xMin(),_textBB.yMin(),_textBB.zMax());
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osg::Vec3 c101(_textBB.xMax(),_textBB.yMin(),_textBB.zMax());
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osg::Vec3 c111(_textBB.xMax(),_textBB.yMax(),_textBB.zMax());
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osg::Vec3 c011(_textBB.xMin(),_textBB.yMax(),_textBB.zMax());
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// edges from corner 000
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_decorationVertices->push_back(c000);
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_decorationVertices->push_back(c100);
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_decorationVertices->push_back(c000);
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_decorationVertices->push_back(c001);
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_decorationVertices->push_back(c000);
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_decorationVertices->push_back(c010);
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// edges from corner C101
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_decorationVertices->push_back(c101);
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_decorationVertices->push_back(c100);
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_decorationVertices->push_back(c101);
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_decorationVertices->push_back(c001);
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_decorationVertices->push_back(c101);
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_decorationVertices->push_back(c111);
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// edges from corner C110
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_decorationVertices->push_back(c110);
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_decorationVertices->push_back(c010);
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_decorationVertices->push_back(c110);
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_decorationVertices->push_back(c100);
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_decorationVertices->push_back(c110);
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_decorationVertices->push_back(c111);
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// edges from corner C011
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_decorationVertices->push_back(c011);
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_decorationVertices->push_back(c010);
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_decorationVertices->push_back(c011);
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_decorationVertices->push_back(c001);
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_decorationVertices->push_back(c011);
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_decorationVertices->push_back(c111);
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}
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if (_drawMode & ALIGNMENT)
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{
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float cursorsize = _characterHeight*0.5f;
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osg::Vec3 hl(osg::Vec3(_offset.x()-cursorsize,_offset.y(),_offset.z()));
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osg::Vec3 hr(osg::Vec3(_offset.x()+cursorsize,_offset.y(),_offset.z()));
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osg::Vec3 vt(osg::Vec3(_offset.x(),_offset.y()-cursorsize,_offset.z()));
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osg::Vec3 vb(osg::Vec3(_offset.x(),_offset.y()+cursorsize,_offset.z()));
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_decorationVertices->push_back(hl);
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_decorationVertices->push_back(hr);
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_decorationVertices->push_back(vt);
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_decorationVertices->push_back(vb);
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}
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}
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}
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