Refactored the way that osg::Image/ImageSequence manages the update callback that needs to be attached to Textures to make it possible to use the Image::update() mechansim in other subclasses from osg::Image.
To enable the automatic attachment of the required update callback to call osg::Image::update(..) subclasses from osg::Image will need to implement the osg::Image::requestUpdateCall() and return true, and implement the osg::Image::update(NodeVisitor*) method to recieve the update call during the update traversal.
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@@ -13,7 +13,6 @@
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#include <osg/GLExtensions>
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#include <osg/Texture2DArray>
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#include <osg/State>
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#include <osg/ImageSequence>
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#include <osg/Notify>
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#include <string.h>
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@@ -113,36 +112,34 @@ void Texture2DArray::setImage(unsigned int layer, Image* image)
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if (_images[layer] == image) return;
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unsigned numImageSequencesBefore = 0;
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unsigned numImageRequireUpdateBefore = 0;
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for (unsigned int i=0; i<getNumImages(); ++i)
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{
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osg::ImageSequence* is = dynamic_cast<osg::ImageSequence*>(_images[i].get());
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if (is) ++numImageSequencesBefore;
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if (_images[i].valid() && _images[i]->requiresUpdateCall()) ++numImageRequireUpdateBefore;
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}
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// set image
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_images[layer] = image;
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_modifiedCount[layer].setAllElementsTo(0);
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// find out if we need to reset the update callback to handle the animation of ImageSequence
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unsigned numImageSequencesAfter = 0;
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// find out if we need to reset the update callback to handle the animation of image
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unsigned numImageRequireUpdateAfter = 0;
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for (unsigned int i=0; i<getNumImages(); ++i)
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{
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osg::ImageSequence* is = dynamic_cast<osg::ImageSequence*>(_images[i].get());
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if (is) ++numImageSequencesAfter;
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if (_images[i].valid() && _images[i]->requiresUpdateCall()) ++numImageRequireUpdateAfter;
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}
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if (numImageSequencesBefore>0)
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if (numImageRequireUpdateBefore>0)
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{
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if (numImageSequencesAfter==0)
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if (numImageRequireUpdateAfter==0)
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{
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setUpdateCallback(0);
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setDataVariance(osg::Object::STATIC);
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}
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}
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else if (numImageSequencesAfter>0)
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else if (numImageRequireUpdateAfter>0)
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{
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setUpdateCallback(new ImageSequence::UpdateCallback());
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setUpdateCallback(new Image::UpdateCallback());
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setDataVariance(osg::Object::DYNAMIC);
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}
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}
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