From Ulrich Hertlein, "attached are some minor tweaks:
- fixed typos in osgViewer/ViewerBase - const-ness in include/osg/View findSlaveIndexForCamera - supported options for STL reader, fixed return values to reflect proper errors - supported options for DirectX reader, fixed return values - normals pseudo-loader: scaling normals to a const (but variable) fraction of the bounding sphere radius "
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@@ -115,7 +115,7 @@ class OSG_EXPORT View : public virtual osg::Object
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bool addSlave(osg::Camera* camera, bool useMastersSceneData=true) { return addSlave(camera, osg::Matrix::identity(), osg::Matrix::identity(), useMastersSceneData); }
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bool addSlave(osg::Camera* camera, const osg::Matrix& projectionOffset, const osg::Matrix& viewOffse, bool useMastersSceneData=true);
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bool addSlave(osg::Camera* camera, const osg::Matrix& projectionOffset, const osg::Matrix& viewOffset, bool useMastersSceneData=true);
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bool removeSlave(unsigned int pos);
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@@ -124,7 +124,7 @@ class OSG_EXPORT View : public virtual osg::Object
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Slave& getSlave(unsigned int pos) { return _slaves[pos]; }
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const Slave& getSlave(unsigned int pos) const { return _slaves[pos]; }
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unsigned int findSlaveIndexForCamera(osg::Camera* camera);
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unsigned int findSlaveIndexForCamera(osg::Camera* camera) const;
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Slave * findSlaveForCamera(osg::Camera* camera);
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@@ -98,7 +98,7 @@ class OSGVIEWER_EXPORT ViewerBase : public virtual osg::Object
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};
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/** Set the position of the end barrier.
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* AfterSwapBuffers will may result is slightly higher framerates, by may
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* AfterSwapBuffers may result in slightly higher framerates, but may
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* lead to inconsistent swapping between different windows.
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* BeforeSwapBuffers may lead to slightly lower framerate, but improve consistency in timing of swap buffers,
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* especially important if you are likely to consistently break frame.*/
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