Added support for using a custom osg::Geometry that attempts to force the OpenGL driver

to download the texture object to graphics card.

Calling IncrementalCompileOperation::assignForceTextureDownloadGeometry() assigns a geometry
to the job.
This commit is contained in:
Robert Osfield
2010-10-13 15:03:02 +00:00
parent ffa75c9c84
commit b55f75111e
2 changed files with 68 additions and 12 deletions

View File

@@ -16,6 +16,8 @@
#include <osg/Notify>
#include <osg/Timer>
#include <osg/GLObjects>
#include <osg/Depth>
#include <osg/ColorMask>
#include <OpenThreads/ScopedLock>
@@ -50,6 +52,33 @@ IncrementalCompileOperation::~IncrementalCompileOperation()
{
}
void IncrementalCompileOperation::assignForceTextureDownloadGeometry()
{
osg::Geometry* geometry = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0f,0.0f,0.0f));
geometry->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array;
texcoords->push_back(osg::Vec2(0.0f,0.0f));
geometry->setTexCoordArray(0, texcoords);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS,0,1));
osg::StateSet* stateset = geometry->getOrCreateStateSet();
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
osg::Depth* depth = new osg::Depth;
depth->setWriteMask(false);
stateset->setAttribute(depth);
osg::ColorMask* colorMask = new osg::ColorMask(false,false,false,false);
stateset->setAttribute(colorMask);
_forceTextureDownloadGeometry = geometry;
}
void IncrementalCompileOperation::assignContexts(Contexts& contexts)
{
for(Contexts::iterator itr = contexts.begin();
@@ -365,7 +394,22 @@ void IncrementalCompileOperation::operator () (osg::GraphicsContext* context)
while(!cd._textures.empty() &&
osg::Timer::instance()->delta_s(startTick, osg::Timer::instance()->tick()) < compileTime)
{
cd._textures.back()->apply(*renderInfo.getState());
if (_forceTextureDownloadGeometry.get())
{
if (_forceTextureDownloadGeometry->getStateSet())
{
renderInfo.getState()->apply(_forceTextureDownloadGeometry->getStateSet());
}
renderInfo.getState()->applyTextureAttribute(0, cd._textures.back().get());
_forceTextureDownloadGeometry->draw(renderInfo);
}
else
{
cd._textures.back()->apply(*renderInfo.getState());
}
cd._textures.pop_back();
}