Added several new methods to osg::Image to help keep track of memory and added
osg::Image::readPixels to encapsulate glReadPixels. Reordering of includes in include/osg/Fog and include/osg/Light to remove silly warnings under Visual Studio.
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@@ -339,11 +339,11 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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static bool s_S3TC_Compression = isGLExtensionSupported("GL_EXT_texture_compression_s3tc");
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// select the internalFormat required for the texture.
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int internalFormat = image->internalFormat();
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int internalFormat = image->internalTextureFormat();
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switch(_internalFormatMode)
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{
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case(USE_IMAGE_DATA_FORMAT):
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internalFormat = image->internalFormat();
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internalFormat = image->internalTextureFormat();
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break;
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case(USE_ARB_COMPRESSION):
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@@ -363,7 +363,7 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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case(GL_INTENSITY): internalFormat = GL_COMPRESSED_INTENSITY_ARB; break;
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}
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}
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else internalFormat = image->internalFormat();
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else internalFormat = image->internalTextureFormat();
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break;
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case(USE_S3TC_DXT1_COMPRESSION):
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@@ -375,10 +375,10 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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case(4): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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default: internalFormat = image->internalFormat(); break;
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default: internalFormat = image->internalTextureFormat(); break;
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}
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}
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else internalFormat = image->internalFormat();
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else internalFormat = image->internalTextureFormat();
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break;
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case(USE_S3TC_DXT3_COMPRESSION):
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@@ -390,10 +390,10 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(4):
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
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default: internalFormat = _image->internalFormat(); break;
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default: internalFormat = _image->internalTextureFormat(); break;
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}
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}
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else internalFormat = image->internalFormat();
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else internalFormat = image->internalTextureFormat();
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break;
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case(USE_S3TC_DXT5_COMPRESSION):
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@@ -405,10 +405,10 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(4):
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
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default: internalFormat = image->internalFormat(); break;
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default: internalFormat = image->internalTextureFormat(); break;
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}
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}
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else internalFormat = image->internalFormat();
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else internalFormat = image->internalTextureFormat();
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break;
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case(USE_USER_DEFINED_FORMAT):
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