The fix is basically as follows:
if( GL3 )
Query indexed extension strings.
else
Query the old way.
The "else" branch is re-indented but otherwise shouldn't contain any changes."
From Robert Osfield, added #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) to new block to prevent it
being compiled under GLES where no glGetStringi exists.
The fix is basically as follows:
if( GL3 )
Query indexed extension strings.
else
Query the old way.
The "else" branch is re-indented but otherwise shouldn't contain any changes."
I create a compositeviewer with two views that share a context. One view is deleted. Texture::TextureObjectSet::discardAllTextureObjects is called, but this does not reset _tail. Now the texture object is again created and addToBack is called from Texture::TextureObjectSet::takeOrGenerate. In addToBack (line 612) _tail is now not 0 (although the list should be empty) and a loop is created from the texture object to itself. Then when the second view is deleted, Texture::TextureObjectSet::deleteAllTextureObjects loops forever. Setting _tail to 0 fixes it for me (see attached)."
which utilises a global recursive mutex that is dedicated to manage Observer and ObserverSet.
The new global mutex for observers avoids problems with deadlocks that were occurring previously when
an osg::Refenced object was being deleted at the same time as on osg::ObserverNodePath.
the extra capability of making it possible for Observers to assume ownership of a object that would otherwsie be deleted.
Added a thread safe ref_ptr<T> observer_ptr<T>::lock() method for robust access to an observed object. This
makes observer_ptr<> more equivilant to boosts weak_ptr.
Introduced the OSG_NOTIFY_DISABLE Cmake variable + include/osg/Config #define to control whether the OpenSceneGraph build
should disable the notification system completely. By setting OSG_NOTIFY_DISABLE to ON in CMake and then rebuilding the
the OSG you can get a slightly smaller (~1%) and more slightly efficient library which can be good for shipping applications,
but with downside of reduced ability to detect runtime problems and their causes.
almost all Linux distributions. Although it is 100% compatible with ld,
by default it gives an error if a library has unresolved symbols at link
time, that is, it has set -Wl,--no-undefined by default. Debian folks
have found that libosg.so and libosgDB.so use some functions belonging
to libdl.so {dlsym,dlopen,dlclose,dlerror} without linking to it.
My changes link those two libraries to libdl.so explicitly in the same
way it is already done for libm.so and librt.so."
From Robert Osfield, I didn't merge the change of parameter type of IntersectKdTree::intersect() as the internal maths is all done in Vec3s. Keeping Vec3 here hasn't effected the test results.
1) Add getShadowComparison() accessor function to osg::Texture class
2) Modify ReaderWriterTiff::writeTifStream() and _readColor() (in Image.cpp) to handle pixelFormat==GL_DEPTH_COMPONENT as if it were GL_LUMINANCE
3) Modify the Texture classes of the ive and osg plug-ins so that they save/load the following Texture members: _use_shadow_comparison, _shadow_compare_func and _shadow_texture_mode
"
glActiveTexture on every State::apply after more than one texunits have been
used.
This is against 2.9.6 (I think SVN head is the same)
Quick Synopsis:
New functions:
State::applyModeOnTexUnit
State::applyAttributeOnTexUnit
State::applyModeMapOnTexUnit
State::applyAttributeMapOnTexUnit
State::applyModeListOnTexUnit
State::applyAttributeListOnTexUnit
All copies of the normal versions, but they also set the active tex unit if
absolutely necessary (i.e. only if they call something OpenGL).
State::apply (*2)
State::applyTextureAttribute
Changed to call the above functions and no longer call setActiveTextureUnit
themselves.
State::setActiveTextureUnit
Made inline, so the benefit of having applyModeOnTexUnit (etc) inline
is retained.
"
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.
There is a small bug with your change and SubloadCallback, the texture object is destroy at each call of Texture2D::apply because the modified count is never updated when using SubloadCallback.
I have made a small fix to avoid that, see attachement."
From Robert Osfield, added an if (_image.valid()) before the getModified() that Fabien added to avoid problems when no _image is assigned but an subload callback is.
As Robert pointed out, i opted for modifying the resize code where the break is to minimize code changes, avoiding the duplicate resize of the viewport with the use of a vector and a search for duplicates. Not very elegant (avoiding an effect of a cause), another approach could be ripping out the method osg::Camera::setViewport(osg::Viewport*) which is more inline with Roberts rationale behind not to share viewports between cameras and left only its overloaded method setViewport(x,y,width,height). But this approach need some refactoring due to the intense use of the method. Notice also that the resize works well without this change if no sharing occurs, and the user of the method can opt for always call setViewport with a new instance.
"
Note from Robert Osfield, changed this submission to use an std::set<Viewport*> rather than an std::vector<> as it keeps the code a bit cleaner and more compact.
was able to follow the problem until following addition to Texture.cpp:
// GLES doesn't cope with internal formats of 1,2,3 and 4 so map them to
the appropriate equivilants.
if (_internalFormat==1) _internalFormat = GL_ALPHA;
if (_internalFormat==2) _internalFormat = GL_LUMINANCE_ALPHA;
if (_internalFormat==3) _internalFormat = GL_RGB;
if (_internalFormat==4) _internalFormat = GL_RGBA;
The problem is that internal format "1" corresponds to GL_LUMINANCE, not
GL_ALPHA. I double checked this from the Red Book. Fixed version is
attached to the email."
DisplaySettings now define COLOR and DEPTH as defaults for implicit buffers. Consequently Camera by default uses the same defaults through USE_DISPLAY_SETTINGS_MASK. However, particular Camera mask can be easily overriden through Camera::setImplicitBufferAttachmentMask method. I hope, that in this way we can have global control over implicit buffer defaults, and we can still retain fine grained control at Camera level.
I have also replaced original unsigned ints used to store masks to signed ints because complier resolves enums as signed integer (I got a number of warnings with unsigned int)."
settimeofday), OSG animations will freeze your application because
osg::Timer uses gettimeofday internally on non-Win32 platforms. This
is wrong and should be replace with times(2) or clock_gettime(2).
The attached patch fixes the issue in a binary-compatible way by using
clock_gettime when it's available, and falling back to gettimeofday
when it's not."