OpenSceneGraph/src/osgUtil/SceneView.cpp
introduced in svn
10915 (5 Jan 2010): "Added support for call root Camera CullCallbacks"
It causes a segfault in osgViewer based apps on our linux system (OSG_STEREO=ON OSG_STEREO_MODE=QUAD_BUFFER)
Problem does not show when OSG_STEREO=OFF.
< 976 else _cullVisitor->traverse(*_camera);
> 976 else cullVisitor->traverse(*_camera);
Looks like a typo, and removing the _ does fix the problem."
"I've attached a small fix to osgUtil::SceneView so that is uses a scissor test when clearing the stencil buffer for stencil based stereo."
and
"I've added another small change for stencil based stereo, so please use this newer version. This newer version simplifies the calls to glOrtho and glRecti when drawing the stipple pattern. This change also happens to fix an issue where the stencil stereo would not work with certain viewport settings. I'm not exactly sure why this was happening, it might be a graphics driver issue, but either way I think the changes should be fine."
terrain. The triangulator is quite tricky to use properly but works
quite well, constraint triangulation is not an easy task... I have
encounter some crash during the development that the following patch
fix.
The two fixes are :
- Fix in removeVerticesInside() : needs to take into account UByte and
UShort version of DrawElements to avoid a crash later
- Fix a crash in triangulate() : detect degenerate adjacency case to
exit early form the adjacent triangle traversal loop to avoid a crash
later"
Most notable the __hpux define stuff. The __hpux__ variant seems to be not
defined which resulted in a compile error at this time. Consequently I have
replaced all occurances of __hpux__ with __hpux. And huge surprise: now osg
plugins are found and loaded correctly ...
The next notable one is the MSVC_IDE fix which makes the nmake Makefiles cmake
generator target behave like the ide one. Showed up because I started to do
scripted builds with nmake instead of devenv...
The rest is the usual bunch of stuff that just happens during normal
coding ..."
Removed EXT postfix of FrameBufferObject functions, and added support for checking non EXT versions frame buffer object GL functions.
Introduced usage of OSG_GL*_FEATURES to avoid some #if #else #endif code blocks.
Using a submissions from Paul Martz as a guide added perliminary GL3 support to a range of OSG classes
Added support for automatic aliasing of vertex, normal, color etc. arrays to Vertex Attribute equivelants.
Added new osg::GLBeginEndAdapter class for runtime conversion from glBegin/glEnd codes to vertex arrray equivelants.
Added automatic shader source conversion from gl_ to osg_ builtins.
The Texture Pool can be enabled by setting the env var OSG_TEXTURE_POOL_SIZE=size_in_bytes.
Note, setting a size of 1 will result in the TexturePool allocating the minimum number of
textures it can without having to reuse TextureObjects from within the same frame.
Note from Robert Osfield, I've temporarily re-enabled the old focing of of color and depth attachment to avoid regressions on some OpenGL driver. We'll revist this once
we have a mechanism for controlling this override at runtime.
#define FORCE_COLOR_ATTACHMENT 1
#define FORCE_DEPTH_ATTACHMENT 1
even if they have had DataVariance DYNAMIC explicitly specified. Then
when an application attempts to dynamically update the geometry in the
frame loop the primitive sets and data arrays are no longer as
expected, leading to display and/or memory corruption.
Attached is a simple fix. "
Note from Robert Osfield, tweaked Colin's changes to that it use != DYNAMIC as the the test rather than == STATIC.
Therefore I have changed all the occurances of atof by asciiToFloat or
asciiToDouble.
I believe that it is safe to do so at least for all the plugins.
Included here are also asciiToFloat conversion of environment variables. One
might argue that these should be locale dependent. But IMO these should be
set and interpreted by osg independent of the current locale.
"
of these methods in src/osgViewer/Renderer.cpp to make sure that the draw thread keeps references to all in scene graph Cameras
that are being used by the drawing threads, to keep the Camera's alive even when the main thread removes these Cameras from the scene graph.
The problem is in SpatializeGroupsVisitor::divide(osg::Geode*, unsigned int) where the code creates a new Group and divides up the input Geode into one Geode per Drawable.
I fixed the problem by assigning the Geode's stateset to the new parent group.
To replicate the bug, see attached osg/dds files:
osgviewer b.osg -- model renders correctly
set OSG_OPTIMIZER="SPATIALIZE_GROUPS"
osgviewer b.osg -- textures are missing."