- missing copy attribute _referenceFrame in ClipNode in copy constructor
- checked iterators against the end in osgText
- close codec context in ffmpeg plugin to avoid memory leak
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seems that the number of current active texture is wrong. It's because
of the line in Texture::TextureObjectSet::flushDeletedTextureObjects
_parent->getNumberActiveTextureObjects() += numDeleted;"
no PixelBufferObject 00000000, 00000000 pbo=00000000
It's kind of annoying since there is nothing actually wrong. The message is generated from TextureRectangle::applyTexImage_subload when it fails to create a pbo, even if the Image object is not even requesting to use a pbo. This message is not generated by all the other code in TextureRectangle.cpp & Texture.cpp that also attempts to create pbo's. I've modified TextureRectangle.cpp to remove this message, so it is at least consistent with the other code."
creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
In State::initializeExtensionProcs() the _glMaxTextureUnits is calculated based on osg::getGLVersionNumber().
At least for ES 2.0 this function will return 0.f since the version string will look like "OpenGL ES 2.0 ...".
My proposal doesn't touch getGLVersionNumber(), since desktop OpenGL 2.0 isn't OpenGL ES 2.0.
So i changed the conditions in State::initializeExtensionProcs() for getting the number via glGetIntegerv()."
osg::Camera* c = createCamera();
c->attach( osg::Camera::COLOR_BUFFER0, texture3d, 0,
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER );
it works also for cubemap textures and 2d texture arrays
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bool observer_ptr<>::lock(ref_ptr<T>&) to avoid the temporary ref_ptr<>'s
being created and destroyed on the stack along with the associated ref/unref() operations
Changes:
- new mouse wheel zoom/movement/center functionality
- ability to fix vertical axis (important for CAD)
- possibility to specify values as absolute values or relative to model size
- kind of backward compatibility by flags passed to constructor
- and much more
- restructuring classes to use kind of hierarchy and standard way of event processing (handle methods). This way, there is much more code reusability and it is more easy to develop new kinds of manipulators.
Briefly, the new architecture keeps MatrixManipulator as base abstract class. StandardManipulator is the feature-rich standard manipulator with two main descendant classes: OrbitManipulator and FirstPersonManipulator. OrbitManipulator is base class for all trackball style manipulators, based on center, rotation and distance from center. FirstPersonManipulator is base for walk or fly style manipulators, using position and rotation for camera manipulation.
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Changes by Robert: Replaced osg::Vec3 by osg::Vec3d, introduced DEFAULT_SETTINGS enum and usage. Added frame time member variables in prep for improving throw animation when vysync is off.
osg::TransferFunction1D* tf(new osg::TransferFunction1D());
tf->allocate(18);
tf->setColor(-10000,osg::Vec4( 1.0, 1.0, 1.0,1.0));
tf->setColor(-1e-6,osg::Vec4( 1.0, 1.0, 1.0,1.0));
tf->setColor( 0,osg::Vec4( 0.0, 0.0, 1.0,1.0));
Remark: The value -1e-6 may be added (falsely) because of a rounding error.
The attached fix prevents assigning NaN values to the image.
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Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).
Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."
and from follow email:
"Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
- compile errors on windows when compiled with UNICODE flag
- warnings for duplicate WIN32_LEAN_AND_MEAN. I think this should
better fixed by adding WIN32_LEAN_AND_MEAN to vcproj preprocessor
list."
Many IDEs will capture the output of processes and highlight stderr messages in red. After upgrading from OSG 1.2, I was noticing that none of the error messages were being highlighted, which I find quite useful."