size of the image data is greater than the actual image size. This
causes the memcpy call to go out of the array bounds. I modified the
code so that it copies the data during the iteration, instead of
memcpy'ing. This fixes the problems i was having.
If you are curious, the writer was crashing when trying to write an
RGB image that was 2050 x 1280. You might be able to reproduce it by
allocating an empty image of that size and writing it to a file."
window. This breaks rendering in for example MFC SDI applications and in
MFC MDI applications if user resizes the window so that client area has
zero height. Current safeguard for minimized window:
LRESULT GraphicsWindowWin32::handleNativeWindowingEvent( HWND hwnd, UINT
uMsg, WPARAM wParam, LPARAM lParam )
...
/////////////////
case WM_MOVE :
case WM_SIZE :
/////////////////
...
if (clientRect.bottom==0 && clientRect.right==0)
...
does not cover this situation. In these situations clientRect.bottom = 0
and clientRect.right > 0.
Quick fix to this is relax condition:
if (clientRect.bottom==0 || clientRect.right==0)
Modified file is attached.
Tested with osgviewerMFC from 2.2.0 release (Windows XP sp2)
Before fix:
- execute from command line osgviewerMFC.exe cow.osg.
- the cow is rendered nicely.
- resize window to zero height by dragging from bottom border upwards.
- resize window back to original height
- just blue screen, no cow
After fix:
- execute from command line osgviewerMFC.exe cow.osg.
- the cow is rendered nicely.
- resize window to zero height by dragging from bottom border upwards.
- resize window back to original height
- the cow is where it is supposed to be.
"
- Get or set the target number of PagedLOD children to remove per frame.
- Get or set the minimum number of inactive PagedLOD to keep.
Corresponding environment variables have been added too.
The default values reproduce the previous DatabasePager behavior."
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."