The DatabasePager now passes the Terrain pointer into the ReaderWriter's via osgDB::Options object,
rather than pushing a NodePath containing the Terrain onto NodeVisitor. This
change means that the DatabasePager nolonger needs to observer the whole NodePath and
will be lighter and quicker for it.
The change also means that ReadFileCallback can now run custom NodeVisitor's on the scene graph without
having to worry about TerrainTile's constructing scene graphs prior to the Terrain being assigned.
Also changed is the NodeVisitor::DatabaseRequestHandler which now requires a NodePath to the node that you wish
to add to rather than just the pointer to the node you wish to add to. This is more robust when handling scenes
with multiple parental paths, whereas previously errors could have occurred due to the default of picking the first
available parental path. This change means that subclasses of DatabasePager will need to be updated to use this new
function entry point.
We should have:
UV for vertex 0, layer 1
UV for vertex 0, layer 2
UV for vertex 1, layer 1
UV for vertex 1, layer 2
...etc...
Instead, we have this:
UV for vertex 0, layer 1
UV for vertex 1, layer 1
...etc...
UV for vertex 0, layer 2
UV for vertex 1, layer 2
...etc..."
* the glsl plugin now supports processing #includes. The file extension sets the shader type.
* the registry releases gl objects of the shared state manager
"
requests to a removed archive file. ReaderWriterTXP::getArchiveName
will create an archive if it doesn't exist. This is causing a crash
if the terrain is removed and there are outstanding database requests
in the database pager. The request will create a new archive, and as
the archive is newly create doesn't have the materials etc to support
the subtile that was just loaded. To fix the problem getArchiveName
will only return existing archives. createArchiveName was added to
create archives.
"
setup the log level to INFO it does not work. It's because of this line:
OSG_INFO << " GetGeoTransform == "<<
dataset->GetGeoTransform(geoTransform)<<"
I have just put the function outside of an stream stuff, and it works.
It's possible we have other code like that in other plugins, I guess
it's a side effect of the MACRO stuff about notification."
- CMakeLists.txt
-- don't look for GL when compiling for iOS (device or simulator), look for OGLES instead
-- use architecture i386 for simulator
-- removed iphoneos-version-min for simulator
- examples/osgviewerIPhone/CMakeLists.txt
-- added build dependencies for osgdb_osg, osgdb_freetype, osgdb_imageio
-- added framework QuartzCore link dependency
- src/osgDB/CMakeLists.txt
-- don't link against Carbon on iOS (device or simulator)
- src/osgPlugins/freetype/CMakeLists.txt
-- don't link against OpenGL on iOS device or simulator
- src/osgViewer/CMakeLists.txt
-- link against OpenGLES on iOS (device or simulator)
- src/osgPlugins/imageio/CMakeLists.txt
-- compile ReaderWriterImageIO_IOS.cpp as Objective-C++
"
hpux. I have skipped irix this time as irix is too dead to keep osg building
there.
As usual, solaris does not like member templates in stl containers.
Some headers missing and link problems due to missing libraries."
attached you'll find the second part of the IOS-submission. It contains
* GraphicsWindowIOS, which supports external and "retina" displays,
multisample-buffers (for IOS > 4.0) and multi-touch-events
* an ios-specific implementation of the imageio-plugin
* an iphone-viewer example
* cMake support for creating a xcode-project
* an updated ReadMe-file describing the necessary steps to get a
working xcode-project-file from CMake
Please credit Thomas Hogarth and Stephan Huber for these changes.
This brings the ios-support in line with the git-fork on github. It
needs some more testing and some more love, the cmake-process is still a
little complicated.
You'll need a special version of the freetype lib compiled for IOS,
there's one bundled in the OpenFrameworks-distribution, which can be used."
Notes, from Robert Osfield, modified CMakeLists.txt files so that the IOS specific paths are within IF(APPLE) blocks.
recently we noticed a little mistake for 3DS files using instances of the same meshs: Every groupnode gets the same name instead of the (correct) instance name of the object. The fix only consists of two additional lines which check whether an instance_name is given for the object and then uses this one instead of the node name."
serialization libraries. My submission mainly includes:
1. Add two new macros USE_DOTOSGWRAPPER_LIBRARY and
USE_SERIALIZER_WRAPPER_LIBRARY. Applications using static OSG must
include corresponding static-link libraries and use these two macros
to predefine native format wrappers. Please see osgstaticviewer and
present3D in the attachment for details.
2. Add a LibraryWrapper.cpp file in each
osgWrappers/deprecated-dotosg/... and osgWrappers/serializers/...
subfolder, which calls all USE_...WRAPPERS macros inside. The
LibraryWrapper file is automatically generated by the
wrapper_includer.cpp (with some slight fixes), which is also attached
for your reference. The deprecated-dotosg/osgAnimation is not included
because it doesn't us REGISTER_DOTOSGWRAPPER to define its wrappers.
3. Modify the ReaderWriterOSG.cpp to prevent calling loadWrappers()
when static build.
4. An uncorrelated fix to Serializer and ObjectWrapper.cpp, which
ensures version variables of serialziers are initialized, and
serializers out-of-version are not written to model files.
"
templated constructor of std::pair not being able to automatically
convert 0 to a pointer. Rather than use preprocessor checks and
#defines, I think a cleaner solution is to cast the std::pair arguments
to the appropriate types to help the compiler out. I attached an updated
version of the file implementing this."
As it works (for our needs at least) I've done and attached a tar.gz file for the VRML2 plugin with a new part to write a VRML2 file from an osg one.
The read part is the same as in osg 2.9.9.
The write part code is in convertToVRML.cpp and .h files. It works for some osg nodes (group, geode, matrixTransform, positionAttitudeTransform and geometry). Textures are converted to jpeg (if not translucent) or png (if translucent).
There are some options that could be given to the writer (with -O switch) :
convertTextures=0 to copy textures without converting them to jpeg or png
convertTextures=-1 do not copy textures, keep them in their original format and location
convertTextures=-2 do not use textures, parse only geometry
convertTextures=-3 (default) convert textures to jpeg or png ones.
textureUnit=X in case of multiple textures, X= texture unit to use (default value=0)
directoryTexture=aPath when texture will be copied, it will be in this directory, not in the current one."