incorrectly checks for a valid OpenGL version. Instead of checking if
the current version is exactly 1.2, it will check if the version is
greater than 1.2."
COLLADA plugin. dae->load will not return DAE_OK the second time a model is loaded, so a
second check for DAE_ERR_COLLECTION_ALREADY_EXISTS has been added."
only DAE instance when it's first needed instead of in the constructor.
This fixes the problem with osgdb_dae.dll not being loaded due to
unwanted ordering of global initialization.
This fix and the previous fix of the COLLADA plugin might be unnecessary
with the latest COLLADA DOM, but since many of us will probably still
use the older version of the DOM, I guess it's better this way.
"
lighting and backface culling settings from the event handling code in StatesetManipulator
into public methods. The event handler now calls the public methods. This allows user code
to invoke this same functionality from non-keyboard event inputs without clashing with the
keyboard-invoked functionality."
From Robert Osfield, tweaks to the above to kepp the coding style the same as the rest of the OSG, also
made getPolygonMode() const, and updated the wrappers.
plugin. It was only reading floats & doubles correctly on little
endian systems, which require byte swapping, and not on big
endian systems which don't require any swapping."
handle scenes with multiple views with elements that need coordinating on a per view basis.
Added beginings of new osgText::FadeText class (not functionality yet).
ignores the Object records if it's safe to do so. The reader option
preserveObject prevents this optimization.
I have also removed the flat shading attribute set by the Object
record. This flag is only intended for the "Calculate Shading"
operation in Creator."
two passes over the copying of imagery and DEM's to the destination graphs, once for
the original position, and once for the wrap around 360 degrees on or before.
Also fixed the GeospationExtents constructor that was setting the _max to DBL_MIN rather
than -DBL_MAX. This bug causesd the y axis to be computed incorrectly.
"I've made some changes to osg which I think make it easier to control
the render order of CameraNode's. Instead of using the built-in orders
(PRE_RENDER, POST_RENDER, NESTED_RENDER), you can specify an integer
order. Values less than zero are pre rendered in order. Values greater
than zero are post rendered in order. And a value of 0 is equivalent
to NESTED_RENDER.
The changes should be fully backward compatible. Also, I changed the
RenderStageList type from a vector to a list because I needed to be
able to insert values anywhere in the list.
The reason I made these changes was because I wanted to be able to set
the render order of a CameraNode at runtime without having to reorder
it in the scenegraph."
and later in the final submission message (relating to what has been finally been merged) :
"I've rethought my implementation and came up with something a little
better. The setRenderOrder will continue to take an enum, but will
have an optional orderNum parameter which can be both positive and
negative. I think this method is more intuitive and flexible."