optimizations to reduce cpu overhead:
1) Avoid a load-hit-store in UpdateBone. b->getMatrixInBoneSpace()
returns the same matrix that was just stored with b->setMatrix()
2) Avoid calling element->isIdentity() for the whole transform stack
(can be expensive is element is a matrix)
3) Make the key frame interpolator use binary search instead of a
linear one. This is very noticeable in scenes where some geometry has
long repeating animations that start at the same time, you will see
the update time grow then reset and grow again."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14294 16af8721-9629-0410-8352-f15c8da7e697
Initially I described issue in message:
http://forum.openscenegraph.org/viewtopic.php?t=13820
It solves issue with compiling texture using ico from image with mipmaps
I added enviroment variable OSG_GL_TEXTURE_STORAGE_ENABLE to control usage of glTexStorage2d. Initially it is disabled.
It used only if image have mipmaps.
Another issue is converting from internalFormat + type to sized internal format. I created sizedInternalFormats[] struct where sized internal formats are ordered from worse->best.
also this struct have commented lines. Commented formats are listed in
http://www.opengl.org/wiki/GLAPI/glTexStorage2D
but looks like not using in osg."
Note from Robert Osfield. Changed the env var control to OSG_GL_TEXTURE_STORAGE and made it's value true by default when the feature is supported by the OpenGL driver. To disable to
use of glTexStorage2D use OSG_GL_TEXTURE_STORAGE="OFF" or "DISABLE"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14275 16af8721-9629-0410-8352-f15c8da7e697
If Drawable::getBoundingBox would compute an invalid bounding box (if it was for example empty) it would make a bounding sphere with a infinite radius which counts as a valid sphere in osg.
Attached is a small fix."
- Added apply(Drawable) and apply(Geometry) to NodeVisitor
- Added accept(NodeVisitor) method to Drawable/Geometry
- Added traverse(NodeVisitor) to Geode which calls accept(NodeVisitor) on all Drawables
- Updated CullVisitor to use new apply(Drawable) to handle drawables. The apply(Billboard) method still manually handles the drawables since it is depends on the billboard settings. I needed to disable the traverse within billboard to prevent duplicate traversal of drawables.
- Update other osgUtil node visitors (GLObjectsVisitor, IncrementalCompileOperation, ..) to use new apply(Drawable) method.
"
ran into two issues.
At first you get a bunch of warnings that osg::ComputeBoundCallback
and osg::UpdateCallback were unsupported wrapper classes when
converting fbx models with skeletal animation to osg(t/b).
The second issue was that when reading, the readers fail to read the
ComputeBoundCallback and UpdateCallback and set them to NULL which
messes up the RigGeometry.
Because a RigGeometry makes his own classes in the constructor it
might be preferable to not write them at all, because now those
classes are being made two times when reading a RigGeometry. But after
thinking about this that would place too much limits on them (you
won't be able to share or name them and save that information or make
a new inherited class from them and write that one) So I ended up
thinking the best way was to just write the files.
"
attributes in vec3b format. It looks like my compiler takes the wrong
overload and outputs integers instead of characters. The problem is
that vec3b is of type signed char and that is not the same as char (
see http://stackoverflow.com/questions/436513/char-signed-char-char-unsigned-char
) and visual studio 2013 will promote it to integer when choosing an
overload.
It looks like that the InputStream class already takes care of this
issue (if it didn't it would have read everything ok and I would have
not even stumbled upon this bug. :) )"