The changes are more or less just beautifications
(when looked at them from the C++ view), but make
wrapping OSG with SWIG easier.
I have tested the changes with both 2.8.1-rc4 and the
current head and would appreciate to incorporate the
changes in both branches.
Here is a description of the changes:
osg/BoundingSphere:
Use the following typedef (like used in BoundingBox)
typedef typename VT::value_type value_type;
instead of
typedef typename vec_type::value_type value_type;
SWIG reports errors on the latter construct.
Also makes it consistent with BoundingBox.
osg/Vec4ub:
Consistent use of "value_type" throughout the file.
osg/Vec?b:
Consistent use of "value_type" throughout the files.
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple "char", SWIG assumes a string.
Using "signed char" instead of "char" does not change
the behaviour of the class."
The fix is to remove the call to bs.expandBy(v) and compute the radius directly. I believe this call was intended to be bs.expandRadiusBy(v), but it is superfluous when the radius is computed directly.
"
Merged from svn/trunk using:
svn merge -r 10229:10230 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgTerrain
_beginthreadex() fails but OpenThreads still waits on the startup
Block before returning to the caller of OpenThreads::Thread::start().
This causes a deadlock. The return value of _beginthreadex() is
actually checked, but after the call to OpenThreads::Block::block() so
it is basically useless.
Attached is a fix to move the check for the return value of
_beginthreadex() before the call to block(), so that start() can
return to the caller with a non-zero error code. This solves the
problem for me."
Merged from svn trunk using:
svn merge -r 10190:10191 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads/win32
the conditional directives for setting the prepend-string in
createLibraryNameForExtension were not in effect, because of the mixture
of different #ifdef styles.
I removed the conditional part for __APPLE__ completely to be more
standard-conform with other platforms (plugins should be located in
osgPlugins-X.X.X/). Because of the wrong syntax of the conditional
compile the old code was not used anyway -- so no functional change.
"
Merged from svn/trunk using:
svn merge -r 10149:10150 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgDB
This fix reverses the vertex order and sets up proper OpenGL facing. I didn't notice this problem until I started using the plug-in in my own code (osgviewer seems to not enable backface culling)."
merged from svn/trunk using:
svn merge -r 10092:10093 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgPlugins/mdl/
The problem is in SpatializeGroupsVisitor::divide(osg::Geode*, unsigned int) where the code creates a new Group and divides up the input Geode into one Geode per Drawable.
I fixed the problem by assigning the Geode's stateset to the new parent group.
To replicate the bug, see attached osg/dds files:
osgviewer b.osg -- model renders correctly
set OSG_OPTIMIZER="SPATIALIZE_GROUPS"
osgviewer b.osg -- textures are missing."
Merged from svn/trunk using:
svn merge -r 9986:9987 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgUtil/Optimizer.cpp
ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H})
which gives them .so extensions. Since ".so" != ".dylib" osgDB::listAllAvailablePlugins finds no plug-ins. I believe the correct solution is to use CMAKE_SHARED_MODULE_SUFFIX instead. This builds and runs correctly on OS X but I have not tested on other platforms.
Attached is an updated src/osgDB/CMakeLists.txt based on rev 9915. The change is at line 108. To validate: build and then run bin/osgconv --formats. You should get many screenfuls of plug-in features, extensions and options."
Merged from svn/trunk using:
svn merge -r 9921:9922 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/osgDB/CMakeLists.txt
When 2 geometries are merged, the primitive sets of the second geometry
are copied to the first geometry.
The primitive sets were copied with a std::insert into the first geometry
primitive set vector. It doesn't work when the geometry is using VBOs (because
the element buffer object of the primitive set is not updated).
The correction replaces
lhs.getPrimitiveSetList().insert( lhs.getPrimitiveSetList().end(),
rhs.getPrimitiveSetList().begin(),
rhs.getPrimitiveSetList().end() );
by
for( primItr=rhs.getPrimitiveSetList().begin();
primItr!=rhs.getPrimitiveSetList().end();
++primItr )
{
lhs.addPrimitiveSet(primItr->get());
}
"
I eventually found out that it was now disabled (the mailing list
archive tells me it is because of multithreaded write issues with
vpn). I then decided to use osgarchive to make it myself from the
generated output. However if one of the insert parameters is a
directory, it won't be able to find them. The attached versions
corrects this"
It basically removes the static init() and exit() functions,and move them inside the observer class (the one that cleans everything up when the last media is unloaded).
It also add an extra check to clean up on exit if the QuickTime? env is initialized, but no media is succesfully loaded / written (it might happens with streaming resources).
I tested it under WinXP with zero, one and multiple videos. "
Merged from svn/trunk using:
svn merge -r 9768:9769 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
-I changed the SET of COLLADA_BOOST_INCLUDE_DIR to use findpath, so users may override this setting if they choose not to build against to precompiled boost libraries delivered with the Collada DOM.
-Changed daeRMaterials.cpp to prevent a compiler warning about a potentially uninitialized variable."
TimeLine : remove virtual inheritance that is not needed
RigGeometry : put some methods/members in private section (everything was public), use META_Object macro
osganimationskinning.cpp : remove two lines that are not needed"
Merged from svn/trunk:
svn merge -r 9736:9737 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
in bool GraphicsWindowWin32::setWindow( HWND handle )
there is the following if/else statement
if (_traits.valid() && _traits->setInheritedWindowPixelFormat)
....
else
setPixelFormat()
_hglrc = ::wglCreateContext(...) [1]
setPixelFormat() calls wglCreateContext() and saves the result into _hglrc which is overwritten by a second call to wglCreateContext() call at [1]
The same behavior occurs in bool Win32WindowingSystem::getSampleOpenGLContext( OpenGLContext& context, HDC windowHDC, int windowOriginX, int windowOriginY ).
The solution for this issue is to move the wglCreateContext() out of setPixelFormat() and to place it into the caller which is done to the appended file
"
to have an optional compile path for either using a OpenThreads::ReadWriteMutex or an
OpenThreads::Mutex as it's base implementation, with the Mutex now being used by default.
LD_LIBRARY_PATH so the XUL libs would be found) I noticed that although
the gecko plugin was found it could not be loaded. But this did not
trigger any visible warning/error message (at least not without INFO
notify level). Would you mind if we change the notify level for a
dlerror() to WARNING? This will also make it more explicit for the case
when a plugin isn't actually found, which seems to come up a lot for
novice users (e.g. no freetype on win32, so no freetype plugin, etc).
Also, the current error message is misleading ("Warning: Could not FIND
plugin to ...") because the it's not always a case of not finding the
plugin. I slightly enhanced the situation of not finding a plugin versus
finding it but not being able to load it.
Here's also a few fixes to some of the examples:
- osgfont: make usage help line more in line with the actual behaviour
- osgcompositeviewer: complain when no model file was provided
- osgmovie: don't include quicktime-dependent feature on Linux
- osgocclussionquery: comment addition (as I was surprised that lines
were being drawn in a function called createRandomTriangles())"
used but never restored to the decimal notation. That made OSG print messages
like the following after some notifications:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
[...]
Scaling image 'brick_side.JPG' from (1b4,24f) to (200,200) <--- Values in hex
because of previous error.
[...]"
osgAnimation.
- Animation : removed the _name attribute that is never used.
- BasicAnimationManager : fix a crash on Windows with the example
osganimationviewer. The _lastUpdate attribute was not initialized when
using copy constructor.
- CMakeLists.txt : add RigGeometry to the headers list"
the workaround we discussed for adding/removing views in a composite
viewer at runtime. A dummy view is added to the viewer to always keep
it live.
Also, I added a #define to the Qt event relay methods to not override
them on a Windows system. This fixes the bug where duplicate events
are being sent and making it impossible to throw the trackball."
The vtf plugin wasn't working in Windows due to OS differences in the byte-packing of the header structure (on Windows, the big block read was causing a buffer overrun). I fixed this by reading the structure from the file field by field. It's now happy on both Linux and Windows."
talking about in the LIB_POSTFIX thread. It is a bit verbose perhaps
and the message I emit during the make install step flashes by and
gets burried under all "installing..." and/or "up-to-date..."
messages. I have posted on the cmake mail list on ways to do this
better.
The submission adds:
* message to user during configuration that s/he's eventually going o
install to ${CMAKE_INSTALL_PREFIX}lib${LIB_POSTFIX}
* if system has /etc/ld.so.conf.d and it is a dir generates
packaging/ld.so.conf.d/openscenegraph.conf and creates a custom target
for installing it (target must be run explicitly of course). User is
notified of this during configuration (may not be necessary)
* emit a message during installation that libraries are put in
<same-as-above>. This message unfortunately gets emitted to soon for
the user to see it
* I added "COMPONENT libopenscenegraph-dev" to the pkgconfig.pc's
install command
* Moved the section with OSG_CONFIG_HAS_BEEN_RUN_BEFORE as close to
the end of CMakeLists.txt as I dared. This is the intent of this
construct I think."
- The text and dark background rectangles are now correctly placed, and
slightly resized here and there.
- All counters (vertices, etc) now use a fixed formatting with 0 digits
precision, to prevent the text from being shown in scientific notation
when the number get large (e.g. 6.34344e+6). I tested with a scene
containing roughly 4 million vertices, to make sure its stats would
display correctly.
I also made slight changes to osgcompositeviewer (attached) to aid in
testing the stats display, specifically displaying of camera and view
names."
circumstances under which this bug occur are rather specific, but the
basic problem occurs when one translation unit other than libosg.so
constructs an object that is a subclass of osg::Shape and another
translation unit other than libosg.so tries to perform a dynamic_cast or
other RTTI-based operation on that object. Under these circumstances,
the RTTI operation will fail. In my case, the translation units involved
were an application and osgdb_ive.so. The application constructed a
scene graph that included instantiations of subclasses of osg::Shape.
Depending on how the user ran the application, it would write the scene
graph to an IVE file using osgDB::writeNodeFile(). The dynamic_cast
operations in DataOutputStream::writeShape() would fail on the first
subclass of osg::Shape that was encountered. This is because there were
two different RTTI data objects for all osg::Shape subclasses being
compared: one in the application and one in osgdb_ive.so.
The fix for this is simple. We must ensure that at least one member
function of each of the subclasses of the polymorphic type osg::Shape is
compiled into libosg.so so that there is exactly one RTTI object for
that type in libosg.so. Then, all code linking against libosg.so will
use that single RTTI object. The following message from a list archive
sort of explains the issue and the solution:
http://aspn.activestate.com/ASPN/Mail/Message/1688156
While the posting has to do with Boost.Python, the problem applies to
C++ libraries in general."
openscenegraph.pc and openthreads.pc files with OSG's installation values.
Then I install those files into the expected path for pkg-config (this can
also be modified through PKG_CONFIG_PATH environment variable). Therefore
those of us who are using pkg-config for linking can easily select which
version of OSG we want to use."
openscenegraph.pc and openthreads.pc files with OSG's installation values.
Then I install those files into the expected path for pkg-config (this can
also be modified through PKG_CONFIG_PATH environment variable). Therefore
those of us who are using pkg-config for linking can easily select which
version of OSG we want to use."
The fix was to convert the osg::State to use C pointers for the set of applied PerContexProgram objects, and use the osg::Oberver mechanism to avoid dangling pointers for being maintained in osg::State.
working with that thing.
This is what was missing so far:
Make win32 threads behave like the posix implementation when setting thread
cpu affinity. That includes avoid setting thread affininty on a non running
thread. Set that once it is running."
osgVolume/Property
added OSGVOLUME_EXPORT to PropertyAdjustmentCallback
osgVolume/VolumeTile.cpp
in copy constructor, removed ';' on if (volumeTile.getVolumeTechnique())"
examples/osganimationviewer/AnimtkViewer.cpp:
- add option to display bone (--drawbone)
- dont crash if the file does not contains a AnimationManagerBase, display the content only
examples/osganimationviewer/AnimtkViewerGUI.cpp:
- adjust the path of image for the gui
include/osgAnimation/Interpolator:
- add warn message instead of old assert
include/osgAnimation/Bone:
src/osgAnimation/Skeleton.cpp:
- change a method name to fit better with what it does. setMatrixInSkeletonSpace instead of setBoneInSkeletonSpace
include/osgAnimation/Skinning:
src/osgAnimation/RigGeometry.cpp:
- add patch from Fabien Lavignotte to compute normal correctly
include/osgAnimation/Sampler:
- adjust behviour without assert, return 0 instead of crashing
"
1. Support for ambient occlusion maps.
2. A fix for the incorrect handling of normals on all geometries. The optimizer usually fixed this bug so it probably was not noticed very often.
3. A new option flag on the reader. "StrictTransparency"
// Process transparent and transparency settings according to a strict interpretation of the spec
// See https://collada.org/public_forum/viewtopic.php?f=12&t=1210
otherwise
// Jump through various hoops to accomodate the multiplicity of different ways
// that various people have interpreted the specification
4. Handling of texures in the transparent channel. This is allowed provided that they are the same texture that is specified in the diffuse channel. Accomodating a different texture would require use of programmable pipeline functionality which I have tried to avoid.
5. Handling of <bind_vertex_input> elements.
""
name of the top folder in each package to OpenSceneGraph-x.y.z
Noone else has had an opinion on whether compiler and it's version
should be part of the package filename on their platform/setup so I'll
leave it as is. That is - No action is taken for compilers other than
msvc but one can easily add this information to the cmake cache
regardless of platform.
"
The code works fine as is if the format plugin is not already loaded in memory.
If a plugin is already in memory, say the PNG plugin for example, then a call to readImageFile("http://server.com/image.png") will return FILE_NOT_FOUND because osgDB::findDataFile will not be able to locate the file. So the Registry::read method is returning before the CURL plugin is given a chance to download the file.
I've made a few changes to the Registry to not return FILE_NOT_FOUND if the filename contains a URL that fix the issue."
methods
getProjectionMatrixAsOrtho()
getProjectionMatrixAsFrustum()
getProjectionMatrixAsPerspective()
getViewMatrixAsLookAt() (2x)
are now const, as they only call const methods of osg::Matrixf/d.
"
streamlined for tgz and has most of the features that Robert, J-S and
Sukender requested in december. I have an idea of how to discover the
vc80 sp1 or not but haven't had time to implement. The script is
completely reworked and now doesn't include cmakes' bundled
CPack.cmake script at all. In summary:
* filenames are
<package>-<osgversion>-<platform>-<arch>[-compiler]-<configuration>.tar.gz,
ex. libopenscenegraph-2.7.9-Linux-i386-Release.tar.gz,
libopenthreads-dev-2.7.9-win32-x86-vc80sp1-Debug.tar.gz
* targets (projects in msvs) are generated for each specified
component, a target that packages everything that is installed
(openscenegraph-all) and there's a target for running all other
packaging targets (Package ALL on msvs, package_ALL in unix
makefiles).
* It is possible to set the compiler in ccmake (cmake-gui, whatever you use)
* the top folder in packages is the same for all packages (OpenSceneGraph-x.y)
* the packaging support is limited with cmake-2.6.0 and not as
dynamic. With cmake-2.6.1 and later building the gdal plugin (for
example) will create a package_libopenscenegraph-gdal target. With
cmake-2.6.0 only the ones that are always built (libopenscenegraph,
libopenscenegraph-dev, openscenegraph, libopenthreads,
libopenthreads-dev
* i found a better way to decide whether cpack is available to guard
the BUiLD_OSG_PACKAGES option"
of cmake-2.6.0. As a side note I just installed cmake from the ubuntu
repositories and got cmake-2.6.0-4ubuntu2 and this one produced the
currect CMAKE_CXX_FLAGS_RELEASE (-O3 -DNDEBUG). This CMakeLists is
tested on linux with cmake versions 2.4.8, 2.6.0, 2.6.2 and
2.6.0-4ubuntu2
* Added quotes around CMAKE_CXX_FLAGS var to help cmake-2.6.0 pick up
that it really is a string value
* Removed quotes around values that we set in
OSG_AGGRESIVE_WARNING_FLAGS. This makes OSG_AGGRESIVE_WARING_FLAGS be
of LIST type so the foreach constructs can behave as I planned."
that set aggressive warnings in CMAKE_CXX_FLAGS and the on that
processes the source tree(s) or the newly set flags wouldn't take
effect until second consecutive configure.
I also replaced the internally cached variables that managed the
aggresive warnings with explicit adding and removing of flags in
CXX_FLAGS
For apple we first required min cmake version 2.6.0 and then had code
warning about using 2.4.x"
address some OS X issues. Most of these fixes were previously submitted by Julian Scheid. However, this patch however should not break the example for non-OS X builds and has been tested on 64-bit Linux as well as Mac OS X 10.5.
o The value returned by QWidget::winId() is not usable as input for
WindowData under OS X the way it is for both Windows and Unix. Julian's fix
for this uses the Carbon API. Since the fix for X11 in unknown, it is now
assumed that OSG has been built with OSG_WINDOWING_SYSTEM='Carbon' for this
example to work at all when running under OS X.
o The CompositeViewer version would hang on exit with the original timer start
argument. Changing the argument value to match the non-composite version
seemed to cure the hanging.
o Julian's patch altered the setGeometry position to 30/30 in order to see any
window decorations. I did not have this problem, but left his changes intact.
o The non-composite viewer needed it's camera initialization defered until
after the ViewerQOSG's Qt base class had been initialized. Otherwise, the view
did not cover the entire window.
"
1. In WindowManager.cpp childRemoved method the second parameter "end" is misleading and
should be named "numChildren" instead. It represents how many children to remove. As a result, the method was implemented incorrectly and failed to remove UI objects. So I fixed it.
replaced this:
void WindowManager::childRemoved(unsigned int start, unsigned int end) {
while(start < end) {
Window* window = getByIndex(start);
if(!window) continue;
if(_remove(window)) {
window->_index = -1;
window->unmanaged(this);
}
start++;
}
}
with this:
void WindowManager::childRemoved(unsigned int start, unsigned int numChildren) {
for (unsigned int i = start; i < start+numChildren; i++)
{
Window* window = getByIndex(i);
if(!window) continue;
if(_remove(window)) {
window->_index = -1;
window->unmanaged(this);
}
}
}
2. in Input.cpp
The cursor in Input did not get positioned correctly, probably as a left over from the TOP LEFT origin system which is now BOTTOM LEFT.
in method positioned()
replaced this:
_cursor->setOrigin(x + xoffset + 1.0f, y - _cursor->getHeight() + 1.0f);
with this:
_cursor->setOrigin(x + xoffset + 1.0f, y + 1.0f);
Now it is placed correctly.
"
I've made a small change to Registry.cpp that puts the CURL logic AFTER the URL has been passed to the plugin rather than assuming all URL's need to be downloaded by the CURL plugin. This way, plugins can have first crack at the URL's, and if they don't handle it the previous CURL behavior kicks in."
A Collada camera will be added to the scenegraph as osg::CameraView. This allows the user to create a set of predefined camera viewpoints. I also added a new MatrixManipulator to osgGA called CameraViewSwitchManipulator and added usage of this to the osgviewer example. This manipulator allows switching between the predefined camera viewpoints. The current design limition I ran into is that a MatrixManipulator only manipulates the ViewMatrix, but for this particular manipulator I also want to update the projectionMatrix of the camera when switching to a new viewpoint. This is not implemented because I don't know what would be the best way to design it. Any ideas?
Furthermore Collada also supports orthographic camera's, where an osg::CameraView only supports a perspective camera. Would it be useful to create a CameraView with customizable optics for this?"
The code changes osgconv so that "osgconv --help" displays help info about --formats and --plugins, plus it also displays documentation for --format and --plugin, which were previously missing."
osgDB/FileUtils.cpp:
Needed this extra code to allow a true case-insensitive search. This is because the HL2 map and model files are often sloppy with case. For example, the file might look for materials/models/alyx/alyx_sheet.vtf, but the file is actually in materials/Models/Alyx/alyx_sheet.vtf. In case-insensitive mode, the new code recursively disassembles the path and checks each path element without regard to case. In case-sensitive mode, the code behaves exactly as it used to. The new code is also mostly skipped on Windows because of the case-insensitive file system. Previously, I did all of this with custom search code in the .bsp plugin, but this allows the user to tailor the search using OSGFILEPATH. There are some instructions in the plugins' README files about this.
osgPlugins/mdl:
This is a new plug-in for Half-Life 2 models (as opposed to maps). This allows you to load Source models individually, as well as allowing the .bsp plugin to load models (props) that are embedded into maps. Mdl files can contain simple object (crates, barrels, bottles), as well as fully articulated characters with skeletal animations. Currently, it can load the simple objects. It can also load the characters, but it can't load the skeletons or animations.
osgPlugins/bsp:
This contains all of the changes needed to load props along with the basic map geometry. There are also
several bugs fixed.
osgPlugins/vtf:
This is the loader for Valve's texture format. Previously, we had agreed to put this in with the bsp plugin, but I didn't think of the .mdl plugin at that time. It's conceivable that a user might want to load models individually (not as part of a map), so the vtf reader does have to be separate. I also fixed a rather significant bug.
I tested all of this code on RHEL 5.2 (32-bit), and Fedora 9 (64-bit). I'll be testing on Windows soon.
I also attached a simple .mdl file, along with it's associated files and textures. Just extract the tarball into it's own directory, set your OSGFILEPATH to point at that directory, and load the model like this:
osgviewer models/props_junk/gascan001a.mdl"
It's a minimal change, it just calls an already existing protected method. It was trivial to subclass the handler to do it in our code, but pushing the change into OSG makes sense as it's generally useful to have it in the handler itself.
I also noticed that the handle() method was overridden from osgGA::GUIEventHandler but wasn't marked virtual. It wasn't intended that subclasses not be able to override it in turn, so I've added the keyword.""
* Removed processing of include/OpenThreads in the OpenSceneGraph refman
* Clears the mark_as_advanced property of the BUILD_DOCUMENTATION
cmake variable (so it gets visible in simple view).
"
On OpenThreads win32 implementation we unconditionally unlock a mutex in the
destructor. That happens even if the mutex was not locked before.
When running a osg application within microsofts application verifier, that
software checks tells me that we should not unlock an unlocked mutex.
When I look at the posix threads mutex implementation, which does no unlock in
the destructor and where it is illegal to destroy a locked mutex, I conclude
that it is not needed for an OpenThreads::Mutex to do that unlock in the
win32 Mutex destructor.
Thus this patch based on rev 9358 removes that additional unlock in the win32
mutex implementations destructor."
Updated all doxyfiles under doc/Doxyfiles. They are now all processed
by cmake but make targets are only generated for
OpenSceneGraphReferenceDocs and OpenThreadsReferenceDocs. The others
can be run with doxygen directly in <builddir>/doc.
Fixed a copy-paste in openthreads sproc and pthreads CMakeLists
Added the osg logo to the html footers
Added possibility to get generation of chm files.
CMakeLists (toplevel):
Added install of osg and ot reference docs. This also generates
packaging targets of openscenegraph-doc and openthreads-doc if you
have packaging enabled
Removed the unused USING_OP_OT_TRIPLE_SET since there was no way of
enabling it anyway
Removed BUILD_REF_DOCS. IMO it was redundant - BUILD_DOCUMENTATION
does the same thing and we get that anyway from including
Documentation.cmake.
OsgCPack.cmake:
Removed generation of PACKAGE_SRC for msvc
Added special handling for -doc packaging targets - they don't require
system, architecture or compiler"
GraphicsWindowCarbon::requestWarpPointer() places the mouse pointer in a (global?) display coordination, but it must be in a local window coordination. This problem is critical because the mouse cursor can go off a window especially when you place the window on the secondary screen.
Attached is the file to fix this problem.
I tested this modified file with the following situations (on FlightGear) and all works fine.
- two windows on two screens (each has one window).
- two windows on two screens (secondary screen has all windows).
- two windows on two screens (primary screen has all windows).
In all scenarios, warp requests (by right-click the mouse) successfully moves the mouse pointer to the center of the main window,
and it is what it's supposed to be in the flightgear."
returns true if (the extension string is supported or GL version is greater than or equal to a specified version) and
non extension disable is used. This makes it possible to disable extensions that are now
available as parts of the core OpenGL spec.
Updated Texture.cpp is use this method.
VertexBufferObject::compileBuffer().
The offsets of newly added Arrays were not properly
calculated. This submission tries to find a
matching empty slot when the total size of
the VBO has not changed (e.g. when an array
is replaced by another array of the same size).
This fixes the overwriting issue that I showed in my posting
"Bug in VertexBufferObject::compileBuffer" on OSG-Users.
"
Better package naming. example
openscenegraph-core-2.7.7-Linux-i386.tar.gz on my ubuntu laptop and
openscenegraph-core.2.7.7-win32-x86-vc80.tar.gz on winxp.
CMakers will not get options for selecting compression format. TGZ
goes for all platforms (on win32 I use 7zip)
The wrappers is now given the COMPONENT name
libopenscenegraph-wrappers. Feel free to change the name.
On windows with visual studio the OsgCPack script make some efforts to
discover the compiler used but support is a bit poor so I've given
CMake acces to OSG_CPACK_COMPILER to provide some mean to name the
compiler.
stop
The platform part is taken from CMAKE_SYSTEM_NAME and for windows I
change this to win32 or win64 based on CMAKE_CL_64. This might not be
necessary if the arch part has that information. This information is
taken from CMAKE_SYSTEM_PROCESSOR. I only have 32bit here so if some
of you could uncomment line 15,16 in OsgCPack.cmake and report what
cmake report it would be nice. I'm especially interested anything but
win32 and linux32"
Set Made DatabasePager TargetMaximumNumberOfPageLOD technique the be the default with a default target number of PagedLOD of 500.
Set DatabasePager DoPreCompile to OFF by default.
consider these initial cpack support scripts. It is hidden behind a
BUILD_PACKAGES option so won't affect the normal user. The submission
1) set the COMPONENT attribute on all cmake install commands.
COMPONENT names are according to
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
2) provide cmake script and a template for creating CPack
configuration files. It will generate target for creating packages
with everything that gets "installed" (make package on unx, project
PACKAGE in MSVC) plus targets for generating one package per COMPONENT
(i.e. libopenscenegraph-core etc.).
I have temporariliy uploaded some examples to
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
If this submission makes it into svn we can develop it to generate
rpms, installers for windows and mac (I know at least J-S don't like
these but there may be others who do ;) and even DEBs (not sure if we
can make them "ubuntu-ready" but they eventually may - at least we
could put a deb on the website)"
Rotation matrices were replaced with quaternions but incorrect contructor was used. There was a call to Quat(angle, xAxis, yAxis, zAxis ) but there is no such constructor in Quat class to create quaternion for rotation. As a result we got this values being written into quaternion directly.
I've replaced Quat contructor calls with the ones creating rotation quaternions Quat( angle, Vec3( axis ) )."
/** Convinience method that sets the update callback of the node if it doesn't exist, or nest it into the existing one. */
void addUpdateCallback(NodeCallback* nc);
/** Convinience method that removes a given callback from a node, even if that callback is nested. There is no error return in case the given callback is not found. */
void removeUpdateCallback(NodeCallback* nc);
... and the same for Event and Cull callbacks methods."
unsigned int Image::computeNumComponents(GLenum pixelFormat)
so I added these types to the switch statement:
case(GL_RED_INTEGER_EXT): return 1;
case(GL_GREEN_INTEGER_EXT): return 1;
case(GL_BLUE_INTEGER_EXT): return 1;
case(GL_ALPHA_INTEGER_EXT): return 1;
case(GL_RGB_INTEGER_EXT): return 3;
case(GL_RGBA_INTEGER_EXT): return 4;
case(GL_BGR_INTEGER_EXT): return 3;
case(GL_BGRA_INTEGER_EXT): return 4;
case(GL_LUMINANCE_INTEGER_EXT): return 1;
case(GL_LUMINANCE_ALPHA_INTEGER_EXT): return 2;
That's all... now it computes the number of components and, thus, the image size
correctly."
Source and CMake files are:
CMakeLists.txt
ReaderWriterBVH.cpp
Also there are 3 example BVH files. The first two are captured from motions of human beings - maybe a kung-fu master here. PLEASE use command below to see the results:
# osgviewer example1.bvh -O solids
This will demonstrate the animating of a skeleton and render bones as solid boxes. Note that the motion assumes XOZ is the ground and has an offset from the center, so we should adjust our view to get best effects.
You may also use "-O contours" to render bones as lines. The viewer shows nothing if without any options because osgAnimation::Bone does not render itself. User may add customized models to each named bones as osganimationskinning does to make uses of this plugin in their own applications.
I was wondering to support a BvhNode in my osgModeling peoject before, but soon found it better be a plugin for animation. A problem is, how to bind real geometry models to the skeleton. Maybe we could have a bindingToNode() visitor in future to find geodes matching names of bones and add them as bones' children."
--------------------------------------------
Descripton:
The patch does provide a new class PixelDataBufferObject which is capable of allocating memory on the GPU side (PBO memory) of arbitrary size. The memory can then further be used to be enabled into read mode (GL_PIXEL_UNPACK_BUFFER_ARB) or in write mode (GL_PIXEL_PACK_BUFFER_ARB). Enabling the buffer into write mode will force the driver to write data from bounded textures into that buffer (i.e. glGetTexImage). Using buffer in read mode give you the possibility to read data from the buffer into a texture with e.g. glTexSubImage or other instuctions. Hence no data is copied over the CPU (host memory), all the operations are done in the GPU memory.
--------------------------------------------
Compatibility:
The new class require the unbindBuffer method from the base class BufferObject to be virtual, which shouldn't break any functionality of already existing classes. Except of this the new class is fully orthogonal to existing one, hence can be safely added into already existing osg system.
--------------------------------------------
Testing:
The new class was tested in the current svn version of osgPPU. I am using the new class to copy data from textures into the PBO and hence provide them to CUDA kernels. Also reading the results back from CUDA is implemented using the provided patch. The given patch gives a possibility of easy interoperability between CUDA and osg (osgPPU ;) )
--------------------------------------------
I think in general it is a better way to derive the PixelBufferObject class from PixelDataBufferObject, since the second one is a generalization of the first one. However this could break the current functionality, hence I haven't implemented it in such a way. However I would push that on a stack of wished osg 3.x features, since this will reflect the OpenGL PBO functionality through the classes better.
"
Attached is a modified FindOpenEXR.cmake module that locates IlmIlf and Half, as well as a modified exr/CMakeLists.txt that picks up this change.
Also attached are some typo fixes for CMakeModules.
Cheers,"
updated XCode project, added osgAnimation framework + one example using it (osganimationviewer).
Added _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC to local OpenThreads/Config when compiling for the 10.5 SDK.
Some minor fixes on some of the configurations/targets
"To reproduce the bug:
1. Create a template osg::Sequence node (and underlying geometry) but do not attach the node to the current active scenegraph.
2. At some point during the rendering loop (perhaps on a keystroke) clone the sequence node (I use the call:
dynamic_cast<osg::Node*>(templateNode -> clone( osg::CopyOp( (osg::CopyOp::CopyFlags)osg::CopyOp::DEEP_COPY_NODES ) ) )
3. Set the cloned sequence node duration to a value that makes the animation run slower (i.e. 2.0).
4. Start the cloned sequence (using setMode()).
5. Repeat steps 2 \u2013 4 and observe that the cloned sequences do not run slow but run as fast, appearing to ignore the duration that has been set on them.
Looking at the \u2018good documentation\u2019 (2.4 source code), I see that _start is being set to _now (osg::Sequence::setMode(), line 192). Should this not _start not be set to -1.0?"
The plug-in is a wrapper around open-exr (http://www.openexr.com) that consists of two projects, ilmbase-1.0.1 and openexr-1.6.1.
I have only tested it on windows XP 32 machine. So there might be some work making it work on other platforms.
The plug-in supports writing and reading EXR files. When writing it can use the data type GL_HALF_FLOAT_ARB(se ilmbase-1.0.1) and GL_FLOAT. When reading the data type always becomes GL_HALF_FLOAT_ARB. It supports textures with three and four channels.
When reading an exr file it automatically removes Alfa channel if it didn't store any information."
--
From Robert Osfield, started work on ported it to other platforms, but could fix some problems relating to error:
?Imf::OStream::OStream(const Imf::OStream&)? is private
I'm checking in now so that others can have a bash at completing the port.
Also, I've modified the FindCOLLADA.cmake to locate the current 2.1 versions of the COLLADA DOM in the build directories under VC8. I've also added a COLLADA_LIBRARY_DEBUG spec. Other flavors may be added depending on compiler version and DOM version."
Standard is to generate one stl file.
With an additional option it is possible to write one file per Geode. This option is not very "useful" for typical application, I use it for separating and conversion of geometric data. So it could be removed if considered to special."
* When used PDS RenderStage::runCameraSetUp sets flag that FBO has already stencil,depth buffer attached. Prevents adding next depth buffer.
* Sets correct traits for p-buffer if used PDS and something goes wrong with FBO setup or p-buffer is used directly.
* Adds warning to camera if user add depth/stencil already attached through PDS.
* Sets blitMask when use blit to resolve buffer.
There is also new example with using multisampled FBO."
I have not reverted added Compiler options. I assume that one may want to have warnings enabled for the application but may not want to see them while OSG libraries and examples compile.
Modified files:
osg/Export - now explicitly includes osg/Config to make sure OSG_DISABLE_MSVC_WARNINGS is read
osg/Config.in - declares OSG_DISABLE_MSVC_WARNINGS flag to be added to autogenerated osg/Config
CMakeLists.txt - declares OSG_DISABLE_MSVC_WARNINGS as option with default ON setting
"
Example:
osgsidebyside -o cow.dae cow.osg
This example will read cow.osg, write cow.dae, read cow.dae and display cow.osg on the left side and cow.dae on the right side of the view.
Possible interactions:
KEY_UP Speedup DOF animation
KEY_DOWN SlowDown DOF animation
KEY_RIGHT Toggle all MultiSwitches"
New features
+Read and write of osg::LOD, osg::Switch, osgSim::Sequence, osgim::MultiSwitch and osgSim::DOFTransform data in <extra>
+Read and write of osg::Node description data in <extra>
+Plugin option "NoExtras" to prevent writing of <extra> data and only traverse the active children when saving
Changes/additions
+instanced_geometry and instanced_controller are now loaded in a single Geode with multiple Geometries instead of multiple geodes with a single Geometry
+Changed all calls to the deprecated createAndPlace() to the new add() methods
+All transformation elements <scale>, <rotate>, <translate>, <lookat>, <matrix>, <skew> are now concatenated properly in to a single MatrixTransform.
Previously this was not done in order as required by Collada and and not all elements were included.
+Complete skew matrix creation
+Automatically add GL_RESCALE_NORMAL if scale is non-identity
+Blinn shininess remapping to [0,128] when in range [0,1]
+Changes to CMake file to make it compile on Windows
+Coding style and code documentation
Bug fixes
+Transparent texture writing fixed
+Fixed bug in using osg node name as collada node ID
+Fixed usage of double sided faces in GOOGLEEARTH extra
+Not adding blendfunc and blendcolor when opaque
TODO/Wishlist
-solve differences in drawables, DAE reader should place multiple collation elements into multiple primitivesets in a single geometry where possible (only when same material)
-solve differences in matrices
-multitexture support
-skinned mesh and generic animations using osgAnimation
-profile_GLSL based on COLLADA OpenGL Effects Viewer http://ati.amd.com/developer/rendermonkey/downloads.html
-handling more <extra> to more closely mimic the intended lighting"
The set up for this to work is a bit more complex than most files, since the engine expects all files to be in a certain place, and it tends to mix case a lot. I tried to explain everything in the VBSP_README.txt file."
This plugin has been integrated with the pre-exisiting bsp plugin.
After taking a look at the current state of the BMP loader I decided it might be worth a shot at reimplementing that part. For example: the current loader doesn't properly handle 1- and 4-bit files, incorrectly loads 16-bit files as intensity-alpha (they are RGB555), is full of dead code, and generally not in very good shape.
Attached is my re-implementation for review.
I've checked it against the test images from http://wvnvaxa.wvnet.edu/vmswww/bmp.html and models that use BMP files.
"
Before:
1. if the camera is not a slave camera
1.1 set the eventState's graphics context to the current context.
2. if the current master view is not the view which has the focus
2.1 set the current master view to be the view which has the focus
2.2 use the new master view's eventState instead of the old one
Now as you can see from this sequence, the graphics context is set on the eventState before switching to the view which has focus (and thus using another eventState). So the new eventState, in the case we need to switch views, will contain an old graphics context, not the correct one.
Just inversing these steps fixes the problem:
1. if the current master view is not the view which has the focus
1.1 set the current master view to be the view which has the focus
1.2 use the new master view's eventState instead of the old one
2. if the camera is not a slave camera
2.1 set the eventState's graphics context to the current context.
Now, the eventState will refer to the correct graphics context in both cases.
Attached is a fixed CompositeViewer.cpp (based on today's SVN) which does this. Note that some other things are done in the 1. and 2. cases, but they have no influence on each other so they can just be swapped without problems.
"
I suggest moving the definition of OSG_DEFAULT_LIBRARY_PATH (which is responsible for this global rebuild) into osgDB/CMakeLists.txt which is the only library in the code where this definition is (and is likely ever to be) used. This way if the user changes it, only osgDB will rebuild."
set to off. But could be activated/decativated via CMake as well as system
environment variable. I also modified src\osgViewer\CMakeLists.txt to turn
off this workaround by default as suggested."
parts of their scene graphs. Within these common part some nodes have
event handlers which use the action adapter argument to the event
handler to determinate which view received the event.
Here is the problem, osgViewer::CompositeViewer::eventTraversal sets
the action adapter field in the EventVisitor always to the last view
which received an event, instead of using the view which actually
received the event, so determination of the correct view does not work.
I looked at the code a bit, and moved the code for setting the action
adapter to a IMO better place"
facilitate the subclassing of Image providing interactive behaviours so as
used in the vnc interactive VncImage class.
osgViewer::InteractiveImageHandler provides an event handler that convertes osgGA
mouse and keyboard events into the coordinate frame of an image based on ray intersection with geometry in
the associated subgraph.
Changed the ordering of events processing in Viewer and CompositeViewer to allow
scene graph event handlers to take precidence over viewer event handlers and camera manipulators
---------------------------
function FltExportVisitor::writeExternalReference( const osg::ProxyNode& proxy ):
Line 423 in file expPrimaryRecords.cpp has to be changed from
const ParentPools* pp = static_cast<const ParentPools*>(proxy.getUserData() );
to
const ParentPools* pp = dynamic_cast<const ParentPools*>(proxy.getUserData() );
"
The semantic change that went into the ac loader with the past patch was
incorrect wrt the document describing the behaviour of ac files and
inconsistent with what ac3d itself displays for that files.
This attached change reverts the behaviour to the original one. The
infrastructure to change this is left in place.
The change is based on rev 9045."
"
and a later post the same osg-submissions thread:
"it's been a while since I have made the changes but I think it was due to problems with static builds of OpenThreads on windows. I was using
OpenThreads in a communication/synchronisation library (without
OpenSceneGraph). It seems I forgot to post a small change in the CMakeLists file of OpenThreads. If a user turns DYNAMIC_OPENTHREADS to OFF (static build) OT_LIBRARY_STATIC will be defined in the Config.
Without these changes a windows user will always end up with a "__declspec(dllexport)" or "__declspec(dllimport)" which is a problem for static builds."
And another post from Blasius on this topic:
"I tested with VS2005 and VS2008. For 32 bit everything works as expected. For x64 and VS2008 I could successfully do the cmake-configure and then the compilation but I had occasional crashes of cmTryCompileExec.exe (during the cmake-configure phase) which seems to be a cmake bug. With VS2005 and 64bit cmake does not set _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED although the interlocked functionality should be there. If I place the source snippet from the CHECK_CXX_SOURCE_RUNS macro to a separate sourcefile I can compile and run the resulting executable successfully. Forcing OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED (on VS2005/x64) reveals a bug in "intrin.h" which seems to be fixed in VS2008 but not in VS2005.
In case anyone is interested the lines:
__MACHINEI(unsigned char _interlockedbittestandset(long *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 *a, __int64 b))
should be changed to:
__MACHINEI(unsigned char _interlockedbittestandset(long volatile *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long volatile *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 volatile *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 volatile *a, __int64 b))
The worst thing that can happen is that interlocked funtionality is not detected during cmake-configure and the mutex fallback is used.
Which reminds me another small glitch in the Atomic header so I attached a corrected version.
Why is the OT_LIBRARY_STATIC added to the config file? It is not needed anywhere.
OT_LIBRARY_STATIC is needed if you are doing static-builds on Windows. See my previous post on that.
"
MSVC_VERSIONED_DLL, NMake makefiles and CMake 2.6.2.
The compilation fails because it tries to copy ot11-OpenThreads.lib to
OpenThreads.lib which is valid for the 2.4.x era of CMake but not
anymore in 2.6.x era.
The provided file from the CMakeModules directory adds a tests on the
CMake version and corrects this. Works for me now."
- Matrix transform nodes were stripped out, and the
vertices and normals of each node were
transposed by the modelling matrix. My change preserves
the matrix transform nodes, so that
models can still be articulated by changing the matrices.
- Lights were copied from the COIN scenegraph to the OSG
scenegraph, but they were not associated
with a LightSource node. My change for this creates a
Group and adds a LightSource for each Light.
- If VRML textures have names, the name is now copied to
--
Form Robert Osfild, changed SbString to std::string usage
M Inventor/ConvertFromInventor.h
M Inventor/ConvertFromInventor.cpp
a capping the number of PagedLOD to a sepcified maximum, with pruning of inactive
PagedLOD when the total number of inactive and active PagedLOD goes above the maximum.
To enable the mode set the env var OSG_MAX_PAGEDLOD to a value something like 1000.
support. While testing the pluggin we found a small bug and we are
submitting a patch.
The first attachment is a small program that creates a scene with two
pyramids, transformed by two instances of
osg::PositionAttitudeTransform. One of them is rotated 90 degrees in
the X axis, and the scene is exported both in the native OSG (.osg)
and COLLADA (.dae) formats. In the first case the rotated pyramid is
displayed correctly whereas in the second the pyramid seems not to be
rotated.
In the COLLADA 1.4.1 specification (found at
http://www.khronos.org/collada/) it is specified that
"The <rotate> element contains a list of four floating-point values
[...] followed by an angle in degrees" but the plugin seems to write
the value in radians.
The problem seems to be in the method daeWriter::apply() that seems to
be writing the angle value in radians to the COLLADA file. The patch
can be found in the second attachment and is simply a call to
RadiansToDegrees wrapped around the angle.
"
It assumes that inverse(_inverseMatrix * _offset) = _offset * _matrix
This is only true when _offset=identity, so I think it should be inverse(_offset) * _matrix
This inconsistency can cause problems when switching from UFO to other manipulators, because the UFO:Manipulator::getMatrix function is not necessarily returning a correct inverse of the currently set ModelViewTransform.
It was tempting to change the name of the _offset member to _inverseOffset, or to maintain both variables, but in the end went for the minimal change."
If a 400 level error occurs, a FILE_NOT_FOUND ReadResult is appropriate.
If a 500 level error occurs (such a 503, Service unavailable), the application might want to try to load the file again in a few seconds/minutes. This submission returns ERROR_IN_READING_FILE if a 500 level error occurs so that clients can easily distinguish between the errors.
The actual error code is also added to the "message" of the ReadResult so if a client needs more information, they can just parse the message to retrieve the error code."
" The code below is to show how a heirarchy of objects can be made within a scenegraph.
In other words, how there can be a parent/child relationship between objects such
that when a parent is rotated or translated, the children move is respect to it's
parent movement. A robotic arm is used in this example because this is what I'm
using OSG for."
The graph is displayed "under" (behind) the normal bar chart you get when you press 's' twice. It doesn't hide the normal stats, you can still read them without any trouble, and that way, it doesn't take any more screen space. It starts from the left, and will scroll left when there is enough data to fill the screen width. The graph lines have the same colors we're used to (except I made the event color a bit bluer, so it's not exactly the same as the update color). A screen shot is attached.
The lines get a bit confused when they're all overlapping at the bottom of the graph, but I think that's the least of our concerns (if they're all at the bottom of the graph - except FPS of course - then great!).
The only thing I'm not very keen about is that to make things simple, I clamp the values to a given maximum. Right now, the maximums I have set are:
* Frame rate: 100 fps (people have 60, 75, 85Hz refresh rates, so there's no one right value, but I think 100 is OK)
* Stats: 0.016 seconds (what you need to get 60Hz minimum)
This could be changed so that the scale of the graph changes according to the maximum value in the last screenful of the graph instead of clamping values. We would then need to display the scale for each value on the side of the graph, because if the scale changes, you need to know what it is at this moment.
I tried to make things easy to change, so for example if you don't like that the graph is in the same space as the normal stats bars, it's easy to move it anywhere else, and make it have other dimensions. The maximums and colors are also easy to change.
The impact on performance should be minimal, since it's one vertex per graph line that's added per frame, and vertices are removed when they scroll off the screen, so you'll never have more than say 1280 * (3 + ncameras) vertices on the screen at one time. No polygons, I used line strips. The scrolling is done with a MatrixTransform."
To facilitate this possibility I have added a template copy constructor and a template assignment operator. These work for safe conversions like those in my previous example, but fail as desired for non-safe conversions since the template instantiation fails during the raw pointer copy/assignment.
The lack of this facility has appreciably handicapped development of generic algorithms applied to the scene graph, and I believe that this alteration will be welcomed by most of the community. If there are issues with antiquated compilers not supporting template member functions then perhaps a small piece of conditional compilation is in order.
I have made the change using the latest release version (2.6) as the base. The full file is attached.
I have not tested building the osg wrappers and the script binding code. I have tested the legal and illegal conversions of both copying and assignment to ensure that behave as expected on MSVC7.1, MSVC8, MSVC9, GCC 4.3."
Quicktime supports only files with 3/4-channels rgba-files and not 1/2-channels rgb-files.
This submission is from Tatsuhiro Nishioka, here's his original quote:
When FlightGear crashes, the error message
"GraphicsImportGetNaturalBounds failed" shows up. By adding printf
debug, I found the error was -8969: codecBadDataErr when loading a
gray-scaled (2 channels) rgba files even though the file can be loaded
with Gimp and osgViewer properly.
So I made an investigation on this problem and found an interesting
thing. This error occurs only when non-rgb files are loaded before rgb
files. The reason is that rgba files can be handled by both
osgdb_rgb.so and osgdb_qt.so, but the error happens only when
osgdb_qt.so try to load a gray-scaled rgba file.
When a program is about to load an rgba file, osgdb_rgb.so is loaded
and it handles the rgba file properly. In contrast, when a gray-scaled
rgb file is being loaded after a non-rgb file (say png) is already
loaded by osgdb_qt.so, osgdb_qt.so tries to load the file instead of
osgdb_rgb, which causes the error above.
Anyway, the bad thing is that QuickTime cannot handle gray-scaled rgb
files properly. The solution for this is not to let osgdb_qt handle
rgb files since osgdb_rgb can handle these properly.
"
This code will add two extra statistics options:
-Camera scene statistics, stats for the scene after culling (updated at 10 Hz)
-View scene statistics, stats for the complete scene (updated at 5 Hz)
Each camera and each view will expand the statistics to the right.
I also added the requests and objects to compile of the databasepager to the databasepager statistics.""
Attached is a change that is able to provide shared textures for the clamp and
the repeat case.
So this appears to be the best fix I guess ...
Also it additionaly shares the TexEnv StateAttribute in a whole ac3d model."
..\..\..\..\src\osgDB\Registry.cpp(910) : warning C4806: '==' : unsafe operation: no value of type 'bool' promoted to type 'osgDB::Registry::LoadStatus' can equal the given constant
A quick review of the code revealed a piece of code that was clearly wrong, possibly due to a copy-and-paste error.
"
The fix was to check whether glGetString( GL_VERSION ) returned a null pointer (Ref. svn diff below). The altered src/osg/GLExtensions.cpp is zipped and attached to this email."
"Soft shadow mapping is basically the same as hard shadow mapping beside that
it uses a different fragment shader.
So for me it makes sense that osgShadow::SoftShadowMap is derived from
osgShadow::ShadowMap, this makes it easier to maintain the two classes.
Additional SoftShadowMap also provides the same Debug methods as ShadowMap."
I think I may have discovered a bug in osgShadow/ShadowMap.cpp that results in incomplete shadows being generated.
The problem seems to caused by an incorrect interpretation of the spot light cutoff angle. The valid ranges for spot cutoff are 0-90 and 180, i.e half the 'field of view' for the spotlight. Whereas the shadow map code seems to assume the the spot cutoff is equal to the field of view. This results in the shadows generated by the spotlight getting clipped at half the spot cutoff angle.
I have fixed this in my copy of ShadowMap.cpp:
===============================
//Original code from OSG 2.6:
if(selectLight->getSpotCutoff() < 180.0f) // spotlight, then we don't need the bounding box
{
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
float spotAngle = selectLight->getSpotCutoff();
_camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0);
_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
}
===============================
// My modifications:
float fov = selectLight->getSpotCutoff() * 2;
if(fov < 180.0f) // spotlight, then we don't need the bounding box
{
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
_camera->setProjectionMatrixAsPerspective(fov, 1.0, 0.1, 1000.0);
_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
}
This change seems correct for spot cutoff in the range 0, 90, but since OpenGL doesn't claim to support cutoffs >90 && <180, I'm not sure how shadow map should deal with those cases, but ignoring spot cut off greater than 90 here seems reasonable to me.
"
> Using QOSGWidget - QWidget + osgViewer creating the graphics context.
>
> Windows Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable
> to create OpenGL rendering context. Reason: The pixel format is invalid.
>
>
>
> And then the following fate error pops up:
>
>
>
> The instruction at "0x014c7ef1" referenced memory at "0x000000a4", The
> memory could not be "read".
>
> Click on Ok to terminate the program
>
> Click on CANCEL to debug the program
>
>
- adds display of options when using osgconv --formats.
- adds useGroupPerFeature option to have each feature in a separate group. Usage: OSG_OPTIMIZER=OFF osgconv -e ogr -O addGroupPerFeature <infile> <outfile>
"
osg::ColorMask* leftColorMask = _renderStageLeft->getColorMask();
if (!leftColorMask)
{
leftColorMask = new osg::ColorMask();
_renderStageLeft->setColorMask(leftColorMask);
^^^^ here it said right, I think this should be Left.
}
// ensure that right eye color planes are active.
osg::ColorMask* rightColorMask = _renderStageRight->getColorMask();
^^^^ similar here, I think this should be right
if (!rightColorMask)
{
rightColorMask = new osg::ColorMask();
_renderStageRight->setColorMask(rightColorMask);
}
and i further removed an unnecessary setColorMask."
CMakeLists.txt changes: "I installed latest Cmake(2.6.1) on a new machine and got a CMP008
warning from cmake. This fix set up osg to use the old behaviour which
have worked before. We might set this to NEW but I need to do more
testing first. I'l be able to test this on winxp with msvc80/90 and
ubuntu hardy with gcc-4.2.
quote from cmake cvs log
policy CMP0008 to decides how to treat full path libraries that do not
appear to be valid library file names. Such libraries worked by
accident in the VS IDE and Xcode generators with CMake 2.4 and below."
OsgMarcroUtils.cmake changes: "On Philips suggestion truncated a redundant if/else construction in
OsgMacroUtils to avoid developer warnings in cmake-2.6.1 concerning
cmake policy CMP0008 which allows full paths to libraries only with
valid library names
"
mode. Nevertheless, the code doesn't acknowledge that, so I had problems with
debug versions of the library not being able to open their plugins whereas
the release versions worked fine.
I have made the same changes in Registry.cpp that are available for the rest
of platforms appending that "d" to their plugins. I have also updated the
CMakeLists.txt file to get "_DEBUG" defined at compilation time. I have
copied the already existent conditional block because of cmake's bizarre
operator precedence. Since Cygwin defines both CYGWIN and WIN32, the
following would suffice:
IF(CYGWIN OR UNIX AND NOT WIN32 AND NOT APPLE)
Sadly, it actually doesn't work, so I wrote a new conditional block just for
Cygwin. I could join the two blocks when the parentheses support is added in
newer versions of cmake."
polygon offset complicate. so i looked for a solution to remove this offset.
i changed the shader, also the filtering (default: on) use now a correct 3x3 filter:
1 0 1
0 2 0
1 0 1
div: 6
of course a better one would be
1 2 1
2 4 2
1 2 1
div: 16
but this isn't as performant as the simple filter above is. because we need only 5 texture lookups instead of 9, and the result is still good, if you wish we can add a enum to change the pcf filter type once, if there is a need.
testet on NVidia Quatro 570M and on ATI Radeon X1600
"
unfort. i couldn't test it on any ATI system. may there will be still another problem there. if there are still some artefacts. we should try out better fZOffSet value
"
I have found some errors on the example osgGeometryShaders. It's about the varying in the geometry shader.
take a look at the varying vec4 v_color.
In the vertex shader, v_color is initialized to gl_vertex
then in the geometry shader v_color is initialized to gl_PositionIn[0]
and in the fragment shader v_color is used as the fragment color.
Try to initialized v_color to vec4(1.0, 0.0, 0.0, 1.0) in the vertex shader and comment the line :
" v_color = v;\n" in the geometry shader, and you will see the lines as black !
It's because you have to use keywords in and out.
extract from : http://www.opengl.org/registry/specs/EXT/geometry_shader4.txt :
in - for function parameters passed into a function or for input varying
variables (geometry only)
out - for function parameters passed back out of a function, but not
initialized for use when passed in. Also for output varying variables
(geometry only).
Then for a geometry shader, a varying must be an array :
extract from : http://www.opengl.org/registry/specs/EXT/geometry_shader4.txt :
Since a geometry shader operates on primitives, each input varying variable needs to be
declared as an array. Each element of such an array corresponds to a
vertex of the primitive being processed. If the varying variable is
declared as a scalar or matrix in the vertex shader, it will be a
one-dimensional array in the geometry shader. Each array can optionally
have a size declared. If a size is not specified, it inferred by the
linker and depends on the value of the input primitive type.
Here is a patch based on the svn version of osg that correct that.
"
if(
(!win || win->getVisibilityMode() == Window::VM_PARTIAL) &&
!win->isPointerXYWithinVisible(x, y)
) continue;
But it probably should be
if (!win || (win->getVisibilityMode() == Window::VM_PARTIAL) && !win->isPointerXYWithinVisible(x, y)))
continue;
The effect of the bug is to segfault if a non-osgWidgets::Window node hasn't been excluded from picking via NodeMask."
set.
The optimization is based on the observation that matrix matrix multiplication
with a dense matrix 4x4 is 4^3 Operations whereas multiplication with a
transform, or scale matrix is only 4^2 operations. Which is a gain of a
*FACTOR*4* for these special cases.
The change implements these special cases, provides a unit test for these
implementation and converts uses of the expensiver dense matrix matrix
routine with the specialized versions.
Depending on the transform nodes in the scenegraph this change gives a
noticable improovement.
For example the osgforest code using the MatrixTransform is about 20% slower
than the same codepath using the PositionAttitudeTransform instead of the
MatrixTransform with this patch applied.
If I remember right, the sse type optimizations did *not* provide a factor 4
improovement. Also these changes are totally independent of any cpu or
instruction set architecture. So I would prefer to have this current kind of
change instead of some hand coded and cpu dependent assembly stuff. If we
need that hand tuned stuff, these can go on top of this changes which must
provide than hand optimized additional variants for the specialized versions
to give a even better result in the end.
An other change included here is a change to rotation matrix from quaterion
code. There is a sqrt call which couold be optimized away. Since we divide in
effect by sqrt(length)*sqrt(length) which is just length ...
"
they are written to disk, either inline or as an external file. Added support for
this in the .ive plugin. Default of WriteHint is NO_PREFERNCE, in which case it's
up to the reader/writer to decide.
The vertical separation not actually displayed as it is set. So some
display the up and down stereo images style will not be correct.
Someone may forget to change the "Horizontal" to "Vertical" after
copying and pasting the code from above HORIZONTAL_SPLIT code segment.
I've attached the file. By replacing the incorrect "Horizontal" to
"Vertical", the bug is gone.
"
occlusion query result is not ready for retrieval when the app tries to
retrieve it. This fix adds an application-level wait loop to ensure the
result is ready for retrieval. This code is not compiled by default; add "-D
FORCE_QUERY_RESULT_AVAILABLE_BEFORE_RETRIEVAL" to get this code.
Full, gory details, to the best of my recollection:
The conditions under which we encountered this issue are as follows: 64-bit
processor, Mac/Linux OS, multiple NVIDIA GPUs, multiple concurrent draw
threads, VRJuggler/SceneView-based viewer, and a scene graph containing
OcclusionQueryNodes. Todd wrote a small test program that produces an almost
instant crash in this environment. We verified the crash does not occur in a
similar environment with a 32-bit processor, but we have not yet tested on
Windows and have not yet tested with osgViewer.
The OpenGL spec states clearly that, if an occlusion query result is not yet
ready, an app can go ahead and attempt to retrieve it, and OpenGL will
simply block until the result is ready. Indeed, this is how
OcclusionQueryNode is written, and this has worked fine on several platforms
and configurations until Todd's test program.
By trial and error and dumb luck, we were able to workaround the crash by
inserting a wait loop that forces the app to only retrieve the query after
OpenGL says it is available. As this should not be required (OpenGL should
do this implicitly, and more efficiently), the wait loop code is not
compiled by default. Developers requiring this work around must explicitly
add "-D FORCE_QUERY_RESULT_AVAILABLE_BEFORE_RETRIEVAL" to the compile
options to include the wait loop."
when applying styles to a Label element the code below runs in a infinite loop.
The reason for this is that nothing increments the Reader "r" in the case when applying a style to label,
so I advance the reader when no match was found.
( To replicate the error apply style to any label)
replaced this:
while(!r.eof()) if(_styles[style]->applyStyle(t, r)) inc = true;
with this:
while(!r.eof())
{
if(_styles[style]->applyStyle(t, r))
inc = true;
else
r.advanceOverCurrentFieldOrBlock();
}
I tested it and it works well for me, I did not find any problems with it.
2. Added style support for Canvas element, event though there is no styles to apply yet.
It is usefull for someone who inherits from Canvas class to develop another element.
If applyStyle(Canvas) does not exist
there is no way to apply style to the element that inherited from Canvas element.
Added virtual
bool applyStyle(Canvas).
and in added call to apply style if the Object is of type Canvas:
StyleManager::_applyStyleToObject(osg::Object* obj, const std::string& style) {
...
else if(!std::string("Canvas").compare(c))
return _coerceAndApply<Canvas>(obj,style,c);
"
"I made several modifications:
* The cause of my errors was that my OSG source directory path contains spaces. To fix this issue I wrapped all paths with quotes, as stated in doxygen documentation.
* I also received some warning messages about deprecated doxygen settings, which I fixed by updating the doxygen file, i.e. running \u2018doxygen \u2013u doxygen.cmake\u2018. By running this command deprecated doxygen options are removed, some option comments have changed and quite some options have been added (I kept their default settings unless mentioned).
* I was surprised to find that the doxygen OUTPUT_DIRECTORY was set to \u201c${OpenSceneGraph_SOURCE_DIR}/doc\u201d, which does not seem appropriate for out of source builds; I changed this to \u201c${OpenSceneGraph_BINARY_DIR}/doc\u201d. (On the other hand, maybe a cmake selectable option should be given to the user?)
* Fixed two warnings I received about unexpected end-of-list-markers in \u2018osg\AnimationPath and \u2018osgUtil\CullVisitor due to excess trailing points in comments.
* Fixed a warning in osgWidget\StyleInterface due to an #include directive (strangely) placed inside a namespace.
* Fixed a warning in osg\Camera due to the META_Object macro that confused doxygen. Adding a semi-colon fixed this.
* Removed auto_Mainpage from the INCLUDE option, because I am positive that this file does not belong there; It never generated useful documentation anyway.
* I added the OSG version number environment variable to the PROJECT_NUMBER option so that the version number is now shown on the main page of generated documentation (e.g. index.html).
* Changed option FULL_PATH_NAMES to YES, but made sure STRIP_FROM_PATH stripped the absolute path until the include dir. This fixed an issue that created mangled names for identical filenames in different directories. E.g. osg/Export and osgDB/Export are now correctly named.
* Changed option SHOW_DIRECTORIES to yes, which is a case of preference I guess.
"
New attribute DatabasePager::_expiryFrames sets number of frames a PagedLOD child is kept in memory. The attribute is set with DatabasePager::setExpiryFrames method or OSG_EXPIRY_FRAMES environmental variable.
New attribute PagedLOD::PerRangeData::_
frameNumber contains frame number of last cull traversal.
Children of PagedLOD are expired when time _AND_ number of frames since last cull traversal exceed OSG_EXPIRY_DELAY _AND_ OSG_EXPIRY_FRAMES respectively. By default OSG_EXPIRY_FRAMES = 1 which means that nodes from last cull/rendering
traversal will not be expired even if last cull time exceeds OSG_EXPIRY_DELAY. Setting OSG_EXPIRY_FRAMES = 0 revokes previous behaviour of PagedLOD.
Setting OSG_EXPIRY_FRAMES > 0 fixes problems of children reloading in lazy rendering applications. Required behaviour is achieved by manipulating OSG_EXPIRY_DELAY and OSG_EXPIRY_FRAMES together.
Two interface changes are made:
DatabasePager::updateSceneGraph(double currentFrameTime) is replaced by DatabasePager::updateSceneGraph(const osg::FrameStamp &frameStamp). The previous method is in #if 0 clause in the header file. Robert, decide if You want to include it.
PagedLOD::removeExpiredChildren(double expiryTime, NodeList &removedChildren) is deprecated (warning is printed), when subclassing use PagedLOD::removeExpiredChildren(double expiryTime, int expiryFrame, NodeList &removedChildren) instead. "
use the osg::State::applyMode for enabling/disabling certain while
rendering the stencil mask. Previously some of these calls were
overriding the scene graph states because the global state was not
aware of this change.
"
Now we could correctly configure geometry shaders in osg files."
Notes from Robert Osfield, renamed the names of the parameters to be less GL centric and more human readable.
The following link shows a very comprehensive list of .mtl file options:
http://local.wasp.uwa.edu.au/~pbourke/dataformats/mtl/
Attached is a patch that should fix spacey filenames and optional texture scale/offset. I have tested it with files I have that I modified to contain spaces in the texture filenames."
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler(
new osgViewer::WriteToFileCaptureOperation("filename", "jpg")));
and the filename will be what you want. The WriteToFileCaptureOperation will add the context ID and the file number (if in SEQUENTIAL_NUMBER mode) to the file name.
(The attached also clarifies some notify messages, and corrects the comment when adding the handler in osgviewer.cpp)
I also remembered, the current architecture could allow a different CaptureOperation for each context, but currently the API only allows setting one CaptureOperation for all contexts. This could be improved if need be.
"
with gcc (version 4.3.1) I got the following error message in
include/osgUtil/TriStripVisitor and Tessellator
error: type qualifiers ignored on function return type
The errors belong all to a INLINE function definition. Find attached my
modified version."
Notes from Robert Osfield, I've merged osgWidget trunk, and added/changed CMakeLists.txt file to make it suitable for inclusion in the core OSG, and moved imagery/scripts/shaders out into OpenSceneGraph-Data
1. Added options to control wether the osgUtil::Tessellator or osgUtil::TriStripVisitor are run. By default they still run just as before.
2. Added support for the Emissive material. The data was being read from the mtl file but was never being applied to the model.
3. This is the main bug addressed, when a model is read in with an alpha value specified like:
newmtl Material__8
Ns 24
d 0.33
illum 2
Kd 0.204 0.204 0.204
Ks 0 0 0
Ka 0.153 0.153 0.153
where the alpha value is d. The loader would then overwrite the alpha value when reading the diffuse, specular, and ambient colors. I have changed all the material color readers to only set the values they read and to use the default colors specified in the constructor of the obj class. With these changes, the obj reader now handles opacity correctly if the alpha value is specified before the material colo"
It check the data type of the image ( img.getDataType() ) and if it's GL_FLOAT :It save the tiff with float values.
Otherwise it does the same thing as before."
does not process I/O for osg::Light. Now I have fixed it as follows:
2. In DataInputStream.cpp, I add support code in DataInputStream::readStateAttribute
for osg::Light.
3. In DataOutputStream.cpp, I add support code in DataOutputStream::writeStateAttribute
for osg::Light.
"
"Opcodes.h:
* Added INVALID_OP as -1 in the Opcodes enum. Note that INVALID_OP is not an actual opcode defined in the OpenFlight format. The purpose of INVALID_OP is to mark an opcode variable as invalid or uninitialized.
ReaderWriterFLT.cpp:
* The header node is returned if it exists, even if the file does not contain a node hierarchy. The old behaviour returned a ERROR_IN_READING_FILE error.
* Changed opcodes initialized to -1 to the new enum value INVALID_OP."
/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp: In member function `virtual void osg::ElementBufferObject::compileBuffer(osg::State&) const':
/users/mvalle/OSG/OpenSceneGraph/src/osg/BufferObject.cpp:600: warning: cast to pointer from integer of different size"
and Text3D, FadeText inout :
1. in DataInputStream.cpp, add 1286--1293 lines;
2. in Text.cpp, add some code for text's Backdrop setting;
3. in IveVersion.h, add line 39, increase the VERSION to VERSION_028(line 41)
4. in ReadWrite.h, add line 146,147
5. add file FadeText.h, FadeText.cpp, Text3D.h, Text3D.cpp."
to optimize away duplicate state with dynamic, static and unspecified DataVarience. By default
the code now optimizes away duplicate state with either static and unspecied state, previously
it was just handling static state.
MemoryBarrier() is used in the implementation, so it should be checked.
This in effect disables the faster atomic ops on msvc 7.1 and older, even if
only the MemoryBarrier() call is missing. But it ensures for the fist cut
that it will build everywhere. If somebody cares for msvc 7.1 enough and has
one for testing installed, he might provide the apropriate defines to guard
that MemoryBarrier() call.
I tested that msvc8 32/64bit still passes the configure tests and compiles.
"
1) The "highest res" child is assumed to be the child with index "getNumFileNames()-1" or "getNumChildren()-1". As a result, PagedLODs that do not sort children from furthest to nearest will intersect with the wrong child. (see attached "case1.osg" to reproduce this problem.)
2) The code assumes there is only one highest res child. As a result. PagedLODs with multiple children at the same highest res range can only intersect one of those children. ("case2.osg" demonstrates this issue; you can only pick the quad on the right.)
I've attached a modified IntersectionVisitor.cpp that attempts to resolve these issues. It identifies a highest res range based on the range mode, then continues traversal on all valid children corresponding to that range description. Only in the case of a malformed PagedLOD does the code fall back to getting the last child in the list.
"
implementation of the atomic increment and decrement into a implementation
file.
This way inlining and compiler optimization can no longer happen for these
implementations, but it fixes compilation on win32 msvc targets. I expect
that this is still faster than with with mutexes.
Also the i386 gcc target gets atomic operations with this patch. By using an
implementation file we can guarantee that we have the right compiler flags
available."
atomic related compile failures with msvs2005. Attached changes to make win32
really use the atomic stuff. There are pointer typecast problems and some
historic alignment restrictions that I just took from a previous similar
implementation of mine without looking deep enough. "
I needed a -DCMAKE_DEBUG_POSTFIX="d" not a -D"CMAKE_DEBUG_POSTFIX=d".
This corrects the build for the CMake 2.4 and 2.6 series
The error was in compiling osgDB/Registry.cpp
"
- Added osgviewerCocoa example to APPLE builds
- Fixed corrupt Xcode project generation with CMake 2.6 dealing with ADD_DEFINITIONS and CMake Policy CMP0005 on Leopard
- Resolved CMP0006 warning for examples and programs by setting BUNDLE DESTINATION to same as RUNTIME DESTINATION with CMake 2.6
- Fixed freetype plugin on Leopard to avoid OpenGL linking problem
- Figured out how to use a custom Info.plist included in the project (see osgviewerCocoa application CMakeLists.txt)"
From Robert Osfield, made a range of changes to Terry's visitor integrating it into osgUtil::Optimizer and
changing the code to use a style more like the rest of the OSG.
"I have taken the liberty of updating a few files so that there is no longer any derivation from std::vector. I have done this by adding a new file osg/MixinVector and by updating only two others: osg/PrimitiveSet and osg/Array. You will notice that this actually removes what is acknowledged as a \u2018hack\u2019 in osg/PrimitiveSet.
With the original code I did manage to find memory leaks with some compiler options on VC 8 and 9, as well as Intel compiler. I determined the leak existence by instrumenting the destructor code, and by use of a garbage collector as a leak detector (in a similar manner to the Firefox project). Hence in contrast to what I said originally, it is exhibiting symptoms on at least some platforms.
Since I am trying to be a good OSG citizen I got out my editor and started hacking! I have built and tested on Linux (Ubuntu) with GCC 4.x and Windows VC 8 SP1. It appears that nothing is broken, and that I\u2019m using less memory J"
In the OSG OpenFlight plugin these names are ignored when reading, and
empty strings are written.
As we need these names in the OSG scene graph by our application, I
changed the plugin code, so the names are now stored in class
"osg::Material" (derived from "osg::Object") by
material->setName();
(see "PaletteRecords.cpp, line 195) when reading the file, and written
to file by
dos.writeString( m.Material->getName(), 12 );
(see MaterialPaletteManager.cpp, line 80).
As these names otherwise get lost when reading an OpenFlight file and
writing it again e.g. by
osgconv example.flt converted_example.flt
these changes make the plugin more complete.
The changes were made to OSG revision 8425, and were tested by
osgconv example.flt converted_example.flt
comparing the material palettes of both files inside Multigen Creator."
viewport settings in stereo mode. It seems that the SceneView::cull()
method will pass the full size viewport to the left/right
cullvisitors, instead of the modified stereo viewport. I made quite a
few changes to SceneView to fix the issue. The SceneView::cullStage()
method will now receive the viewport as an argument, instead of using
the global viewport. The SceneView::cull() method will pass the
modifed viewport to cullStage when rendering in stereo.
There are 2 new private methods computeLeftEyeViewport() and
computeRightEyeViewport() that will compute the stereo viewports. I
also modified the draw() function so it applies the correct viewport
to the prerender stages. These changes are only necessary for
horizontal/vertical split stereo."
via StateSet::setNestedRenderBin(bool) whether the new RenderBin should be nested
with the existing RenderBin, or be nested with the enclosing RenderStage.
"1. Location: <OSG_SOURCE_ROOT>\src\osgPlugins\osg\Fog.cpp
Reason: ".osg" writter plugins output incorrected string for osg::Fog's Mode.
How to Fix:
Line 138 in Fog.cpp: case(Fog::LINEAR): return "NERVER";
Change to: case(Fog::LINEAR): return "LINEAR";
2. Location: <OSG_SOURCE_ROOT>\src\osgPlugins\ive\
Reason: ".ive" writter plugins missing to process "osg::Fog".
How to Fix:
(1). Line 86 in ReadWrite.h:
Add: #define IVEFOG 0x00001133
(2). In CMakeLists.txt
"SET(TARGET_SRC" section Add: Fog.cpp
"SET(TARGET_H" section Add: Fog.h
(3). In DataInputStream.cpp
Line 54,Add: #include "Fog.h"
Line 1185,Add: else if(attributeID == IVEFOG){
attribute = new osg::Fog();
((ive::Fog*)(attribute))->read(this);
}
(4). In DataOutputStream.cpp
Line 57,Add: #include "Fog.h"
Line 832,Add: // This is a Fog
else if(dynamic_cast<const osg::Fog*>(attribute)){
((ive::Fog*)(attribute))->write(this);
}
(5). Add newly created ive::Fog Object in Fog.h and Fog.cpp.
"
I added a call to allocateDataArray() if rhs has (at least) one valid array, which should allocate the right array according to the type. Since the type was copied from rhs, it should create the same array as rhs has, so then it should copy the data in the following lines.
"
This was easy to implement simply by overriding IntersectionVisitor::apply(PagedLOD). My question is: Are there any opinions on whether this should be the default behavior? If it makes sense, I will submit the change; if not, no worries."
is based on suggested fix from Marco for fixing a crash due to lack of
thread safety in std::ofstream("/dev/null"); The fix is to use a custom stream
buffer that just discards all data. The implementation is also twice as fast
as the old /dev/null based approach.
calling wglMakeCurrent twice.
This bug has been reported to NVidia, confirmed and fixed by NVidia but awaits verifiaction and release if a driver which fixes this bug.
is an example). This can happen in circumstances that are not
manageable by the OSG itself (e.g. 3rd party buggy program) but one
would expect the plugin to be able to recover by returning
ReadResult::ERROR_IN_READING_FILE.
libpng provides two callbacks for warnings and errors - those are
currently unused. By default, they point to function that call exit()
or something similar (the default error callback never returns). This
patch registers the callbacks using libpng's mechanisms, makes the
warning callback emit an osg::notify(osg::WARN) message and the error
callback throw an error. The reading process is enclosed in a
try...catch block. Upon error, the memory is freed and
ReadResult::ERROR_IN_READING_FILE is returned.
"
osgViewer::GraphicsWindow::setCursor() the new cursor type is recorded
but not applied until windows sends another WM_SETCURSOR message. This
delays the application of the cursor to the next mouse event.
The attached file fixes this by setting the new cursor with a call to
::SetCursor() immediately.
"
nvidia 6 months ago and the issue is still "in progress". I've given up
waiting for them!
Platform - various Intel Windows XP SP2 PCs with various nvidia cards
including GeForce 8800 GTS and Quadro FX 4500, and various driver
versions including the latest WHQL 175.16.
I investigated your concerns about glGenerateMipmapEXT being slower than
GL_GENERATE_MIPMAP_SGIS, and for power-of-two textures, to my surprise
it is. For a 512*512 texture, glGenerateMipmapEXT takes on average 10ms,
while GL_GENERATE_MIPMAP_SGIS takes on average 6ms. Therefore I have
modified the code to only use glGenerateMipmapEXT if the texture has a
non-power-of-two width or height. I am resubmitting all the files
previously submitted (only "Texture.cpp" has significant changes since
my previous submission, I've also replaced tabs with spaces in
"Texture").
"
first post:
"I had the problem that debug and release version of the plugins had the same name under linux. These minors modification to Registry and the CMake support files enable to have both Release and Debug version of the plugins to coexist and be found by there respective runtimes."
follow up post:
"I've gone ahead and added a preprocessor directive with the editable CMAKE_DEBUG_POSTFIX. I modified Registry.cpp to take this new preprocessor directive called OSG_DEBUG_POSTFIX while looking for libraries in Debug mode for the windows (msvc) and the linux platforms.
MinGW, cygwin and Apple are still left out this proposal."
Notes from Robert Osfield, completed the work in change d entries to use OSG_DEBUG_POSTFIX
GL_GENERATE_MIPMAP_SGIS is very slow (over half a second for a 720*576
texture). However, glGenerateMipmapEXT() performs well (16ms for the
same texture), so I have modified the attached files to use
Texture::generateMipmap() if glGenerateMipmapEXT is supported, instead
of enabling & disabling GL_GENERATE_MIPMAP_SGIS."
Notes, from Robert Osfield, I've tested the out of the previous path using
GL_GENERATE_MIPMAP_SGIS and non power of two textures on NVidia 7800GT and
Nvidia linux drivers with the image size 720x576 and only get compile times
of 56ms, so the above half second speed looks to be a driver bug. With
Muchael's changes the cost goes done to less than 5ms, so it's certainly
an effective change, even given that Michael's poor expereiences with
GL_GENERATE_MIP_SGIS do look to be a driver bug.
The first bug is that the terrain tiles will page out to a lower LOD when they are right in front of you. The issue appears to be with the blacklisting heuristic which forces a tile to LOD 1, commenting out the usage of blacklisting with the LOD Nodes fixes our problem. This code change was made to line 29 of TXPPageLOD.cpp.
The second bug we were experiencing is that the database reader options never make it through to the archive loader. The use case for us appeared when the FID codes for the terrain were no longer on the materials. As it turns out the archive was being created twice, once by TXPNode and once by the ReaderWriterTXP on getArchive() so the options never actually got set on the archive that was being loaded. The fix is to first create the archive by calling getArchive on the ReaderWriterTXP, which stores it in a map for reference later, and then passing that archive into the TXPNode for it to set its internal member. With this code change we only create one archive (not sure what creating two did) and our options flags get set properly on the database.
The changes made are in TXPNode.h line 72 where the TXPArchive is now passed in. In the TXPNode.cpp the loadArchive(TXPArchive*) was changed to have the default behavior if NULL is passed in, if an archive is passed in then it does not load it since all the loading is done in the ReaderWriterTXP::getArchive(). The only other place that loadArchive is called is in TXPIO.cpp where a modification was made to pass in NULL which will have the same behavior as it used to. The last change is the little block of code starting on line 57 of ReaderWriterTXP.cpp, this was changed so that it first calls getArchive() which caches the archives in a map does some loading stuff and returns a pointer to it which is then passed in as a parameter to TXPNode::loadArchive().
The performance changes were made to TXPParser.cpp line 163 where we use to osgUtil::Optimizer on the node before passing it off, and on line 1456 we changed the geometry to use display lists. These small changes actually made drastic performance increases for us, as much as 1000% on certain laptops.
As far as testing goes, we have tested these changes with at least 5 txp databases on a variety of different computers including Mac OS and Linux. The base version used is 2.4."
The reason is if you want to build an application that use a library that use openscenegraph you have to build the full chain in debug or in release.
On windows you have no choice, but on linux you can link with both version without rebuilding everything ...
The patch consist only to change the line on one line
SET(CMAKE_DEBUG_POSTFIX "d")
with
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "add a postfix, usually d on windows")"
now holds the dirty flag and enables/disables event traversal in response dirty
being set/unset. This allows terrain to be automatically updated in response
to Terrain scale and sample ratio changes.
osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
The fixes are:
* Added the source's parent directory as search directory for image files.
* The material properties are now set in the stateset of the Geode rather than the Geometry. This will allow geometries to be reused with different material properties in future updates.
NB: I planned for a caching scheme in which multiple occurences of the same primitive (e.g., Cylinders with radius 0.8 and height 1.2), would use the same Geometry object. Unfortunately, my planning moved me to other areas, but I might still finish the caching scheme in a quiet hour. For the time being I decided it would be a good thing to already submit my current changes.
"
Cause: possibly a copy/paste typo in src/osgPlugins/osg/LineStipple.cc, line 61:
if (fr[0].matchWord("functionMask") && fr[1].getUInt(mask))
Solution: change to:
if (fr[0].matchWord("pattern") && fr[1].getUInt(mask))"
Finally it seems to not come from the empty geode. The origin of the problem seems to be the uniform initialization during the building of the program which call a glUseProgram.
If your scene never display the node that contains the shader and if there is no other shader on the scene, this "glUseProgram" is the only one that is called during your simulation. So, this shader is applied on all the scene.
I fix this bug by switching off the shader (by calling glUseProgram(0) ) during the compilation of a state which does not contain the shader.
"
Changes includes:
1. A new GifImageStream class (inherit from osg::ImageStream and OpenThreads::Thread) have already been added to implement different operations of a GIF movie, such like playing, pausing, rewinding, setting time and so on.
2. Some small changes to decode_row() and gif_read_stream(), which make the transparency of GIF images correctly.
3. Just a few changes to the ReaderWriterGIF::readGIFStream() function, which ensure that animate GIFs are loaded by GifImageStream (and the function returns GifImageStream objects) and static GIFs unchanged (still use the old method and returns osg::Image objects!).
Attachments are the cpp file and an animate GIF file for further test. Just rebuild the osgdb_gif project and use osgviewer or osgmovie to view it.
The plugin has been tested on Windows and Arch Linux."
"Here is a collection of changes which should fix issues building the OSG with CMake 2.6.0 (along with some other changes)
CMakeLists.txt:
* Set CMP0003 to supress warning about linking against -lpthread (which is a
non-absolute library location). (CMake 2.6.x fix)
* Modified the WIN32_USE_MP and a couple of other Visual Studio specific flags
to be in an IF(MSVC) block (minor tweak to reduce exposing this stuff on MinGW builds)
* Includes my second set of glu tesselator autodetection changes that you
seemed to want but haven't committed yet.
src/OpenThreads/pthreads/CMakeLists.txt:
* Eliminates warning when compiling on Linux about spaces in link line (CMake 2.6.x fix)
CMakeModules/OsgMacroUtils.cmake:
* Tweaks to make the macros behave properly under CMake 2.6.0 (doesn't change behavior under CMake 2.4.x)
CMakeModules/Find3rdPartyDependencies.cmake:
* Adds the NO_DEFAULT_PATH option to all of the search options so that things in C:\Program Files\OpenSceneGraph aren't accidently picked up during configure time and instead only things in the "3rdParty" folder are discovered. (general bugfix)
"
post 2:
"Ok, hold the presses. I just discovered that for some odd reason the osgdb_* plugins under Linux aren't getting put under the osgPlugins-2.5.0 folder. Not exactly sure why this broke, the folder was there, just empty. I'll have to look into it this evening."
post 3:
"Fixed, was caused by the switch to CMAKE_LIBRARY_OUTPUT_DIRECTORY and some code in osgPlugins/CMakeLists.txt that effectively overrides LIBRARY_OUTPUT_PATH on non-MSVC compilers to dump the plugins in the plugins folder. I tweaked it to override CMAKE_LIBRARY_OUTPUT_DIRECTORY as well. Seems to work fine."
osgconv cessna.osg cessna.dae
Examination of the resulting .dae file reveals several out-of-range tristrip indices; viewing the .dae file in osgviewer causes a crash when OSG tries to lookup those indices.
Attached resolves this issue."
- Solves issues of loading image data into the texture memory
- Print a warning if images are of different dimensions or have different internal formats (GL specification requires images to be the same)
Patch is tested and seems to work fine. It shouldn't break any other functionality. It should go into include/osg and src/osg
"
CLAMP ->GL_CLAMP_TO_EDGE
NONE->GL_CLAMP_TO_BORDER
The current 2.5.0 daePlugin assumes the following binding
CLAMP ->GL_CLAMP
NONE->GL_REPEAT
Notably the GL_CLAMP binding will result in visible black seams on input files that use otherwise matching textures. Replacing GL_CLAMP by GL_CLAMP_TO_EDGE solves this problem. I've updated both the read and write functions.
"
* I split the mouse handling from a monolithic method to separate ones, slightly cleaner than a whole bunch of if()'s, especially with another case of the mouse entering the canvas.
* I changed the EVT_KEY_DOWN handler to an EVT_CHAR handler, although that now makes the up and down handler assymetric. The new down-handler returns translated key codes, so when you press the S key (without anything else), it actually returns 's' and not 'S' as the EVT_KEY_DOWN did. This means that statistics can be called up in the viewer window, while the example previously only printed a "Stats output:" line to the console. I'm not truly happy that the up handler returns _untranslated_ key codes. But solving this completely would probably mean adding some table that translated from wxWidgets' untranslated key codes to OSG's internal ones. This might be interesting to add, as anyone using OSG + wxWidgets in any serious manner would also have to add this.
* I commented out the evt.Skip()'s in the keyboard handlers as these would only be necessary if there were some key events that are not handled. But currently all key events are simply forwarded.
* I changed the handling of a mouse drag to a more general mouse move"
multi-threaded paging, where the Pager manages threads of reading local
and http files via seperate threads. This makes it possible to smoothly
browse large databases where parts of the data are locally cached while
others are on a remote server. Previously with this type of dataset
the pager would stall all paging while http requests were being served,
even when parts of the models are still loadable virtue of being in the
local cache.
Also as part of the refactoring the DatabaseRequest are now stored in the
ProxyNode/PagedLOD nodes to facilitate quite updating in the cull traversal,
with the new code avoiding mutex locks and searches. Previous on big
databases the overhead involved in make database requests could accumulate
to a point where it'd cause the cull traversal to break frame. The overhead
now is negligable.
Finally OSG_FILE_CACHE support has been moved from the curl plugin into
the DatabasePager. Eventually this functionality will be moved out into
osgDB for more general usage.
ReaderWriter::ReadResult now has a FILE_REQUEST enum.
ReaderWriter::Options now has a s/getAsynchronousFileReadHint() parameter methods.
libcurl based plugin now detects enabing of the AsynchronousFileReadHint, but
as yet does not handle async requests - handling everything syncronously.
DatabasePager now by default will enable AsynchronousFileReadHint for http
based file requests
There was a problem converting a file to Collada by using osgconv like this:
osgconv file.osg file.dae
You would get an error message:
I/O error : Permission denied
I/O error : Permission denied
error : xmlNewTextWriterFilename : out of memory!
Error: daeLIBXMLPlugin::write(file://cessna.dae) failed
Warning: Error in writing to "cessna.dae".
This was due to some bad URI processing code in the Collada plugin. The attached file fixes this by using the Collada DOM's URI processing functions. After this change the file will convert successfully in the local directory.
"
It might seem odd that the change actually removes the stub apply(Billboard&) method, but it turns out Billboards are easily supported in subordinate routines of the existing apply(Geode&) method with s dynamic_cast, so there's no need for a separate apply(Billboard&)."
avoid threading issues associated with compile running in a parallel with
update/cull on the first frame.
Also added automatic recompile when a new SceneData is applied to a View.
get an excess Tab key report when switching back to an OSG
application (usually FlightGear :-). Although KDE has consumed
the Tab, it's sometimes still in the XKeymapEvent's key_vector,
and followed by a Tab KeyRelease event.
Avoid this artifact by
- asking for a "fresh" keymap (via XQueryKeymap()), rather than
using the unreliable(?) XKeymapEvent's key_vector, and by
- flushing all key events on focus-in (to avoid the KeyRelease)
After Super-press, Tab-press, Super-release, Tab-release (note
the wrong release order!) I still get an extra Tab event. But
this is not surprising and not exactly wrong either. Also it's
hard to avoid, as we can't see what happened to the keyboard
before we regained focus.
Files changed:
src/osgViewer/GraphicsWindowX11.cpp
include/osgViewer/api/X11/GraphicsWindowX11"
I've spotted huge memory leaks int ShapeParser and fixed them.
Also, there was a missing destructor (PolygonM) and a missing member initialization (PolygonZ)
Would be nice if someone could test the changes.
To release the memory just if no reading error happened (and therefore the arrays would be valid) I've added an macro to release and reset the pointers at once. I'm not using macros myself very often as I don't like them, but I think it doesn't hurt in this code.
"
In essence, the FLT exporter was emitting a full set of Mesh records each time it encountered a PrimitiveSet.
Attached is a fix. The code now emits the Mesh set up records, then iterates over all PrimitiveSets and emits a Mesh Primitive record per PrimitiveSet.
It also loops over PrimitiveSets twice, first writing Face records according to the mode, the writing Mesh records (again according to the mode).
The final change included here is support for GL_POINTS as single-vertex Face records.
Billboards are still to come."
It's implemented in the same way that 3D Spherical Display and Panoramic Spherical Display.
You can test it running:
osgviewer --wowvx-20 cow.osg
osgviewer --wowvx-42 cow.osg
depending on the size of your Philips WOWvx display (20" or 42")
Other arguments you can use to control the 3D effect are:
--wow-content <value>
This value defines the kind of content that can be:
0: No depth
1: Signage
2: Movie
3: CGI
4: Still
--wow-factor <value>
Percentage of the display recommended depth value. Default 64, Range [0-255]
--wow-offset <value>
Amount of range behind the screen. Default 128, Range [0-255]
0: Range is shifted in the direction of the viewer.
128: Range is equally divided in front and behind the screen.
255: Range is shifted away from the viewer.
"
find libcurl. Mike's 3rdParty only has curllib.
I realize now that the in appended file I have earlier removed
searching for freetype219 since I have it but it will break the build
of osg."
I removed QTtexture.h/.cpp and added QTImportExport.h/.cpp. I updated the CMake-files, I hope they are alright. I used the submitted code in my own apps since two months or so and it seems pretty stable, but as always the migration to the osg-quicktime plugin may have introduced new bugs, so perfect for developer release :)"
from: DEEP_COPY_STATESETS = 8,
to: DEEP_COPY_STATESETS = 1<<3,
showing clearly that this isn't the _value_ 8, but the _bit_ 8. this is an old pattern i see (and like to promulgate) to make code a bit more readable and maintainable.
"
From Robert Osfield, refactored the FrameBufferObejcts::_drawBuffers set up so that its done
within the setAttachment method to avoid potential threading/execution order issues.
osgText/Text.cpp: Line 502
...
else
{
++itr;
}
if (itr!=_text.end())
{
// skip over spaces and return.
while (*itr==' ') ++itr; // New
if (*itr=='\n') ++itr;
}
// move to new line.
switch(_layout)
{
.."
* Support for Vec4ubArray for color data
* Support for material transparency
Thanks to Neil Hughes, Jason Daly, yourself, and others for testing and reporting issues."
in Microsoft compilers as discussed in osg-users. There is now an
advanced option called WIN32_USE_MP (which defaults to OFF) that will
enable the /MP switch for all builds. I tucked this code block safely
within a IF(WIN32) branch."
hyper keys defined already, but these modifiers were missing in
GUIEventAdapter::ModKeyMask, and the EventQueue ingored them as well.
The attached diff/archive adds the missing parts for Super/Hyper
modifier key support.
I'm aware that this might not be supported on all systems/keyboards
out of the box, but decided to submit it anyway because:
- developers are aware of differences between input devices
(Some mice have scroll wheels, others don't. Some have five or
more buttons, some have only one. Some keyboards don't have
numpads, some have AltGr, some don't etc.)
- even if someone relies on Hyper/Super in distributed software,
this is easy to fix and doesn't create lock-in conditions
- while the names Hyper/Super may only be common on X11, they are
just symbol names and not OS-specific
- even though some systems might not offer these additional modifiers
by default, it's likely that all of them have at least 8 modifier
levels internally, so it should only be a matter of OS configuration
to make them work
- having super/hyper available is useful to offer a user ways
to define local key definitions that are safe from collisions with
predefined "official" key assignments"
filesystem is case-sensitive. Here are the modifications needed to make
the compiler happy. These are only some include lines rewritten (Io.h to
io.h, Windows.h to windows.h etc.) for version 2.3.7."
2) complementarily add a "--overallNormal" to replace
per-vert/per-facet normals with an overall. simplifier doesn't work
in certain cases without less complex normals. this gets that done.
3) add env var output with full verbose output so people realize it's
active when the app is run - i see this all the time in training where
people run osgconv, with unintended data transformations due to
osgUtil:;Optimzer, for example"
Introduced code in BoundgingSphere, BoundingBox, ProxyNode and LOD to utilise the above settings.
Added Matrix::value_type, Plane::value_type, BoundingSphere::value_type and BoundingBox::value_type command line
options that report where the types of floats or doubles.
unconditionally sets the X11 error handler routine, replacing anything
that was previously set. This is a bit unfriendly, as the X11 error
handler is a global attribute which the application, or the GUI toolkit
being used, may well have set itself.
So I have modified X11WindowingSystemInterface to only replace the error
handler if it is the default i.e. if the application has not set it."
images with BGR order but not read them. My 2-liner fixed it for me
but it may be that someone with more knowledge of the plugin want to
insert more pixel formats in the reading part of the plugin."
requests for files in a archive are made with unix style paths. So to
be able to match an entry in map(_indexMap) it's keys needs to be
stored in unix style even on Win32"
Note from Robert Osfied, simplified this submission so that the added conversion to
unix slahes is done on all platforms as this should be safe and simpler to maintain.
This change has been done to make it easier for OpenSceneGraph users to check out the svn via https
without any conflicts introduced with a http externals.
as not expiring subgraphs quick enough to enable reasonable load balancing.
New version isn't perfect and will need further work, but does at least reduce
the memory footprint by as much as half on test paths on big databases.
The rewritten method no longer uses the the MaximumNumOfRemovedChildPagedLODs
and MinimumNumOfInactivePagedLODs variables so these and associated methods
for accessing them have been removed.
- /** Set the maximum number of PagedLOD child to remove per frame */
- void setMaximumNumOfRemovedChildPagedLODs(unsigned int number) { _maximumNumOfRemovedChildPagedLODs = number; }
-
- /** Get the maximum number of PagedLOD child to remove per frame */
- unsigned int getMaximumNumOfRemovedChildPagedLODs() const { return _maximumNumOfRemovedChildPagedLODs; }
-
- /** Set the minimum number of inactive PagedLOD child to keep */
- void setMinimumNumOfInactivePagedLODs(unsigned int number) { _minimumNumOfInactivePagedLODs = number; }
-
- /** Get the minimum number of inactive PagedLOD child to keep */
- unsigned int getMinimumNumOfInactivePagedLODs() const { return _minimumNumOfInactivePagedLODs; }
Changes to existing files:
ReaderWriter.cpp -- to support writeNode() of course.
ReaderWriterATTR.cpp -- to support writeObject -- we write .attr files for textures, if they don't already exist.
AttrData.cpp/.h -- Minor fixes.
CMakeLists.txt -- to include the new files in the build."
From Robert Osfield, port to non Windows platforms just required fixing of header capitilization errors
that windows lets through the net due to having a case insensitive file system.
Attached is modified source of AdapterWidget.cpp file from osgviewerQT
example. Original was token today from SVN - trunk. (2.3.6).
--mdi option needs to be set to run MDI version.
Few notes:
- tested on Windows box (Win XP)
- using QT4
- I was not able to execute the example with QOSGWidget - had same
error like described in [osg-users] "fate error using QOSGWidget in
develop release
2.3.0" thread from Shuxing Xiao, 2008-01-08.
- problems are described in source
--
And Later post:
The problem of keypress events was solved by QT community, attached is
repaired AdapterWidget.cpp file.
In the AdapterWidget class constructor following line was added:
setFocusPolicy(Qt::ClickFocus);
Scene disappearing by resizing to minimum still needs to be fixed..."
key, but it didn't pick up the initial state. So, if NumLock was on for
the OS at startup (LED on), it was still off for OSG. And the first
keypress turned the LED off, and NumLock on for OSG. The attached fix
picks up the state on every FocusIn, just like it was done in the last
commits for CapsLock. The difference is, that the NumLock mask isn't
standardized (e.g. 0x10 for Linux, and 0x80 for AIX), so we have to do
a reverse lookup (::rescanModifierMapping()).
Note that I could not reproduce the problem on my system, but someone
else confirmed it twice on his, and the patch fixed it for him.
Changed files:
./include/osgViewer/api/X11/GraphicsWindowX11
./src/osgViewer/GraphicsWindowX11.cpp
"
and a new scheme for computing the scaling when using autoscale that introduces smooth
transitions to the scaling of the subgraph so that it looks more natural.
help manage the scaling of particles, whether they should be relative to the
local coordiante frame of the particle system, or be in world coordinates.
It sets osgGA's keymask when restoring keys on FocusIn, according
to the state values of XKeyEvent and XCrossingEvent. (These are
the only source for X11's current capslock state that avoids
pulling in the XKB extension.)
"
1) Full DOS paths are now correctly opened by OpenVRML. A URL containing
a DOS path should be "file:///C:data/blah" rather than "file://C:data/blah".
2) The last primitive defined in "coordIndex" is now added if the
"coordIndex" is not terminated by -1.
3) Smoothed normals are computed if no normal field is provided.
Currently, there is no support for "creaseAngle", so all edges (even the
ones sharper than the creaseAngle) are smoothed. I might add this in the
future if demand rises.
4) If an IndexedFaceSet contains only triangles or quads then the
primitive type is set to TRIANGLES or QUADS, and the primset becomes
DrawArrays rather than DrawArrayLengths.
Question: I noticed that for DrawArrays you can still provide an index
array. Would the rendering be faster if I'd create DrawElements primsets
rather than DrawArrays? Phrased differently, what is the benefit of
using DrawElements over DrawArrays, as there is clearly not a one-to-one
mapping of these concepts to their OpenGL counterparts?
5) Objects are added to the transparent bin and blend mode is enabled
only if the transparency is nonzero. Rendered transparent objects no
longer write the depth buffer."
other GUI toolkit examples. It now takes a model file as command-line
argument (complaining if there isn't one), and its startup window size
is now actually applied (it used to be too small). I tested this with a
unicode-build of wxWidgets, as that is the recommended build type on
Linux with GTK. I'm pretty sure this version of the example will work
for the ANSI build as well, but I have no way of testing."
"texture" paths. This is to drop absolute paths that some
3d editors export (even AC3D itself!). But this also strips
directories of relative paths, which is wrong and contradicts
the ac3d reference implementation. (The reference implementation
doesn't strip anything, though, and so takes the absolute paths
as they are. Definitely not what we want.)
The attached solution checks absolute paths and only strips
those:
(1) A:\\foo\\bar.png -> bar.png (as before)
(2) /foo/bar.png -> bar.png (as before)
(3) foo/bar.png -> foo/bar.png (new)
(4) ../foo/bar.png -> ../foo/bar.png (new)
"
The files are:
include/osgSim/ObjectRecordData -- The new class. Derives from Object to support .osg IO.
src/osgPlugins/OpenFlight/PrimaryRecords.cpp -- Reads data into that class.
src/osgPlugins/osgSim/IO_ObjectRecordData.cpp -- .osg IO support."
From Robert Osfield, made the OpenFlight read object record data optional via the -O readObjectRecordData ReaderWriter option.
osgViewer::StatsHandler and other handlers which allow you to change the
key(s) you would press to get them to do something. Pretty simple change
but useful in our context and possibly in others too."
The problem can be reproduced by simply changing the osgpick example to
use a CompositeViewer with a single view initialized using
setUpViewAcrossAllScreens(). I have attached a modified osgpick.cpp so
you can test it out quickly (please don't check this file in though :-)
) The eventState is then incorrect and picking does not work. The only
changes are in CompositeViewer.cpp (eventTraversal() method), and fix
the problem for me.
"
The win32 pbuffer implementation returned an error unless both the
WGL_ARB_pbuffer and the WGL_ARB_render_texture functions were present.
This was too restrictive, as a pbuffer can usefully be created without
render-to-texture, e.g. for use with glReadPixels. The osg 1.2/Producer
pbuffers worked without RTT, and osgUtil::RenderStage has all the code to
handle both RTT and non-RTT pbuffers, doing a read and copy in the
latter case.
With these changes I have successfully tested the osgprerender example
on a graphics card which supports RTT, and one which doesn't. Plus
tested in my own application.
In order to aid diagnostics I have also added more function status
return checks, and associated error messages. I have included the win32
error text in all error messages output. And there were some errors
with multi-threaded handling of "bind to texture" and a temporary window
context which I have corrected.
These is one (pre-existing) problem with multi-threaded use of pbuffers
in osgViewer & osgprerender, which I have not been able to fix. A win32
device context (HDC) can only be destroyed from the thread that created
it. The pbuffers for pre-render cameras are created in
osgUtil::RenderStage::runCameraSetUp, from the draw thread. But
closeImplementation is normally invoked from the destructor in the main
application thread. With the additional error messages I have added,
osgprerender will now output a couple of warnings from
osgViewer::PixelBufferWin32::closeImplementation() at exit, after
running multi-threaded on windows. I think that is a good thing, to
highlight the problem. I looked into fixing it in osgViewer::Renderer &
osgUtil::RenderStage, but it was too involved for me. My own
application requirements are only single-threaded.
Unrelated fix - an uninitialised variable in
osg::GraphicsThread::FlushDeletedGLObjectsOperation().
"
1:
Shadow map camera sets ABSOLUTE_RF_INHERIT_VIEWPOINT refernce frame.
2:
Light Direction by matrix multiplications replaced with transform3x3 multiplication.
3:
I made DebugingHUD functional by adding special draw callback. Former version was simply drawing pale square.
4:
I was tempted to make 4 th change but decided to not do it. Instead I put it whith #if VIEW_DEPNDENT_TEXGEN. If you decide you may let it go.
When objects are not centered at 0,0,0 coord but in some distant location (for example at surface of earth ellipsoid) shadow texgen suffers from inadequate precision of float matrices. I changed that by premultiplying Texgen matrix (using OSG double matrices) with inverse modelview and applying it later with ModelView identity matrix. This tweak may be appropriate for OverlayNode texgen as well.
I left former version because I suspect that this change will make osgShadow::ShadowMap view dependant. Currently texgen matrix remains the same no matter what View displays it. With my change it wuld be different for each view. This touches the subject of View Dependent Shadow Techniques that J-S asked recently."
there is a bug. The header file do specify something
like this:
FrameBufferAttachment(Texture3D* target, int zoffset,
int level = 0);
However in the .cpp file we have:
FrameBufferAttachment::FrameBufferAttachment(Texture3D*
target, int level, int zoffset)
Which means that the meaning of level and zoffset is
interchanged.
The file with the corrected line is attached. Should
go into src/osg/
"
remain in pressed state after revealing, even if they are no
longer pressed on the keyboard. This can have bad effects,
especially if the stuck keys are modifier keys. One has to
press and release the stuck keys again to reset the wrong state.
The fix keeps track of all key presses and releases. On FocusOut
and UnmapNotify it releases all keys that are in pressed state,
and on KeymapNotify (following a FocusIn), it sets the currently
pressed keys again. To avoid confusion in the OSG-using application
normal keys are always reported released /before/ and pressed
/after/ modifier keys.
As current key states are returned as char[32] keymap by
XQueryKeymap and XKeymapEvent, this format is also used to
recognize modifier keys and for maintaining the current
internal key state. Functions to set/clear/query bits in
such a keymap are added.
The patch was extensively tested with osgkeyboard and
FlightGear under KDE and fvwm2. It was not tested on a
Xinerama setup or with multiple windows, but as _eventDisplay
is used throughout, there should be no problems. The patch also
makes the following changes:
- removes old and obsolete handling of modifier keys in ::adaptKey().
This wasn't only unused, but also wrong (and for that reason commented
out in revision 7066). The modifier states are actually handled
in ./src/osgGA/EventQueue.cpp (EventQueue::keyPress/keyRelease).
- fixes some spelling"
The modifications I made are very small but they are absolutely usefull to use osgIntrospection with visual studio 7.1 or 8 in debug modes.
This should also solve other minor common problems (converter memory leak, virtual destructor for PropertyInfo, etc...).
I choosed two function names : Reflection::uninitialize() and Type::reset(), this can of course be changed if someone has a better idea...
I made the changes against OSG 2.2.0 public release. I tested the result with VS 7.1, VS 7.1 SP1, VS 8.0 SP1 and AQTime 5.0 on Windows XP SP2... All 4 seem to agree : they detected memory leaks before and don't anymore.
Sorry I haven't take the time to test that on linux but the changes are so small I doubt there could be a problem... I let you check that on your side :-).
I hope this will help making OSG an even more wonderfull library."
Attached is a fixed version of OverlayNode.cpp. I fixed CustomPolytope::cut( osg::Plane ) method. Bug was apparent in such scenario:
Let P1 be some random frustum polytope
Let P2 be the polytope that was created from P1 bounding box (P2 contains P1 entirely)
Then ignoring precision errors: P1.cut( P2 ) == P2.cut( P1 ) == P1. But this condition was not always met. Cut failed when some of the polytope reference points happened to lie exactly on some intersecting planes in both P1 & P2 (plane distance was = 0).
I only use CustomPolytope for my shadowing stuff so I did not test how this affects rest of OverlayNode.cpp.
----2----
Also attached is a minor precision improvement for osg::Plane intersect method (double version).
----3----
I have also one observation regarding osg::Plane - There are two intersect vertices methods (float and double flavour):
inline int intersect(const std::vector<Vec3>& vertices) const
inline int intersect(const std::vector<Vec3d>& vertices) const
I guess osg::Plane won't compile when someone changes default vec3 typedef to vec3d. Shouldn't the first method be changed to use vec3f explicitly ? Ie:
inline int intersect(const std::vector<Vec3f>& vertices) const"
pbuffer functions or exactly ask for the extensions we need to call the
apropriate glx extension functions for and around pbuffers extensions.
The glx 1.3 version of this functios are prefered. If this is not pressent we
are looking for the glx extensions and check for them.
Prevously we just used some mix of the glx 1.3 functions or the extension
functions without making sure that this extension is present.
"
carbon-implementation of GraphicsWindow. Now you can use an AGLDrawable
in conjunction with osgViewer/osgCompositeViewer."
Changes from Robert Osfield, changed std::cout to osg::notify(osg::INFO)
This is caused by the OSG_MSVC_VERSIONED_DLL hack.
there are hard-coded paths to place the dll's in the bin /dir that normally would go
in the lib/config (release/debug) dirs. Nmake has different locations for the files (no config dir).
fix: change the macro's in OsgMacroUtils.cmake for the IF(NOT MSVC_IDE) situation.
Libs go in lib/, and DLLs and executables go in bin/
To accopmplish this for MSVC_IDE the targets get a "../../bin" prefix,
for nmake this should be "../bin" (because there are no config folders).
This fix mimics the behaviour of the MSCV_IDE (visual studio) build system when building with nmake.
Note:
A change in the main CMakeLists.txt creates the needed plugin directory in the binary dir.
see included files for the changes:
r7885fix-v2/CMakeModules/OsgMacroUtils.cmake
r7885fix-v2/osgWrappers/CMakeLists.txt
r7885fix-v2/CMakeLists.txt
The behaviour of visual studio projects (and other build systems) remain unchanged.
Tested building and installing with nmake and visual studio 8 debug and release.
"
this fix strips whitespace off externally referenced material files.
fixes a bug where the obj listed something like:
mtllib FR_PARIS_ESPACE_UNESCO_S.MTL
and then that caused failures in the load later:
FindFileInPath() : trying /Users/rpk/Downloads/
FR_PARIS_ESPACE_UNESCO_S.MTL ...
this fix simply strips whitespace around that filename before passing
it on to the remainder of the loader."
Changes from Robert Osfield, change std::cout to osg::notify(osg::INFO)
It contained a bug that would cause freed memory to be written again.
Specifically, in FreeTypeLibrary::~FreeTypeLibrary(), calling
font->setImplementation(0); deletes the content pointed to by the
fontImplementation pointer, while the line the immediately follows
tries to access it.
My fix is to make the second instruction part of an else clause rather
than always executed. This way, the fontImplementation->_facade = 0
instruction is only executed when the font implementation is not set
to 0 before (although I have no idea what it is here for and if this
code path is ever followed, since I don't know the plugin's internals
very well).
Attached is the modified FreeTypeLibrary.cpp file."
last primary node inside a push-pop level would not get the dispose()
call. This would result in information from some ancillary records,
like the matrix (transform), being lost.
Changes are made to the latest version in the repository.
Thanks to Terry for the help to find and fix the bug and test the changes."
.shp ...) ogr is a part of gdal so i added the build of ogr plugin if
gdal is found.
to test it
osgviewerd -e ogr file.tab
or
osgviewerd -e ogr file.gml
or
osgviewerd -e ogr file.shp
"
use of parameter GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS which is only part
of the standard from 2.0 onwards. I've updated src/osg/State.cpp, so
that it attempts to be more rigorous regarding OpenGL version and
extension checking."
node has already been erased from the node list, causing childRemoved to be
performed on the consecutive node.
Lines 180 and 182 are swapped in the attached Group.cpp.
"
Added several missing plugins (e.g. osgdb_osgShadow, osgdb_osgViewer, osgdb_Terrain).
Added dependency information hoping that the Xcode 3 parallel target building will work now.
contain better support for environmental variables to pre-empt the
autodection default search path order which is very helpful for people
who do automated builds. (I recommend that the remaining modules
consider adding the same system to make things consistent and easier
for those people that want to do the automated builds.)
The CMAKE_PREFIX_PATH has also been added to help people. I don't
recommend adding this to the other modules because it looks like CMake
agreed with my idea and will be adding the support in 2.6. So when
that ships, people will get it for free. (In the meantime, my modules
that do have it, it can be used.)
Finally, I've submitted all of these modules to official CMake plus
more so they will be in the next version of CMake. It looks like I may
need to sort some compatibility issues out with the KDE people who
seem to have conflicting modules, but this is unrelated to the updates
submitted here as OSG already has these conflicts. I figured I would
just sync OSG up with my current/best versions.
Also of note, I added the large batch of Findosg*.cmake modules to
CMake so people building against OpenSceneGraph can use these without
writing their own. I wasn't sure if I should submit them here or not
since they are for building against OSG and not for building OSG
itself. So they are not included.
"
from Quicktime/Quicktime.h to QuickTime/QuickTime.h.
MacOsX filesystem is normally case insensitive, but in
my case I changed that option and the quicktime headers
were not found. Now compiles fine and on case insesitive
file systems should work correctly too. "
setScreenRefreshRate for systems support Xrandr. The include CMakeFile
makes this optional, and turns it OFF by default, in which case any
person trying to use these functions under Linux will be instructed to
build osgViewer w/ Xrandr support.
"
to STOP. Subsequently, you can restart it from the beginning by
setting the mode to START. This does not work as expected. The _now
time is not updated while the mode is STOP, which causes the items in
the sequence to flash by very quickly when the mode is set to START.
For example, if the mode was set to STOP and left that way for 30
seconds, and there are 10 items in the sequence, when the mode is set
to START all the items will flash by (in 3 loops) while the _now time
catches up with the real time, and then the sequence will go on at the
rate it should.
This is a simple fix for that, which updates the _now time regardless
of the mode the sequence is in."
to bugfixes in osg::Polytope.setToUnitFrustum and setToBoundingBox It was
sent at beginning of december. I read it when purging my Thrash emails and
found it there this because it was wrongly classified as SPAM.
What stroke me in this email was the fact that there was once an error in
Polytope class. Since I adopted CustomPolytope (osgSim OverlayNode.cpp) for
my minimal shadow area computations I checked my code for this error. And I
found it in CustomPolytope::setToUnitFrustum method.
CustomPolytope::setToBoundingBox seemed OK.
So I went back to the origin and fixed this error in OverlayNode.cpp as
well. I have not tested it in OverlayNode though (I don't know how) so
please look at this carefully. But it seems to work fine with my shadow
calculations."
File osgShadow/Version.cpp, Line 25:
const char* osgShaodowGetLibraryName()
should be:
const char* osgShadowGetLibraryName()
File CMakeModules/OsgMacroUtils.cmake, Line 224:
SET_TARGET_PROPERTIES(${TARGET_TARGETNAME} PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
should be:
SET_TARGET_PROPERTIES(${TARGET_TARGETNAME} PROPERTIES DEBUG_POSTFIX "${CMAKE_DEBUG_POSTFIX}")
Otherwise setting CMAKE_DEBUG_POSTFIX to an empty string instead of "d" in
the main CMakeLists.txt does not work under Linux.
"
64 bit binary compatible OSGA archive reader/writer using mixed
stdio/iostream calls. But during this work I learned that it can be made in
much simpler way.
Attached is result of this new attempt. I hope its appropriate for inclusion
into OSG codebase. It was compiled and tested with latest SVN OSG, Windows
XP 32 bit and Windows Vista business 64 bit. OSG was built using VS 2005
Express SP1 for 32 bit environment and VS 2005 Std for 64 bit.
---
Solution description (there were two problems involved):
---
Problem 1: implicit conversions beetween file positions and 32 bit int. This
could be considered a MS compiler bug because this 32 bit int was
additionally implicitly converted to/from 64 bit. As far as I know compiler
is allowed to make only one implict conversion (but maybe this rule does not
refer to simple types).
Its actually possible to address OSGA files above 4 GiB range using 32 bit
windows iostreams. MS Iostreams in practice offer the same level of
functionality as stdio functions. There are functions fsetpos and fgetpos in
stdio lib which use 64 bit file pointers (fpos_t). These functions are
internally called by seekp( streampos ), seekg( streampos ), tellp(), and
tellg() methods. So its also possible to change and retrieve file postions
using iostream calls. But the problem lies in implicit handling of streampos
type.
streampos type is actually a template class used as seekp, seekg parameter
and returnd from tellp, tellg. Its capable of storing 64 bit file pointers.
But streampos can be also converted to/from simple type streamoff. It has
proper constructor and cast operator. In Win 32 environment streamoff is
defined as long (~32 bit int). So when seekp, and tellp arent used with
exact streampos objects but OSGA_Archive::pos_type complier makes implicit
casts to 32 bit int types loosing important bits of information.
So above problem could be easily handled by making conversion calls
explicit. My code defines 2 functions used to convert back and forth beetwen
64 bit OSGA_Archive::pos_type and std::streampos objects:
OSGA_Archive::pos_type ARCHIVE_POS( const std::streampos & pos );
std::streampos STREAM_POS( OSGA_Archive::pos_type & pos );
Rest of the OSGA implementation code was modified to call these conversions
explicitly with seekp, seekg, tellp, tellg.
---
Problem 2: seekp and seekg have two variants. Only one of these variants is
actually 64 bit proof.
When I solved my first problem and made use of explicit streampos conversion
functions, OSGA archive was able to read my example 11 GiB archive. But
there were still problems with write and append. I found that the reason for
this was pair of seekp( 0, std::ios_base::end ) and tellp() calls. It turned
out that use of seekp, seekg( offset, direction ) function variants was
setting file pos pointer to EOF when file was larger than 4GiB. But I
noticed that one arg seekp, seekg ( streampos ) versions worked correctly.
So the solution was to change OSGA write logic a little, and replace
seekp( offset, direction ) with seekp( absolute_pos ) calls.
I achieved this by modifing IndexBlock write method to record and restore
file pos after IndexBlock was written. This modification has the effect that
put pointer is generally kept at the end of file, so there is no need to
repostion to the end before writing the files. This allowed me to get rid of
those problematic seekp( 0, std::ios_base::end ) calls.
There was one place where I could not easily get rid of seekp( 0,
std::ios_base::end ). It was situation where existing OSGA was opened for
appending. I resolved this by computing file length by finding max position
from index block and file block endings. Then I replaced former seekp( 0,
std::ios_base::end ) with seekp( STREAM_POS( found_file_length ).
---
Description of these changes may sound bit hacky but in practice these were
fairly simple and straightforward modifications. I hope they pass your
review. There is one complex preprocessor condition which I based on few
lines taken from boost positioning.hpp. Boost licence does allow such
reproduction. In case of problems this condition may be easily simplified to
windows only implementation.
"
osg::Capsule subclass of osg::Shape in an osg::ShapeDrawable. Other
shapes worked fine. So I have fixed this. Code attached.
My modification is in the PrimitiveShapeVisitor, and is based on the
DrawShapeVisitor - I added methods called createCylinderBody and
createHalfSphere, and used them in apply(Cylinder&) and
apply(Capsule&). In my testing they work fine, tested even with
transforms and moving around the scene.
"
But writing BlinkSequence with empty sequence group caused a crash when IVE was accessing baseTime from NULL address.
Atttached is a fix for this situation.
"
creating subclasses of osg::Array that referenced data
stored an application's internal data structures. I took
a stab at implementing that and ran into a couple of
downcasts in Geometry.cpp. Enclosed is my take at fixing
those along with a simple example of how to do this."
1. DAE object no longer held onto by plugin.
2. Filename to URI conversion now handled internally by plugin.
2. User can supply an external DAE object for use by the plugin.
3. User can supply a std:string object for the plugin to return the URI of
the document just processed.
4. User can supply a std::string to receive the unit name information from
the document just read in. (e.g. meters, inches, etc.)
5. User can supply a float to receive the metric conversion factor from the
document just read in.
6. User can supply an enum to receive the up axis orientation information
from the document just read in.
7. Material transparency can be both read and written.
8. User can supply an experimental GoogleMode option on output. The plugin
will try to emulate the way Sketchup specifies transparency (i.e. the
inverse of what it should be!). I am still struggling to get GE to
understand transparency, anyone know what it expects?
9. Rudimentary support for Collada effect parameters (newparam, setparam,
param) on input. Basic nVidia FX Composer dae documents can now be read.
"
in the DatabasePager. The practical effects of these are to greatly reduce startup time
and the time to load an individual scenery tile in FlightGear.
- From my log message:
Minimize the number of StateSets and drawables that are compiled by checking
if they have already been compiled or will be elminated by the
SharedStateManager.
Move the sorting of the dataToCompile queue out of compileGLObjects
into the man pager run function.
Change the SharedStateManager to use maps instead of vectors."
Previously the complete StateSet was cleared, even the non clipping releted
state attributes and modes in this stateset on a call to
setLocalSetateSetModes.
With this change only those modes/attributes are changed that need to be
changed. That is, if a clip plane is removed from the ClipNode, only this
assiciated mode is removed from the state set, instead of throwing away the
whole state set.
In this way we have less surprising results if the state set of a clip node is
used for more state than just the clip state.
"
StateSet::removeAssociatedModes(const StateAttribute*)
and a
StateSet::removeAssociatedTextureModes(unsigned, const StateAttribute*)
call. These funktions are just missing for a complete api IMO."
file. The code works well but the SectorPlacer comments stayed in the new
file. I have altered those comments so they now contain valid information for
the BoxPlacer class and the doxygen generated documentation is correct.
"
fullscreen mode and back between views. (To activate, double click on
the view to toggle.) It demonstrates/uses the new one-liner fullscreen
method introduced in Leopard. Code will still compile and run in
pre-Leopard (thanks to Obj-C dynamic/late binding), but code path is
treated as a no-op in those cases."
CullVisitor/SceneView:
*Feature: This version supports multiple clearnodes in the graph, one per renderstage.
Text:
*Feature: Performance Enhancement when calling SetBackdropColor
Material:
*Fix: OpenGL calls are now made according to the OpenGL Standard
"
- Material class contained both 'shininess' and 'Ns' member variables
- 'Ns' and 'Ni' are initialized to 0 ('Ni' is unused at the moment)
- only 'Ns' was read from .mtl file but 'shininess' was used for osg::Material
- 'illum' was read from .mtl file but never used; it is now used as follows
-- illum==0 -> no osg::Material created/attached therefore no lighting
-- illum==1 -> osg::Material specular is set to black
-- illum==2 (default) -> specular read from .mtl file is used
- 'map_Kd' and 'map_Ks' may contain additional arguments (e.g. '-s 1 1 1'),
these are now skipped over and the texture filename is properly extracted
"
* Support for Box, Sphere, Cone, and Cylinder. These nodes are converted
to osg::Geometry conform the VRML97 spec.
* Backface culling is enabled/disabled according to the "solid" flag for
geometries that are converted from IndexFaceSets.
* PROTO instances can now be used for "appearance" and "geometry" fields
in a Shape node.
The file ReaderWriterVRML2.cpp is adapted for the latest stable public
release:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.2.0
The changes where needed for being able to read VRML file which are
output by VMD (http://www.ks.uiuc.edu/Research/vmd/). A sample VRML file
is enclosed in this submission.
The plugin has been tested against a number of VRML samples that include
texturing. The texturing is found to be VRML97 compliant for all added
geometry nodes.
"
with the shader for textured objects. This works very well in cases
where there could be a mix of textured and non-textured objects in the
scene, and it makes the initialization more robust.
The idea is from PSSM, to add a 1pixel texture to the main rendering as
to provide white for any objects missing textures."
You were right about the CMAKE_MODULE_LINKER_FLAGS option for CMake, so here is a modification allowing to not generate the manifest files for the plugins making them a lot more easy to redistribute. I have also made the same modification to the wrappers as they are also put into the osgPlugin folder when generated.
"
case is the more tested case, and therefore it is correct to set
_supportsVertexBufferObjects to the same value as _fastPath. So here's a
change that does the same thing for the env var case."
both Jeremy and Anders added static build support as an option, but one was
for Unix and one for Windowsm, but the two mods were also inconsitent in naming
and implementation. I have had a bash at merging them both, but don't know yet
if these changes will work yet on either configuration... user testing will tell...
enhanced version of PolytopeIntersector.
New features of PolytopeIntersector :
* Dimension mask: The user may specify the dimensions of the
primitives to be tested. Checking polytope-triangle and
polytope-quad intersections is rather slow so this can
be turned off.
* Reference plane: The resulting intersections are sorted
by the distance to this plane.
New memebers of PolytopeIntersector::Intersection :
* distance: Distance of localIntersectionPoint to the reference plane
* maxDistance: Maximum distance of all intersectionPoints to the
reference plane.
* intersectionPoints: The points intersecting the planes of the polytope
or points completely inside the polytope.
* localIntersectionPoint: arithmetic mean of all intersection points
* primitiveIndex: Index of the primitive that intersected
I added some more output to the example osgkeyboardmouse."
with the original AdapterWidget implementation still available by default. The new implementation can be accessed by running:
osgviewerQT cow.osg --QOSGWidget
all wonky when I resize the SDL window. I'm not sure if this bug has
always existed or not, but according to the SDL documentation this
operation should be safe regardless, and doesn't not introduce the need
for extra memory management (that is: there is no need to "cleanup" the
old screen variable, that is all handled by SDL for us).
"
highlighted problems with Light, ClipPlane and Hint usage in osg::State's usage of cloneType
and reassignment of target/num in StateSet/these StateAttributes.
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."
Ugh. Another fix for the cycle problem. It seems that the SDKROOT didn't necessarily solve the problem, but there were some unneeded library dependencies that weren't in my test fork which allowed my test to work, but caused SVN to fail.
I have removed some of the excess libraries and it seems to build without the Q&A fix.
MESSAGE("Warning: A critical CMake bug exists in 2.4.6 and below. Trying to build Universal Binaries will result in a compile error that seems unrelated. Either avoid building Universal Binaries by changing the CMAKE_OSX_ARCHITECTURES field to list only your architecture, or upgrade to the current CVS version of CMake or a newer stable version if it exists.")
OPTION(OSG_GLU_TESS_CALLBACK_TRIPLEDOT"Set to ON to build with variable parameter (...) version of GLU tesselator callback"${DEFAULT_GLU_TESS_CALLBACK_TRIPLEDOT})
IF(OSG_GLU_TESS_CALLBACK_TRIPLEDOT)
ADD_DEFINITIONS(-DGLU_TESS_CALLBACK_TRIPLEDOT)
ENDIF(OSG_GLU_TESS_CALLBACK_TRIPLEDOT)
# Platform specific:
# (We can approach this one of two ways. We can try to FIND everything
# and simply check if we found the packages before actually building
# or we can hardcode the cases. The advantage of the former is that
# or we can hardcode the cases. The advantage of the former is that
# packages that are installed on platforms that don't require them
# will still get built (presuming no compatibility issues). But this
# also means modules that are redundant may get built. For example,
# will still get built (presuming no compatibility issues). But this
# also means modules that are redundant may get built. For example,
# OS X doesn't need GIF, JPEG, PNG, TIFF, etc because it uses QuickTime.
# Also, it will clutter the CMake menu with "NOT_FOUND".
# The downside to the latter is that it is harder to build those
SET(OLD_CMAKE_CXX_FLAGS_WAS_SET1CACHEINTERNAL"Old CXX flags was set")
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} ${OSG_AGGRESSIVE_WARNING_FLAGS}"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ENDIF(NOT"${OLD_CMAKE_CXX_FLAGS_WAS_SET}")
ELSE(OSG_USE_AGGRESSIVE_WARNINGS)
# FIXME: This will lose any changes made after OLD_CMAKE_CXX_FLAGS was
# set. The better way would be to parse the string and remove each
# option explicitly.
IF("${OLD_CMAKE_CXX_FLAGS_WAS_SET}")
SET(CMAKE_CXX_FLAGS"${OLD_CMAKE_CXX_FLAGS}"CACHESTRING"Flags used by the compiler during all build types."FORCE)
SET(OLD_CMAKE_CXX_FLAGS_WAS_SET0CACHEINTERNAL"Old CXX flags was set")
ENDIF("${OLD_CMAKE_CXX_FLAGS_WAS_SET}")
ENDIF(OSG_USE_AGGRESSIVE_WARNINGS)
ENDIF(OSG_AGGRESSIVE_WARNING_FLAGS)
# Set defaults for Universal Binaries. We want 32-bit Intel/PPC on 10.4
# Set defaults for Universal Binaries. We want 32-bit Intel/PPC on 10.4
# and 32/64-bit Intel/PPC on >= 10.5. Anything <= 10.3 doesn't support.
IF(APPLE)
# These are just defaults/recommendations, but how we want to build
# out of the box. But the user needs to be able to change these options.
# So we must only set the values the first time CMake is run, or we
# So we must only set the values the first time CMake is run, or we
# will overwrite any changes the user sets.
# FORCE is used because the options are not reflected in the UI otherwise.
# Seems like a good place to add version specific compiler flags too.
IF(NOTOSG_CONFIG_HAS_BEEN_RUN_BEFORE)
# This is really fragile, but CMake doesn't provide the OS system
# version information we need. (Darwin versions can be changed
# This is really fragile, but CMake doesn't provide the OS system
# version information we need. (Darwin versions can be changed
# independently of OS X versions.)
# It does look like CMake handles the CMAKE_OSX_SYSROOT automatically.
IF(EXISTS/Developer/SDKs/10.5.sdk)
SET(CMAKE_OSX_ARCHITECTURES"ppc;i386;ppc64;x86_64"CACHESTRING"Build architectures for OSX"FORCE)
IF(EXISTS/Developer/SDKs/MacOSX10.5.sdk)
# 64-bit compiles are not supported with Carbon. We should enable
# 64-bit compilation by default once osgviewer has been
# rewritten with Cocoa.
#SET(CMAKE_OSX_ARCHITECTURES "ppc;i386;ppc64;x86_64" CACHE STRING "Build architectures for OSX" FORCE)
SET(CMAKE_OSX_ARCHITECTURES"ppc;i386"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.5 -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSE(EXISTS/Developer/SDKs/10.5.sdk)
ELSE(EXISTS/Developer/SDKs/MacOSX10.5.sdk)
IF(EXISTS/Developer/SDKs/MacOSX10.4u.sdk)
SET(CMAKE_OSX_ARCHITECTURES"ppc;i386"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.4 -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
@@ -436,50 +647,193 @@ IF(APPLE)
# Should break down further to set the -mmacosx-version-min,
# but the SDK detection is too unreliable here.
ENDIF(EXISTS/Developer/SDKs/MacOSX10.4u.sdk)
ENDIF(EXISTS/Developer/SDKs/10.5.sdk)
ENDIF(EXISTS/Developer/SDKs/MacOSX10.5.sdk)
ENDIF(NOTOSG_CONFIG_HAS_BEEN_RUN_BEFORE)
OPTION(OSG_BUILD_APPLICATION_BUNDLES"Enable the building of applications and examples as OSX Bundles"OFF)
ENDIF(APPLE)
# For Doxygen
#FIXME: I haven't figured out what to do with OSG's multiple doxyfiles
# This creates a new target to build documentation.
# It runs ${DOXYGEN} which is the full path and executable to
# Doxygen on your system, set by the FindDoxygen.cmake module
# (called by FindDocumentation.cmake).
# It runs the final generated Doxyfile against it.
# The DOT_PATH is substituted into the Doxyfile.
ADD_CUSTOM_TARGET(DoxygenDoc${DOXYGEN}
${PROJECT_BINARY_DIR}/docs/doxyfile
ADD_CUSTOM_TARGET(doc_openscenegraph${DOXYGEN}
${PROJECT_BINARY_DIR}/doc/openscenegraph.doxyfile
)
ADD_CUSTOM_TARGET(doc_openthreads${DOXYGEN}
${PROJECT_BINARY_DIR}/doc/openthreads.doxyfile
)
ENDIF(BUILD_DOCUMENTATION)
OPTION(BUILD_DASHBOARD_REPORTS"Set to ON to activate reporting of OpenSceneGraph builds here http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph"OFF)
IF(BUILD_DASHBOARD_REPORTS)
# The following are required to uses Dart and the Cdash dashboard
# viewable here : http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph
INCLUDE(Dart)
ENDIF(BUILD_DASHBOARD_REPORTS)
# present the packaging option only if we have the cpack command defined (effectively >= 2.6.0)
IF(CMAKE_CPACK_COMMAND)
OPTION(BUILD_OSG_PACKAGES"Set to ON to generate CPack configuration files and packaging targets"OFF)
# for msvc the SYSTEM_NAME is set win32/64 instead of "Windows"
IF(MSVC)
IF(CMAKE_CL_64)
SET(SYSTEM_NAME"win64")
ELSE()
SET(SYSTEM_NAME"win32")
ENDIF()
ENDIF()
# Guess the compiler (is this desired for other platforms than windows?)
IF(NOTDEFINEDOSG_CPACK_COMPILER)
INCLUDE(OsgDetermineCompiler)
ENDIF()
# expose the compiler setting to the user
SET(OSG_CPACK_COMPILER"${OSG_COMPILER}"CACHESTRING"This ia short string (vc90, vc80sp1, gcc-4.3, ...) describing your compiler. The string is used for creating package filenames")
# these goes for all platforms. Setting these stops the CPack.cmake script from generating options about other package compression formats (.z .tz, etc.)
IF(WIN32)
SET(CPACK_GENERATOR"ZIP")
ELSE()
SET(CPACK_GENERATOR"TGZ")
ENDIF()
SET(CPACK_SOURCE_GENERATOR"TGZ")
# for ms visual studio we use it's internally defined variable to get the configuration (debug,release, ...)
PERTHSHIRE, Scotland - 19th May 2009 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.8.1, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 2.8 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 2.8 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 2.8.1 release is the culmination of 10 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs.
=== Updates between 2.8.1 and 2.8.0 releases include: ===
* Build fixes under FreeBSD and IBM AIX, and RedHat Enterprise Linux.
* Improved compatibility with SWIG wrapper building
* Crash fixes in osg::State, osg::Geometry and osgWidget.
* Bug fixes to :
* draw instanced support
* Optimizer - MergeGeometryVisitor, RemoveLoadedProxyNodesVisitor and SpatializeGroupsVistor
* hdr image loader
* handling of opacity maps in 3ds loader
* dxf loader
* frame buffer object
* cursor/event handling in windows
* windows threading
* memory leak in Collada loader
* fixes to display lists/vbo creation that prevent crash under ATI drivers
* subface PolygonOffset setting in OpenFlight
* osgconv --formats under OSX
* osgTerrain::Layer bounding volume calculation.
=== Updates between 2.8 and 2.6 include: ===
* New osgVolume library for volume rendering, with support for:
* High quality GPU based Ray tracing
* Transfer functions
* Per pixel lighting
* Iso surface rendering
* Maximum Intensity Projection rendering
* Non-power-of-two 3D textures, and 3D texture compression
* DICOM loading for reading dicom medical data
* New osgAnimation library for character and scene animation.
* New plugin for reading Biovision hierarchical files (.BVH) to generate character motion animations.
* New osgShadow support for Light Space Perspective Shadow Maps (LispSM).
* Three new scene graph widgets for placing traditional 2D capability into fully interactive 3D scenes:
* PDF widget (based on libPoppler)
* VNC client widget (based on libVNCServer)
* Internet browser client widget (based on Gecko/UBrowser)
* New plugins for loading Half-Life 2 maps and models.
* New plugin for loading EXR, high dynamic range imagery
* Improvements to !DatabasePager, tailored for low latency paging.
* Improved runtime stats collection and on screen reporting.
* Performance improvements through optimization of matrix operations.
* Support for the OpenGL "draw instanced" extension.
* Support for zlib compressed native .ive and .gz files
* Improvements to COLLADA support.
* Build reporting using CDash
* New packaging support using CPack
* A wide range of build and bug fixes
=== Downloads and Licensing ===
!OpenSceneGraph is open-source, so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the [http://www.openscenegraph.org/projects/osg/wiki/Downloads Downloads] section of the openscenegraph.org website.
!OpenSceneGraph is released under the [http://www.openscenegraph.org/projects/osg/wiki/Legal OpenSceneGraph Public License], which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications. Furthermore, it allows both static and dynamic linking of the !OpenSceneGraph libraries without restricting the licensing of the user's software.
=== !OpenSceneGraph Books now available ===
The !OpenSceneGraph Quick Start Guide is now available in Chinese as well as English, and alongside the Reference Manual, books can be found at [http://www.osgbooks.com OsgBooks].
=== Professional support and services ===
!OpenSceneGraph project is backed up with professional services by [http://www.openscenegraph.com OpenSceneGraph Professional Services], based in Scotland, and [http://www.skew-matrix.com Skew-Matrix] and [http://www.blue-newt.com Blue-Newt Software] both based in the USA, and a range of [wiki:Community/Contractors Contractors] from around the world. Services available include:
* Confidential Professional Support
* Bespoke development
* Consultancy
* Training
=== Community support and contributions ===
The diverse and growing community of over 2000 developers is centred around the public osg-users mailing list, where members discuss how best to use !OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.
The !OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the [http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/TwoPointEight 365 individuals] from around the world that have directly contributed to the development and refinement of the !OpenSceneGraph code base.
----
About !OpenSceneGraph: [[BR]]
The !OpenSceneGraph Project was founded in September 1999 by Don Burns and Robert Osfield.
Further information, screenshots, downloads, documentation, and support links can be found on the !OpenSceneGraph project website http://www.openscenegraph.org.
About !OpenSceneGraph Professional Services:[[BR]]
!OpenSceneGraph Professional Services, founded by project lead Robert Osfield in April 2001, is based in Callander, Perhshire, Scotland, and provides professional services on top of !OpenSceneGraph. Further information about the services it provides can be found at http://www.openscenegraph.com.
= !OpenSceneGraph 2.6 release adds osgWidget library, KdTree intersections, Anti-aliased FBOsand much more. =
PERTHSHIRE, Scotland - 5th August 2008 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.6, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 2.6 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 2.6 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 2.6 release is the culmination of 9 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs.
=== Updates include: ===
* New osgWidget library for scene graph based graphics user interface elements (beta release).
* KdTree support, with automatic KdTree generation on load and use of KdTree during line intersections which massively improves intersection speeds.
* Precision improvements to line intersections, provide accurate whole earth intersection.
* OpenGL Multi-sample FrameBufferObject support.
* New osg::ImageSequence class for doing texture animation of a series of image files.
* New database optimizer that is able to remove static transforms by duplicating shared geometries.
* Use glGenerateMipmap to speed up mipmap generation in non power-of-two textures.
* New osgViewer::ScreenCaptureHandler for adding screen shot support to osgViewer applications.
* New osgscreencapture example that demonstrates use of double buffer PixelBufferObject's for streaming of imagery from the screen.
* New utility application osgfilecache which can be used to populate the local cache for given lat/lon ranges and levels.
* Rewritten DatabasePager that now supports multiple database reading threads. This includes handling of HTTP requests via a separate reading thread, vastly improving the speed of updates when handling HTTP hosted databases that have already partially been downloaded to local file cache.
* Support for a file cache for locally caching paged databases hosted over HTTP.
* Support for http authentication in osgDB and the libcurl plugin
* New osgconv --format <fmt>, --formats and --plugins command line options for listing available plugins and the file formats/options they support.
* Performance improvements in handling TerraPage.
* Animated GIF support.
* New SVG image loader.
* Improvements to the .obj loader to support a wider range of .obj files and material properties.
* Support for thread safe Atomic reference counting.
* Support for COLLADA DOM 2.x
* Support for Philips WOWvx 3D auto-stereoscopic displays
* New include/osg/Config and include/OpenThreads/Config configuration files, that are automatically generated by CMake, which make more straight forward to build end users applications against OpenSceneGraph versions built with non default build options.
* Support for CMake 2.6
* A wide range of build and bug fixes
=== Downloads and Licensing ===
!OpenSceneGraph is open-source so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the [http://www.openscenegraph.org/projects/osg/wiki/Downloads Downloads] section of the openscenegraph.org website.
!OpenSceneGraph is released under the [http://www.openscenegraph.org/projects/osg/wiki/Legal OpenSceneGraph Public License], which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications. Furthermore, it allows both static and dynamic linking of the !OpenSceneGraph libraries without restricting the licensing of the user's software.
=== !OpenSceneGraph Books now available ===
The !OpenSceneGraph Quick Start Guide is now available in Chinese as well as English, and alongside the Reference Manual books can be found at [http://www.osgbooks.com OsgBooks].
=== Professional support and services ===
!OpenSceneGraph project is backed up with professional services by [http://openscenegraph.com OpenSceneGraph Professional Services], based in Scotland, and [http://www.skew-matrix.com Skew-Matrix] and [http://www.blue-newt.com Blue-Newt Software] both based in the USA, and a range of [wiki:Community/Contractors Contractors] from around the world. Services available include:
* Confidential Professional Support
* Bespoke development
* Consultancy
* Training
=== Community support and contributions ===
The diverse and growing community of over 1900 developers is centred around the public osg-users mailing list, where members discuss how best to use !OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.
The !OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the [http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/TwoPointSix 324 individuals] from around the world that have directly contributed to the development and refinement of the !OpenSceneGraph code base.
----
About !OpenSceneGraph:[[BR]]
!OpenSceneGraph Project was founded in September 1999 by Don Burns and Robert Osfield.
Further information, screenshots, downloads, documentation, and support links can be found on the !OpenSceneGraph project website http://www.openscenegraph.org.
About !OpenSceneGraph Professional Services:[[BR]]
!OpenSceneGraph Professional Services, founded by project lead Robert Osfield in April 2001, is based in Callander, Perhshire, Scotland, and provides professional services on top of !OpenSceneGraph. Further information about the services it provides can be found at http://www.openscenegraph.com.
= !OpenSceneGraph 2.4 release adds geometry shaders, multiple render targets, support for terrabyte scale terrain databases, writing to !OpenFlight and much more. =
PERTHSHIRE, Scotland - 25th April 2008 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.4, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 2.4 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 2.4 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 2.4 release is the culmination of 9 years of work by the lead developers and the open-source community that has grown up around the project. The real-time graphics industry and academia embraced it from the very beginning, deploying it in real-world applications, and actively participating in its development, testing and refinement. The end result is a high-quality library with a feature set relevant to application developers' needs.
=== Updates include: ===
* Support for OpenGL Geometry shaders
* Support for OpenGL Multiple Render Targets extension to Frame Buffer Objects
* Support for OpenGL Occlussion Query extension
* New !OpenFlight writer
* New libcurl based plugin for reading http hosted databases
* Quicktime based reading of live video streams under Windows and OSX
* Better load balancing in database pager
* Improvements to osgTerrain for support of terrabyte scale whole earth terrain databases
* Additions to the Shapefile loader with .dbf attribute file, .proj projection file support and loading data as doubles
* Enhanced intersection functionality including double support for line intersections
* Parallel build support under Visual Studio
* Support for reading Producer .cfg viewer configuration files
* A wide range of build and bug fixes
=== Downloads and Licensing ===
!OpenSceneGraph is open-source so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications. They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the [http://www.openscenegraph.org/projects/osg/wiki/Downloads Downloads] section of the openscenegraph.org website.
!OpenSceneGraph is released under the [http://www.openscenegraph.org/projects/osg/wiki/Legal OpenSceneGraph Public License], which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications. Furthermore, it allows both static and dynamic linking of the !OpenSceneGraph libraries without restricting the licensing of the user's software.
=== !OpenSceneGraph Books now available ===
The !OpenSceneGraph Quick Start Guide is now available in Chinese as well as English, and alongside the Reference Manual books can be found at [http://www.osgbooks.com OsgBooks].
=== Professional support and services ===
!OpenSceneGraph project is backed up with professional services by [http://openscenegraph.com OpenSceneGraph Professional Services], based in Scotland, and [http://www.skew-matrix.com Skew-Matrix] and [http://www.blue-newt.com Blue-Newt Software] both based in the USA, and a range of [wiki:Community/Contractors Contractors] from around the world. Services available include:
* Confidential Professional Support
* Bespoke development
* Consultancy
* Training
=== Community support and contributions ===
The diverse and growing community of over 1800 developers is centred around the public osg-users mailing list, where members discuss how best to use !OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.
The !OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the [http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/TwoPointFour 306 individuals] from around the world that have directly contributed to the development and refinement of the !OpenSceneGraph code base.
----
About !OpenSceneGraph:[[BR]]
!OpenSceneGraph Project was founded in September 1999 by Don Burns and Robert Osfield.
Further information, screenshots, downloads, documentation, and support links can be found on the !OpenSceneGraph project website http://www.openscenegraph.org.
About !OpenSceneGraph Professional Services:[[BR]]
!OpenSceneGraph Professional Services, founded by project lead Robert Osfield in April 2001, is based in Callander, Perhshire, Scotland, and provides professional services on top of !OpenSceneGraph. Further information about the services it provides can be found at http://www.openscenegraph.com.
= OpenSceneGraph 2.2 release adds support for advanced displays, soft and parallel split shadow maps and easier builds =
PERTHSHIRE, Scotland - 4th October 2007 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.2, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 2.2 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 2.2 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and !FreeBSD operating systems.
For details on how to patch VisualStudio6.0 see the above website link.
Note, osgIntrospection, src/osgWrapper plugins and the
osgintrospection example cannot be compiled under VisualStudio plugin.
You will also need to run the fixup-vc6-dsps.pl script to clean up the
project files that won't otherwise compile to do new elements required
for support of Window 64 bit build under VS 7.x and 8.x.
Several of the plugins and examples require external dependancies. Full details on where to obtain
these can be found in doc/dependancies.html.
--
For syntax highlighting in VisualStudio which the standard C++ style headers
found in the OSG :
VisualStudio6.0
Substiture the LANDEXT.DAT file found in this directory with the one found
*\Common\MSDev98\Bin
VisualStudio7.x & 8.x/.NET
Install the syntaxhighlight.reg (just double click it). This will update
Extensionless file for Visual Studio. Don't worry, it will keep the
current extensionless files (STL ones) intact.
--
How to use the Visual Studio projects:
To build the OpenSceneGraph code in Visual Studio, you normally must use the VisualStudio.sln solution file provided. The individual projects won't build as-is, because they depend on each other and only the VisualStudio.sln file provides those dependencies.
To create a program based on an example, probably the easiest way is to do this:
1. Copy the VisualStudio.sln project to a new file in the same directory
2. Copy the project you want to base your new project on to a new directory in the same level of the directory tree
3. Open the new .sln file you copied in step 1
4. Remove unneeded projects from it, but keep the core libraries (osg, osgDB, etc.). Shift-clicking to select a bunch of projects at once makes this easier to do
5. Add the new project to that solution
6. Set the dependencies for your new project. This is most easily done by opening the Solution Properties dialog, going to Project Dependencies, and checking off the libraries your project depends on
--
Building 64 bit binaries
64 bit OpenSceneGraph and OpenThreads binaries can be built in Visual Studio 8, but several extra steps are required due to limits of the Visual Studio 6 project files:
1. For each of the OpenSceneGraph, and OpenThreads .dsw files, :
a. Open the .dsw or .sln file and convert all projects to VS 8 format.
b. Open the Configuration Manager window under the Build menu, bring up the New Solution Platform window by selecting <New...> in the Active solution platform drop-down menu. Select x64 as the new platform and copy settings from Win32 (you need to have the x64 compiler installed to see the x64 platform option). Ensure the Create new project platforms checkbox is selected. Click OK, then close the Configuration Manager window.
c. Do a "Save All" to save the project files.
2. Visual Studio unfortunately chooses its own Output Directory setting for the x64 configurations in step 1.b., and this must be reset to the Win32 setting.
IF PERL _IS_ INSTALLED (native or Cygwin), do the following:
a. Close all Visual Studio solutions.
b. Open a command shell and cd to the OpenSceneGraph/VisualStudio directory.
c. Run the command "perl reset-64bit-outdirs.pl".
d. Reopen the solutions.
IF PERL _IS NOT_ INSTALLED, do the following to accomplish the same thing manually:
a. In the OpenThreads solution, open the properties window for the OpenThreads project.
i. Select multiple configurations, Debug and Release. Under the General page, overwrite the Output Directory path of the x64 platform with the corresponding Win32 path. For static builds, do the same thing for the Debug Static and Release Static configurations.
b. In the OpenSceneGraph solution:
i. Select all the "Application" and "Example" projects in the Solution Explorer window and repeat step 2.a.i. Note there are no static configurations.
ii. Select all the "Core" projects _except "Core osgIntrospection"_ and repeat step 2.a.i.
iii. Select "Core osgIntrospection" and repeat step 2.a.i. Note there are no static configurations.
iv. Select all the "osgPlugin" projects and repeat step 2.a.i.
v. Select all the "osgWrapper" projects and repeat step 2.a.i. Note there are no static configurations.
c. Do a "Save All" to save the project files.
3. Select the desired x64 configuration, and build away!
This is the readme for the entire OpenThreads/OpenSceneGraph distribution for the OS X frameworks and Xcode projects. This readme was originally written for the binary distribution, but there is a lot of useful information in here so it has also been included with the source code in the Xcode section. This was sync'd with the OSG 1.2 release.\
This is the readme for the entire OpenThreads/OpenSceneGraph distribution for the OS X frameworks and Xcode projects. This readme was originally written for the binary distribution, but there is a lot of useful information in here so it has also been included with the source code in the Xcode section. This was sync'd with the OSG 2.2 release.\
\
The source code is available at {\field{\*\fldinst{HYPERLINK "http://www.openscenegraph.org/"}}{\fldrslt http://www.openscenegraph.org/}}\
\
\f0\b \
\b \
Quick Start:
\f1\b0 \
\b0 \
Screencasts of how to install and get going with OSG for Mac OS X can be found here:\
\ls1\ilvl0\cf0 {\listtext \'a5 }OpenThreads now uses Subversion 'externals' to make it look like part of the OSG source distribution.\
{\listtext \'a5 }Producer has been removed from the distribution. osgViewer is supposed to replace it. The Mac OS X backend is currently Carbon based.\
{\listtext \'a5 }GDAL has been removed as it is no longer a dependency.\
{\listtext \'a5 }osgviewerCocoa (previously osgsimpleviewerCocoa in CVS) is an example program demonstrating tight integration between OpenSceneGraph and Cocoa. It demonstrates many of the things you should consider in building a first-class OS X application that uses OSG.\
\b0 \cf0 (See {\field{\*\fldinst{HYPERLINK "http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MacOSX10.5"}}{\fldrslt http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MacOSX10.5}} for up-to-date information.)\
\
\b Broken Binary Compatibility:
\b0 \
Apple has broken binary compatibility in a limited way between 10.4 and 10.5 when using OpenGL and C++. Under 32-bit, the GLenum type was changed from long (in 10.4 and before) to int (in 10.5).\
\
Under 32-bit, sizeof(long) == sizeof(int) == 4-bytes.\
(In 64-bit, sizeof(long) == 8-bytes, sizeof(int) == 4-bytes)\
So in C 32-bit, binary compatibility is preserved.\
\
But under C++, even though both types are 4-bytes under 32-bits, C++ name mangling rules treat int and long as fundamentally different types. Thus binary compatibility is broken if you try linking two pieces of code that use different types for GLenum.\
\
\
This means:\
1) If you have a 10.4 SDK (or before) built OSG framework, you cannot build an application using the 10.5 SDK or you will get strange undefined symbol errors if GLenum is used. This means don't develop against the 10.5 SDK on Leopard.\
\
2) You cannot use a 10.5 SDK built OSG framework to build an application using the 10.4 SDK, otherwise this will also give you undefined symbol errors. This means don't develop with 10.5 built OSG frameworks when using the 10.4u SDK on Leopard or developing on 10.4 itself.\
\
3) If you have a 10.4 SDK built OSG framework and a 10.4 SDK built application that uses it, this does *not* present a binary compatibility problem and you may be able to run on 10.5 (ignoring any different compatibility issues).\
\
4) Similarly to #3, if you have a 10.5 SDK built framework and a 10.5 SDK built application that uses it, this does *not* present a binary compatibility problem and you may be able to run on 10.4 presuming there are no specific 10.5 dependencies. (But it is safer to build against the 10.4 SDK if you plan on deploying to 10.4 and use no 10.5 specific features.)\
\
Basically, this means you can't intermix 10.4 and 10.5 frameworks.\
\
You can slip around this problem if you manage to avoid the use of any code that uses GLenum. And pure C is not affected.\
\
\b \
OSG 10.4 and 10.5 SDKs:\
\b0 Xcode 3.0 introduces formal support for SDKs created by 3rd parties (like us). Since we now have binary incompatible frameworks, developing binaries for both 10.4 and 10.5 on the same system is a pain. Having a separate OSG 10.4 and 10.5 SDK may help minimize that pain.\
\
Stay tuned for the SDKs and instructions.\
\
\
\
\b X11 Link problems:\
\b0 Another common problem developers might experience is:\
Some people have reported a problem similar to this and/or used the solution posted in this Q&A to resolve a problem building the osgdb_freetype plugin. However, I believe this is the wrong solution to this specific problem. In the osgdb_freetype case, the problem was one of two things:\
1) The wrong libfreetype.dylib was being used (wrong SDK)\
2) The libfreetype.dylib was not found (wrong path)\
\
For #1, the Xcode project was linking to /usr/X11R6/lib, but we should have been linking to $(SDKROOT)/usr/X11R6/lib. You would normally experience this problem when compiling against the 10.4u SDK on 10.5.\
\
For #2, the problem was usually experienced by people building against the 10.5 SDK (on 10.5). The problem here is that Leopard has moved from XFree86.org to X.org and the path is now /usr/X11/lib instead of X11R6. Within the SDK, there is no X11R6 path, so the library was not found.\
\
The solution is quite simple and change the link path line to:\
-L$(SDKROOT)/usr/X11/lib -L$(SDKROOT)/usr/X11R6/lib in the Other Linker Flags for the osgdb_freetype plugin.\
\
This is now fixed in the Xcode project in Subversion.\
\
\
\
\b CMake:\
\b0 The CMake/OSG build system is still not quite ready for prime time. CMake has some general Leopard issues and the OS X/CMake community is trying to work through SDK support issues as the SDKs have become a more prominent part of building on OS X correctly. Framework support is still lacking in the CMake/OSG build system, though CMake CVS is gradually adding/fixing this feature to its code base. \
\
\
\b 64-bit:\
\b0 OSG for OS X 64-bit is not ready. There are two major obstacles:\
1) osgViewer\
2) osgdb_qt\
\
The osgViewer backend is written in Carbon and as far as I know, uses some deprecated APIs that are not available in 64-bit. I do not know if this can be easily cleaned up or not. However, I still believe the better long term solution is for a Cocoa based osgViewer backend to be written. However, nothing yet has been written for this as far as I know.\
\
The example, osgviewerCocoa is close to if not already 64-bit clean. However, because the example uses osgViewer::GraphicsWindowEmbedded which needlessly pulls in all the osgViewer Carbon backend dependencies, you will be unable to actually build osgviewerCocoa as 64-bit. But if you are in a hurry to get 64-bit on OS X, this might be where you want to start. Either strip away the Carbon dependencies from osgViewer, or take osgviewerCocoa and transform it into a Cocoa backend for osgViewer.\
\
\
osgdb_qt is a QuickTime based plugin that handles all image handling and movie handling on OS X. However, it is based on the old QuickTime API which has been marked deprecated and will not survive the 64-bit transition. Thus this plugin needs to be replaced.\
\
I have already submitted a new plugin called osgdb_ImageIO to osgSubmissions which attempts to assume all the image handling duties. This plugin is based on Apple's ImageIO framework which is the new low-level entry point to deal with all image types handled by the platform. Thus this plugin should handle a lot more image formats than the old QuickTime plugin (e.g. JPEG2000, RAW, etc) and will get more as Apple adds support their system. It also adds support for C++ stream support which was missing from the QuickTime plugin. ImageIO is available on 10.4 and 10.5.\
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However, the osgdb_ImageIO plugin does not handle movies unlike the old QuickTime plugin. The current plan is to introduce a second plugin (osgdb_QTKit), which is based on the new QuickTime Kit framework (10.4 and 10.5). This plugin will replace the movie handling capabilities of the old QuickTime plugin. \
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Once both new plugins are in place and osgViewer is sorted out, we should be able to build a 32-bit/64-bit Universal Binary of OSG for OS X.\
\
Mac OS X 10.3 and earlier users and QuickTime for Windows users will still need to use the old QuickTime plugin.\
\b0 \cf0 {\listtext \'95 }OpenThreads now uses Subversion 'externals' to make it look like part of the OSG source distribution.\
{\listtext \'95 }Producer has been removed from the distribution. osgViewer is supposed to replace it. The Mac OS X backend is currently Carbon based.\
{\listtext \'95 }GDAL has been removed as it is no longer a dependency.\
{\listtext \'95 }osgviewerCocoa (previously osgsimpleviewerCocoa in CVS) is an example program demonstrating tight integration between OpenSceneGraph and Cocoa. It demonstrates many of the things you should consider in building a first-class OS X application that uses OSG.\
\f1\b0 1.2 was originally intended as a bug fix release for 1.1 (going for 1.1.1), but OSG broke ABI again so the number was bumped to 1.2. There are no significant changes to the Xcode projects or significant OS X specific changes.\
\b0 \cf0 1.2 was originally intended as a bug fix release for 1.1 (going for 1.1.1), but OSG broke ABI again so the number was bumped to 1.2. There are no significant changes to the Xcode projects or significant OS X specific changes.\
\
Since the 1.1 release, we have learned of serious problems (freezing of the window manager) on the (Intel) MacBook Pros using osgText. We believe the problem is with a serious driver bug for ATI in OS X 10.4.7. We believe the bug affects the ATI Radeon X1600. (You can get this string by calling glGetString(GL_RENDERER) when you have a valid OpenGL Context. The string returned to us on affected MacBook Pros is "ATI Radeon X1600 OpenGL Engine".)\
\f2\i \cf0 osgText subloads small glyphs one by one rather than the whole image, so I'd suspect it is this that is broken. There is a path way in osgText::Font for uploading the whole image at once, which original was specifically implement as a work around for an Octane driver bug, but for 1.1 I enabled this pathway to be selectable via an env var to see if OSX users could work around the OSX driver bug.
\f1\i0 \
\i \cf0 osgText subloads small glyphs one by one rather than the whole image, so I'd suspect it is this that is broken. There is a path way in osgText::Font for uploading the whole image at once, which original was specifically implement as a work around for an Octane driver bug, but for 1.1 I enabled this pathway to be selectable via an env var to see if OSX users could work around the OSX driver bug.
\f2\i \cf0 you can set environement variables that work with applications by creating a file ~/.MacOSX/.environment.plist and put them in there. easiest way is to use the preference pane called RCEnvironment at\
\i \cf0 you can set environement variables that work with applications by creating a file ~/.MacOSX/.environment.plist and put them in there. easiest way is to use the preference pane called RCEnvironment at\
\f1\b0 We are now distributing Universal Binaries. These binaries were built using Xcode 2.3 and gcc 4.0.1.\
\b0 \cf0 We are now distributing Universal Binaries. These binaries were built using Xcode 2.3 and gcc 4.0.1.\
The Xcode projects are also set to build as Universal Binaries for both Development and Deployment\
targets. If you do not need this and want to save build time, you should change the architecture option\
to your desired setting (most likely to $(NATIVE_ARCH)). It is overridden in the top-level "OpenSceneGraph" project in the Group & Files panel. Don't forget to change OpenThreads \
@@ -153,9 +285,10 @@ PlugIns, the file size shrunk from about 1GB to about 100MB.\
We have stopped maintaining the Xcode 1.5/2.0 projects.\
These projects were primarily developed with gcc 4.0.1 under Tiger 10.4.3 using Xcode 2.2. Starting with gcc 4.0, Apple no longer statically links in the C++ runtime. Apple has made available the g++ 4.0 dynamic runtime for Panther under the 10.3.9 release. To run under Panther, your system must have this update (or you must recompile the binaries for your system).\
\
With gcc 4.0, serious bugs have been fixed from gcc 3.3 and new features are available to us so we have experimented with more aggressive optimizations. For these binaries we have enabled -O3 optimization and -mtune=G5. We have also enabled autovectorization. We also enabled -fvisibility-inlines-hidden which is expected to shrink the binary sizes, but noticed very little difference. (There may be something wrong.) We have not done the proper benchmarking with these options, so feedback is welcome.\
@@ -167,8 +300,8 @@ With Apple's announcement of the Intel transition, Xcode 2.1 was released to hel
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\f0\b Acknowledgments:
\f1\b0 \
\b Acknowledgments:
\b0 \
\
Many thanks should be given to the people that have helped make these projects possible and for their contributions to make OSG run well on OS X through the multiyear run-up to 1.0. I unfortunately don't have a comprehensive list as many contributions have been submitted directly to OpenSceneGraph, but I wanted to give mention to these specific people I've had the pleasure of working with in trying to make this corner of the universe work.\
\
@@ -176,14 +309,14 @@ James Hopper (work on Xcode templates, GDAL frameworks)\
David Guthrie (various patches, testing, Xcode project compiler options refinement)\
Jeremy Bell (original comprehensive discussion on OS X frameworks, patches)\
Stephen Travis Pope (provider of the OSG on OS X website)\
Markus St\'9abe (web site design, documentation reviewer and formatter)\
Markus St\'f6be (web site design, documentation reviewer and formatter)\
(And for the curious) Eric Wing (Xcode projects and frameworks, patches, documentation)\
\
\
\
\f0\b Installation:
\f1\b0 \
\b Installation:
\b0 \
\
To "Install" the Frameworks, copy the Frameworks inside the \
frameworks folder to a standard location.\
@@ -220,8 +353,8 @@ Also be aware that if using the 10.4 Universal SDK, you may have to explicitly s
\
\
\f0\b Running the examples:
\f1\b0 \
\b Running the examples:
\b0 \
\
Now that osgViewer supports a native Window manager, we have attempted to provide double clickable .app bundles. We cheat a little to keep the download size smaller by symbolically linking the Frameworks, PlugIns, and Resources directories for each .app bundle instead of giving each its own copy. This allows the apps to find their resources when trying to run directly from the .dmg without having to copy anything to your computer. \
\
@@ -253,14 +386,15 @@ Also remember that OSG will still respond to standard OSG environmental variable
After doing this, when doing a File->New Project, you will see "OSG Application" under the Application category. Selecting this will create a simple OSG project with some sample source code already in place which currently renders 2 colored tetrahedrons.\
\
All the OSG related frameworks are listed already, though gdal and osgTerrain are not checked by default. To link against them, you must check their checkboxes to enable them. Feel free to uncheck or remove frameworks you don't need.\
@@ -322,8 +474,8 @@ Finally, there may still be issues with Zerolink. If you have problems seeing th
The binaries are built using gcc 4.0.1 under Tiger 10.4.7. These binaries also will run under Panther 10.3.9 (which has the needed C++ runtime library). \
\
@@ -333,38 +485,39 @@ Also keep in mind that the prebinding addresses are finicky. Changing the compil
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If you are compiling under Xcode 1.5 and are using our Xcode 1.5/2.0 projects, there have been reports of problems I have been unable to reproduce. If you do encounter these problems, please try the following. \
\ls2\ilvl0\cf0 {\listtext \'a5 }I have more rigorously tested the Deployment build style than the Development build style so use the Deployment build style. Make sure you are compiling using -Os or -O0 optimization. -O3 is known to have problems under gcc 3.3. \
{\listtext \'a5 }The -mtune=G4 is has been tested more under Xcode 1.5 than -mtune=G5. \
{\listtext \'a5 }I noticed that for some reason, Xcode has problems compiling the Carbon header with the OpenThreads framework when autovectorization and precompiled headers were enabled. You might try disabling precompiled headers if it is not already. If the problem persists, you may also need to delete the entry that enables autovectorization. In the Groups and Files panel (left side panel), open the Info inspector for the project (top item) and click on the Build tab. Scroll down to the bottom, and remove the autovectorization option. \
\ls3\ilvl0\cf0 {\listtext \'95 }I have more rigorously tested the Deployment build style than the Development build style so use the Deployment build style. Make sure you are compiling using -Os or -O0 optimization. -O3 is known to have problems under gcc 3.3. \
{\listtext \'95 }The -mtune=G4 is has been tested more under Xcode 1.5 than -mtune=G5. \
{\listtext \'95 }I noticed that for some reason, Xcode has problems compiling the Carbon header with the OpenThreads framework when autovectorization and precompiled headers were enabled. You might try disabling precompiled headers if it is not already. If the problem persists, you may also need to delete the entry that enables autovectorization. In the Groups and Files panel (left side panel), open the Info inspector for the project (top item) and click on the Build tab. Scroll down to the bottom, and remove the autovectorization option. \
Be aware, when building you're own Universal Binaries and you use the 10.4 SDK, you must explicitly\
list the search path to the frameworks in the project options. It seems that using any SDK will cause\
the standard places like /Library/Frameworks to not be searched.\
\
\f0\b Known Issues:
\f1\b0 \
\b Known Issues:
\b0 \
\
There is one known serious bug that appears sometimes. With Xcode 2.0 and 2.1, in some cases when you build OpenThreads/OSG from scratch, when you run the examples, they will crash on load. The workaround seems to be to delete just the OpenThreads framework after everything is built. Then rebuild just the OpenThreads framework. Bug reports have been filed with Apple, but the root cause remains to be a mystery. (We have some guesses, but nothing substantial.) I have not yet seen this issue emerge with Xcode 2.2, so maybe the problem is fixed.\
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The osgdb_geo plugin is not big endian safe. The Makefile system does not build it for OS X. We have added it for the Xcode projects, but you probably shouldn't use it unless you're on Intel.\
\
Do not use the
\f4\fs22 -fvisibility=hidden
\f1\fs24 flag unless you know what you're doing. In some cases, Xcode 2.2 seems to enable this by default in the project settings. You should verify your project settings and make sure this is disabled. Among other things, this flag will hide RTTI information causing dynamic_cast<> operations to fail. Since parts of OSG are dependent on RTTI, this option should remain off. The flag
\f4\fs22 -fvisibility-inlines-hidden
\f1\fs24 may be safe to use. (This is actually enabled in our Xcode projects. If there are problems, please let us know.)\
\f2\fs22 -fvisibility=hidden
\f0\fs24 flag unless you know what you're doing. In some cases, Xcode 2.2 seems to enable this by default in the project settings. You should verify your project settings and make sure this is disabled. Among other things, this flag will hide RTTI information causing dynamic_cast<> operations to fail. Since parts of OSG are dependent on RTTI, this option should remain off. The flag
\f2\fs22 -fvisibility-inlines-hidden
\f0\fs24 may be safe to use. (This is actually enabled in our Xcode projects. If there are problems, please let us know.)\
\
Finally, there may still be issues with Zerolink. In the Project Template, we defer to the default for this option and in current Xcode versions, the default is on. The OSG Xcode projects themselves have explicitly disabled Zerolink. In the worst cases, scenes will not render correctly or the application may crash. The worst thing about this is that the problems are so strange, you may not realize Zerolink is the problem. To see this for yourself (we tried in Xcode 2.2), you might try comparing the osgdelaunay example with and without Zerolink, toggling through all values of 'n'. With Zerolink certain objects do not even appear and it crashes. So you are probably should disable this to be safe. However, for the daring, Zerolink does seem to work for some projects though we do not fully understand the criteria for this. Furthermore, Apple constantly works on improving this feature so maybe one day it will all just work right.\
\
\f0\b Misc:
\f1\b0 \
\b Misc:
\b0 \
\
Included with the OSG Xcode projects are some of the little scripts I used to help put everything together. The build script might be of interest to those who wish to produce their own automated nightly builds.\
\
@@ -380,7 +533,7 @@ On the topic of feature requests, another potentially useful thing to have is a
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-Eric Wing\
ewing 2121 - at - yahoo (in the commercial domain)\
ewing . public - at - gmail (in the commercial domain)\
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