When loading texture images inside the FBX plugin check that the path
exists before trying to read the image. This is done to avoid
unnecessary warnings inside the readRefImageFile function.
With DisplayLists being deprecated in GL and VBO and VAO becoming standard it's best to standardize on using the osgUtil::MeshOptimizers instead of TripStrupVisitor
Parsing the key 'map_bump' was processed in the block, where the attributes
for 'bump' are extracted and results into having parts of the key in the
extracted filename, generating an invalid filename.
The mentioned string compare could be removed without loosing any features,
because the key 'map_bump' is parsed correctly some lines below.
It also contains a fix in the Xbase DBF parser, converting a numeric shape attribute to double instead of integer. As stated in e.g. https://en.wikipedia.org/wiki/.dbf the numeric field can contain decimals.
CMake cannot find 'pthread_getconcurrency’, ‘pthread_setconcurrency’ and ‘pthread_setaffinity_np' functions in 'pthread' library because when linking internal cmake test did’t specifed ‘-l pthread’.
when building for iOS, Xcode allows developers to specify to enable or disable the 'bitcode' compilation option. There's not a preferred way to go and the choice is really up to the developer but considering that:
1. Currently the generated project defaults the option to YES
2. There are almost 90 projects targets that should be modified if one wants to disable the bitcode option (which considerably reduces the footprint of the app)
3. Even though one can select all the 90+ targets and set the option to NO for all of them, the updates could take a few seconds and could be error prone because one could miss to select some targets
I propose to add a CMake setting that is displayed only when building for iOS. By setting this option "before" the project generation would speed up things for developers and would avoid errors at compiling time.
Code:
// Chooses the second font within the Menlo font collection
osg::ref_ptr<osgDB::Options> fontOptions = new osgDB::Options;
fontOptions->setObjectCacheHint(osgDB::Options::CACHE_OBJECTS);
fontOptions->setOptionString("index=1");
text->setFont(osgText::readFontFile("Menlo.ttc", fontOptions));
"
If your current OS where the application is running is Windows 8.1 or above it the function will exist in the dll or if its below it wont.
I checked the attached code with both a Windows 7 desktop (where the function doesn't exist) and a Windows 10 tablet (where it does and had my screen scaled to 150%) and in both cases the code worked as intended."
Applications that run on a Windows computer with desktop scaling enabled
gets scaled incorrectly since windows assumes that applications are
DPI-unaware unless declared otherwise.
This change declares the application DPI-aware, thus not automatically
scaled by the operating system.
The corresponding library call requires Windows 8.1 or later.
Added script to identify the Windows version used to compile the source.
Currently the windows version for Windows NT is hard coded into the
source. By running this CMake script the _WIN32_WINNT preprocessor
variable gets set to the corresponding windows version.
The define of _WIN32_WINNT was added to handle an error case from MinGW
,as described in commit 712ca43219
This was later giving warnings and thus undefined for MinGW by commit
3bf6fb1778
Since the two operations cancel each other out, they should be removed.
but have strange runtime errors:
0(100) : error C7623: implicit narrowing of type from "vec3" to "float"
0(108) : error C7623: implicit narrowing of type from "vec3" to "float"
Previously, the assumption was made that ilmbase and openexr were installed in a common directory and hence the header files and libs were both found in that common directory. That is not consistent with other libs and this submission makes it consistent and therefore the OSG configures out of the box. I made this work for ilmbase-2.1.0.tar.gz / openexr-2.1.0.tar.gz and ilmbase-2.2.0.tar.gz / openexr-2.2.0.tar.gz
Text improvements, introducing implementation of Signed Distance Function texture generation and new shaders for outlines and shadows replacing old multi-pass approach
--outline // enable outlne
--shadow // enable shadow
--offset ratio // set the backdrop offset
--text-color r g b a // set the text body color
--bd-color r g b a // set the shadow/outline color
--bg-color r g b a // window background color
-o filename // write create subgraph to disk using specified filename
false negatives (errors) about missing buffers, etc..
From the internet https://stackoverflow.com/questions/15335510/opengl-glvalidateprogram-error-on-mac-os-x :
« […] The purpose of glValidateProgram is not to use it as an added "check" step after linking the program, because the GL and application state is hardly ready for actually using that program at this point, probably it's even before we get around to initializing the default framebuffer (its bitdepth, its multisample buffers, etc), and that's what the error hints at.
An appropriate place to call glValidateProgram would be right before you make a real render call. »
Note that although the value_type is currently always double, using the proper typedef will open the door to implementing a float Quaternion in the future (as I have done so in my own fork)
Separately in the same file, I also needed to address the fact that the close button would not react on touch so I added to the top of the "handleNativeWindowingEvent" close button handling in case of touch events. Again this was tested on the same 2 devices.
move getTotalDataSize in CommandArrays interfaces
comply with other DrawElementsXXX removing parameters in mdi constructors and add several method ( allow use of osgUtil::DrawElementTypeSimplifer on these)
users will have to implement interfaces for their custom drawcommandarrays
add a lot of new primitive set + few defines
integration is made in osggpucull
Array::className() had fallen out of date with respect to Array::Type.
This commit updates it, and adds documentation and a debug message to
serve as a reminder for future additions of values to Array::Type.
Without the quotes around `${CPACK_GENERATOR}`, Windows CMake, generating
for VS2013, would exit with an error because the `STREQUAL` only had one arg.
c168887e5e
This commit inverted the value of the "fSign" variable, but did not update the previous code that used the variable. I've attached the change that restores the original behavior when not using the "ZUp"
Fix this build issue on VS2013:
```
\src\osg\State.cpp(99): fatal error C1017: invalid integer constant expression
```
I hope this works also on other platforms.
* Added configurable maintainer
* Added configurable dependencies and conflicts per package
* Added post install script to run ldconfig after package is installed
* Updated name of readme file in cpack configuration
The GLExtension object is now reused instead of creating a new when allocating a state on the same ContextID. The static map that stores the GLExtensions is only reset when all references to the extension object are released.
Check extensions trough extermination string - not by function pointer value.
Added a few validContext tests to ensure no functions or isExterntionSupported bool is set for an non valid context.
Remove duplicates / merge some lines.
Removed "GL_APPLE_texture_2D_limited_npot" form isNonPowerOfTwoTextureMipMappedSupported.
* updates uservalue serialization (avoid creating multie UserDataContainer for a same object)
* removes vec4ubarray specific serialization (serialization should not enforce the previous color transformation)
Documentation has been added for their default constructors. Furthermore, the consequences of different center modes have been explained. A comment regarding the setting of the radius has been fixed.
This should have been fixed in my old submission from 2012 but was probably overlooked due to an alternative way of comparing to a fix number for this feature type.
Without this fix, the plugin will only read one PointZ feature even if multiple features exist."
Added geometry.setUseVertexBufferObjects(true) to geometry set up for improved performance.
Refactored the color set up so that by default it assigns just a single color to the geometry to improve performance.
Sorry about this mixup, I was not aware that this particular directory was to be considered a separate project and must not rely on any dependencies from the rest of the OSG project. All OSGNOTIFY messages have been removed and the previous printf statements have been put back.
Adds a configuration file (.codedocs) for building the Doxygen
documentation using CodeDocs.xyz. Also, adds a badge to the README.md
to link to the documentation.
I added CTRL + RIGHT-MOUSE-CLICK to the standard manipulator as
an alternative to MIDDLE-MOUSE-CLICK because a 3 Button Mouse
not always available, e.g. on MacOS. I tested this with the
osgAtlasSimbicon example.
Added OSG_VERTEX_BUFFER_HINT env var to osg::DisplaySettings with VERTEX_BUFFER_OBJECT/VBO, VERTEX_ARRAY_OBJECT/VAO and NO_PREFERENCE to allow one to foce on VBO or VAO usage.
Restructred BufferObject assigned in osg::Geometry
Added
fix bug in SmoothingVisitor tripped by bunny.ply
after duplicating the vertices to allow for multiple normals the indices of the new mesh (with duplicated vertices) were used with the vertices of the old mesh, causing a vector subscript out of range error.
Some platforms (ARM, PowerPC, s390x) have "unsigned char" as the default
char type, and thus the build fails for certain parts of the code where
negative values are assigned to those kind of variables.
Only export the osgDB method implementations, instead of the entire
class, and hence avoid exporting symbols from the base class, which
then conflict with other compilation units when linking.
This avoids the need for /FORCE:MULTIPLE linker option with MSVC.
macOS CoreProfile, contains requested parts of #92 previous PR concerning the osgsimplegl3 sample and the selection of the correct GL Profile when compiling with GL3 or Core Profile in GraphicsWindowCocoa.mm
Update gles+osgjs.
This PR
cleans some gles coverity defects (remaining should only be false positive that need to be sorted out cleanly)
updates osgjs plugin to support serialization; the history of changes is squashed; details can still be found on cedricpinson fork if needed
As compressed animation channels are no longer part of the main repo, I added a compilation flag for the osgjs plugin. The commit is isolated and the flag is not activated by default.
I am yet to find a better solution to make this plugin entirely free from our specific code.
Note: this PR will not change the gles compilation issues. We only compile on OSX/ubuntu and did not encounter any issue with the plugin.
The logic is
* if a file is not ascii
* if its sizeis less than the expected binary size
then we can assume that the data is incomplete but still try to load it.
would trigger unnecessary redraws when there were pending file requests or active database threads
tested ok with and without IncrementalCompileOperation
Updates to osgAnimation is mainly for the gles plugint to work correctly.
adds Quaternion array
reintroduces KeyframeContainer::linearInterpolationDeduplicate
fixes MorphGeometry OSG serialization (target names)
This updates is mainly for the gles plugint to work correctly.
* adds Quaternion array
* reintroduces `KeyframeContainer::linearInterpolationDeduplicate`
* fixes MorphGeometry OSG serialization (target names)
Sometimes there is need to do cleanup with valid graphic contexts
before closing these contexts. The added operation runs a graphics
operation on each context before closing them.
It's code quality is poor and as there has been no sign that it's used in the community decided to remove it
rather than spend time trying to fix the mess it's in.
Incorrect values read from a different memory region will cause incorrect computations. In osgDB::base64_decode_value(char): Out-of-bounds read from a buffer
Objects with the same filename may be different from others based on the provided
plugin options. Using filename *and* the provided options as object cache key
helps to avoid fetching the wrong object.
Added the addtional properties (terrain, roofline and footprint) alongside with the SMC/FID attributes. Also I added the newly added IRMaterial to the per-geode properties.
Added the Texture-EffectId and the mapping index as a user-value to the texture object.
Naming scheme is the same as for the per-vertex/geode attributes.
OpenSceneGraph\src\osgPlugins\dae\daeRAnimations.cpp(470): warning C4456: declaration of 'kfCntr' hides previous local declaration
OpenSceneGraph\src\osgPlugins\dae\daeRAnimations.cpp(452): note: see declaration of 'kfCntr'
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(202): warning C4456: declaration of 'i' hides previous local declaration
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(188): note: see declaration of 'i'
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(226): warning C4456: declaration of 'i' hides previous local declaration
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(188): note: see declaration of 'i'
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(243): warning C4456: declaration of 'i' hides previous local declaration
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(188): note: see declaration of 'i'
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(253): warning C4456: declaration of 'i' hides previous local declaration
OpenSceneGraph\src\osgPlugins\dae\daeReader.cpp(188): note: see declaration of 'i'
Corrected PrimitiveSet.cpp in order DrawArraysLength can be instanced.
It's the only pr missing code
if (_numInstances>=1) glDrawXXXInstanced(...,_numInstances);
else glDrawXXX();
Changed the name of OSG_USE_AGGRESSIVE_WARNINGS to OSG_AGGRESSIVE_WARNINGS to make sure it sits alongside the OSG_AGGRESSIVE_WARNINGS_FLAGS within ccmake
so that it's easier to see how the two variables are coupled.
Thanks to this simple fix it's possible to compress red/red-green channel of RGB/RGBA image to GL_COMPRESSED_RED_RGTC1_EXT/GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT pixel format.
Actually, if the option "readObjectRecordData" is set, ObjectRecordData will not be read and set.
With this submission, if the option "readObjectRecordData" is set, ObjectRecordData will be read and set."
Note, from Robert, I took Philippe modifications to Viewer.cpp and reformated them slightly to avoid a double check against getSceneData()!=0 and then rolled
the changes out to CompositeViewer::checkNeedToDoFrame() to ensure that both implementations work the same.
Deferred rendering is now the de-facto standard rendering technique in many modern game engines, hence I think it is important to have this technique demonstrated in an osg code example.
This particular sample adds soft shadows as well as bump mapping into the rendering pipeline. The image files whitemetal_diffuse.jpg and whitemetal_normal.jpg from OpenSceneGraph-Data images folder are required (The OSG_FILE_PATH environment variable must be set correctly)
Two additional osgt models are included with the demo (best to also put them into OpenSceneGraph-Data, I think.
The shaders are currently defined in separate .frag and .vert files.
implementations being registered at the same time.
One usage case for this functionality to support usage of Wayland and X11 in the same version of the osgViewer.
As part of the new functionality there is now a osg::GraphicsContext::Traits::windowingSystemPreferrence string
that default to empty, but if defined will ensure that a specific WindowingSystemInterface is utilized when
you do a generic call like osg::createGraphicsContext().
Also implemented is standard proxy object for registering the new contexts and removing them automatically, and
declaration of standard graphicswindow_name() C entry point to help with static build linking.
This feature makes it easier to editor an presentation that is already running in Present3D, once the edits are done
pressing 'u' in Present3D then loads the file again.
"From I think that this piece of code in StateSet::setTextureAttributeAndModes is a copy&paste mistake:
OSG_NOTICE<<"Warning: non texture attribute '"<<attribute->className()<<"' passed to setTextureAttributeAndModes(unit,attr,value), "<<std::endl;
OSG_NOTICE<<" assuming setAttributeAndModes(attr,value) instead."<<std::endl;
OSG_NOTICE<<" please change calling code to use appropriate call."<<std::endl;
setAttribute(attribute,value);
As per the warning message it should be calling setAttributeAndModes(attribute,value); ."
The file osg-OpenSceneGraph-3.4.0\include\osg\Types
typedefs int8_t, int16_t, int32_t and int64_t
These are typedefed as signed __intX in several other places.
With VS2008, this causes an error "int8_t redifined, different basic types"
Explicitly declaring them signed fixes the error."
As for motivation behind the change, I think it makes more sense that way because only the CullVisitor cares about rendering. Say an intersection visitor or update visitor only needs to traverse the subgraph once, not once for each pass. For these visitors there is no point in traversing the subgraph more than once, since it's exactly the same graph. Another motivation is the performance improvement had when an intersection visitor tests against a multipass Technique."
Note about mods by Robert Osfield, "Changed dyanmic_cast<> and check against getTraversalType() to utilize the new asCullVisitor() instead to improve efficiency."
The change I made is to check GL_QUERY_RESULT_AVAILABLE before retrieving the query, to ensure that there won't be a stall. If the query result is not available yet, we'll leave it alone and try again in the next frame.
Had to make a few more changes than I'd liked, mostly because the TestResult mechanism wasn't designed for holding on to query objects for more than one frame. As well, I'm thinking that RetrieveQueriesCallback and ClearQueriesCallback could be merged together, if we wanted to go for more refactoring. For though now my strategy is to make as little changes as possible. Let me know what you think of the patch."
In OSG 3.4, osgText::Text( ::_quadIndices) uses DrawElementsUInt that will fail on these devices and no text will appear - tested on Samsung Galaxy Trend 2 SM-G313HN.
When DrawElementsUInt is replaced with DrawElementsUShort it works, although I'm not sure if this can cause other problems with some fonts.
Fix:
- In include\osgText\Text, line 316:
replace: "osg::ref_ptr< osg::DrawElementsUInt > _quadIndices;"
with: "osg::ref_ptr< osg::DrawElementsUShort > _quadIndices;"
- In src\osgText\Text.cpp, line 2094:
replace: "_quadIndices = new DrawElementsUInt(PrimitiveSet::TRIANGLES);"
with: "_quadIndices = new DrawElementsUShort(PrimitiveSet::TRIANGLES);"
"
Currently the code looks like this:
Code:
DrawElementsUByte* elems = new DrawElementsUByte(PrimitiveSet::TRIANGLES);
elems->push_back(0);
elems->push_back(1);
elems->push_back(2);
elems->push_back(2);
elems->push_back(3);
elems->push_back(0);
geom->addPrimitiveSet(elems);
geom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS,0,4));
The second condition looked really strange (note the ! sign), and results in pretty much all code paths uses the first code. The correct version should probably be that only people with GLES1 or GLES2 should use GL_TRIANGLES to simulate quads. And all others should use the native support for GL_QUADS.
"
/usr/local/include/collada-dom2.4
/usr/local/include/collada-dom2.2
/opt/local/include/collada-dom2.4
/opt/local/include/collada-dom2.2
/usr/include/collada-dom2.4
/usr/include/collada-dom2.2
To enable recent versions of the DOM to be found in their new install locations.
Font::getKerning(...), Font::getGlyph3D(...) doesn't ask for a font resolution so it uses the last font resolution requested by Font:: getGlyph(...).
This can leads to different results depending of the precedent call to Font::getGlyph(...).
See http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2016-January/271952.html for more infos.
This fix adds a font resolution parameter to Font::getKerning(...), Font::getGlyph3D(...) and to the font implementations.
This was made under the base revision r15182."
"E:\osg\osgSvnGit\OpenSceneGraph\include\osg/Callback(286): warning C4099: 'osg::DrawableUpdateCallback' : type name first seen using 'class' now seen using 'struct' (E:\osg\osgSvnGit\OpenSceneGraph\src\osgUtil\RenderBin.cpp)
E:\osg\osgSvnGit\OpenSceneGraph\include\osg/Callback(27) : see declaration of 'osg::DrawableUpdateCallback'
attached is a modified version of include/osg/Callback:
changing
- struct OSG_EXPORT DrawableUpdateCallback : public virtual Callback
- {
to
+ class OSG_EXPORT DrawableUpdateCallback : public virtual Callback
+ {
+ public:
and the same changes for DrawableEventCallback and DrawableCullCallback"
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(364): error C2039: 'min' : is not a member of 'std'
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(364): error C3861: 'min': identifier not found
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(372): error C2039: 'min' : is not a member of 'std'
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(372): error C3861: 'min': identifier not found
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(381): error C2039: 'min' : is not a member of 'std'
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(381): error C3861: 'min': identifier not found
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(436): error C2039: 'min' : is not a member of 'std'
E:\osg\osgSvnGit\OpenSceneGraph\src\osg\PrimitiveSet.cpp(436): error C3861: 'min': identifier not found
I suggest to replace std::min by osg::minimum, attached is a (zipped) modified version of src/osg/PrimitiveSet.cpp
applies to the git reposetory only (updated 1 Feb 2016 ae6bade641ee4d8436ef69e7a7a347be81195a47 )
"
Removed old code intended to check the Geode parent of a Drawable to see if it's CullingActive is true as this was broken by the change osg::Drawable being derived from osg::Node rather than osg::Object.
The uniquify() method was not checking if the new name was actually in use or not.
Collada with rename option : Added an option to Collada writer, to rename uncommon IDs (geometries, materials...) to something more compatible (especially Google Earth).
Characters which may be interpreted as an URI are replaced with '_'. Useful if you want to ensure names having spaces or slashes to behave correctly. This may be undesired if original naming must be somewhat kept (hence making it an option)."
Simplfifer::ContinueSimplificationCallback to be able to decide whether up or downsampling is required,
removing the previous hardwards reliance on getSampleRatio<1.0.
Two fixed files:
osgPlugins/osgjs/JSON_Objects
osgPlugins/stl/ReaderWriterSTL.cpp.
They did not compile with VS 2008 (recent master from Github). It looks like they defined stdint types (missing in VS 2008) but code using them also included <osg/Types> header. Errors were caused by minor differences in signed int definitions. I just removed own definitions and added include<osg/Types> instead. It solves the problem and makes the code clearer now.
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.
To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:
bool addChild(Node* child); // old method which can only be used with a Node*
tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method
These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
OpenSceneGraph and the OpenThreads library.
The changes in the file simply remove a few ifndef's that currently
do not allow Linux systems to fully utilize the PThread real-time
scheduling API.
Since Linux now fully supports the PThread scheduling API it would
be beneficial to have it available to use as necessary. I have
been testing this change since OSG release 3.3.7 and have not seen
any ill affects.
The Priority scheduling api is further protected by another ifdef:
#ifdef ALLOW_PRIORITY_SCHEDULING
that only appears to be defined in the pthreads implementation as
well. This would make it unlikely that anyone would be affected
by this unless they are intentionally wanting to run with priority
scheduling. In which case on Linux they would need to make
these same modifications themselves to utilize it to its full extent.
Attached file is for the current trunk as of this date.
"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15140 16af8721-9629-0410-8352-f15c8da7e697
This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
I believe the offending lines are in the osg::Geometry copy constructor:
if ((copyop.getCopyFlags() & osg::CopyOp::DEEP_COPY_ARRAYS))
{
if (_useVertexBufferObjects)
{
// copying of arrays doesn't set up buffer objects so we'll need to force
// Geometry to assign these, we'll do this by switching off VBO's then renabling them.
setUseVertexBufferObjects(false);
setUseVertexBufferObjects(true);
}
}
Toggling the vertex buffer objects off then on again actually touches not only the arrays controlled by DEEP_COPY_ARRAYS, but also the PrimitiveSets which are controlled by DEEP_COPY_PRIMITIVES. This means if the user has copyflags of only DEEP_COPY_ARRAYS, we are modifying arrays that belong to the original const Geometry& we are copying from. I believe this shouldn't be allowed to happen because we are using a const& specifier for the original Geometry.
In my case the osgUtil::IncrementalCompileOperation was trying to compile the geometry, while in the main thread a clone operation toggled the VBO's off and on, a crash ensues.
In the attached patch, you will find a more efficient handling of VBO's in the osg::Geometry copy constructor, so that only the Arrays that were actually deep copied have their VBO assigned, and no changes are made to Arrays that already had a valid VBO assigned. In addition, the DEEP_COPY_PRIMITIVES flag is now honored so that VBO's are set up correctly should a user copy a Geometry with only that flag.
"
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15129 16af8721-9629-0410-8352-f15c8da7e697
It should stop and wait for a signal on either of those two. Due to a few logical inversions it boils down to replacing || with &&
OLD _block->set((!_requestList.empty() || !_pager->_databasePagerThreadPaused));
NEW _block->set((!_requestList.empty() && !_pager->_databasePagerThreadPaused));//release the threads to run IF (work_to_be_done && not_paused)
This bug is present since svn rev 8663 (just before 2.6.0 release)
attached is a zip with the files:
OpenSceneGraph\include\osgDB\ImagePager
This file is valid for svn branch and stable 3.2 and 3.4
branches 2.6 - 3.0 have the same bug, but other differences in the file."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15125 16af8721-9629-0410-8352-f15c8da7e697
osgconv --compressed-dxt1 cow.osg cow.ive
due to different handling of the extentions in osg 3.4 and up.
attached is a zip with the files:
OpenSceneGraph\applications\osgconv\osgconv.cpp
This file is valid for svn branch and stable3.4."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15124 16af8721-9629-0410-8352-f15c8da7e697
setVertexAttribArrayList(array) with array containing NULL vertexAttrib.
I added a test in order to avoid it
Code:
void Geometry::setVertexAttribArrayList(const ArrayList& arrayList)
{
_vertexAttribList = arrayList;
dirtyDisplayList();
if (_useVertexBufferObjects)
{
for(ArrayList::iterator itr = _vertexAttribList.begin();
itr != _vertexAttribList.end();
++itr)
{
if(itr->get())//ADDED
addVertexBufferObjectIfRequired(itr->get());
}
}
}
"
and
"The bug i ran into is a crash reading osgt Geometry with null vertexattribs.
The only thing i added is a not nul check on array passed to setVertexAttribArrayList."
--------------------This line, and those below, will be ignored--
M src/osg/Geometry.cpp
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15121 16af8721-9629-0410-8352-f15c8da7e697
I used osgSetGLExtensionsFuncPtr to remove the symbols. I don't know how to test this path, but it did remove the symbols from libosgViewer.so. I have also not been able yet to see if that was sufficient for our customer.
I did this by looking at other cases, and I tried to follow some of the same practices in PixelBufferX11, like using _useSGIX in a similar way to the previous _useGLX1_3."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15041 16af8721-9629-0410-8352-f15c8da7e697
http://www.openscenegraph.org/index.php/download-section/dependencies
but was not able to use them for a while. Attached are changes to
OsgAndroidMacroUtils.cmake that allow the deps to be found by cmake.
Specifically, all FIND_PATH commands require the
NO_CMAKE_FIND_ROOT_PATH option to actually find paths. This is odd
because if you inspect CMAKE_FIND_ROOT_PATH it appears to be empty. I
would expect it to have no effect at all.
I also needed to remove quotes from this line in order for headers to be found:
set(FREETYPE_INCLUDE_DIRS "${FREETYPE_DIR}/include
${FREETYPE_DIR}/include/freetype/config")
Assuming this script worked in the past, it seems like cmake behavior
may have changed at some point. I'm using cmake version 2.8.12.2."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15036 16af8721-9629-0410-8352-f15c8da7e697
On a Intel HD graphics Linux system with Mesa 10.1.3, I found that osg's Extensions::isTextureCompressionS3TCSupported() returned false, even though S3TC compressed textures *are* in fact working. I tested this by loading and rendering various DXT1, DXT3 and DXT5 compressed textures in the OSG.
"glxinfo | grep s3tc" gives:
GL_S3_s3tc
Note, if I install the package "libtxc-dxtn-s2tc0", I get in addition:
glxinfo | grep s3tc
GL_EXT_texture_compression_s3tc
GL_S3_s3tc
However, S3TC compressed textures worked correctly within the OSG even without libtxc-dxtn-s2tc0 installed.
I'm not sure what the differences between these extensions are, but based on the description at https://www.opengl.org/registry/specs/S3/s3tc.txt I would assume that both will work for OSG's purposes. The attached patch changes isTextureCompressionS3TCSupported() to accept either extension."
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15035 16af8721-9629-0410-8352-f15c8da7e697
This gives arise to the requirement that a static initialization of a QObject cannot occur for the Android platform, as Qt incorrectly considers that first thread the “main” one before a client application has even begun executing in its second thread.
The HeartBeat in GraphicsWindowQt.cpp is a QObject static global initialized at load time, causing the above issue. This changeset changes it to be a singleton that is constructed upon first access to its “instance” method.
I have:
- added the static method “instance”,
- moved its constructor to be private, and
- changed the one place it is accessed to access it through the “instance” method.
"
Changes by Robert are to adopt QPointer<HeartBeat> rather than use a C pointer to ensure that the HeartBeat object will be cleaned up automatically rather than leaked.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14963 16af8721-9629-0410-8352-f15c8da7e697
SET(OSG_WINDOWING_SYSTEM"IOS"CACHESTRING"Windowing system type for graphics window creation, options only IOS.")
#set iphone arch and flags taken from http://sites.google.com/site/michaelsafyan/coding/resources/how-to-guides/cross-compile-for-the-iphone/how-to-cross-compile-for-the-iphone-using-cmake
IF(OSG_BUILD_PLATFORM_IPHONE)
IF(${IPHONE_VERSION_MIN}LESS"7.0")
SET(CMAKE_OSX_ARCHITECTURES"armv6;armv7"CACHESTRING"Build architectures for iOS"FORCE)
ELSE()
SET(CMAKE_OSX_ARCHITECTURES"armv7;armv7s;arm64"CACHESTRING"Build architectures for iOS"FORCE)
ENDIF()
ELSE()
#simulator uses i386 and x86_64 architectures
SET(CMAKE_OSX_ARCHITECTURES"i386;x86_64"CACHESTRING"Build architectures for iOS Simulator"FORCE)
ENDIF()
#here we set the specific iphone sdk version. We can only set either device or simulator sdk. So if you want both you currently have to have two separate projects
SET(CMAKE_OSX_SYSROOT"${IPHONE_SDKROOT}"CACHESTRING"System root for iOS"FORCE)
MESSAGE("Warning: disabling versioned options 2.4.6 exibits inconsintencies in .pdb naming, at least under MSVC, suggested upgrading at least to 2.4.7")
SET(OSG_MSVC_VERSIONED_DLLOFF)
SET(OSG_MSVC_DEBUG_INCREMENTAL_LINKON)
ELSE()
OPTION(OSG_MSVC_VERSIONED_DLL"Set to ON to build OpenSceneGraph with versioned dll names"ON)
MARK_AS_ADVANCED(OSG_MSVC_VERSIONED_DLL)
OPTION(OSG_MSVC_DEBUG_INCREMENTAL_LINK"Set to OFF to build OpenSceneGraph without incremental linking in debug (release is off by default)"ON)
OPTION(OSG_NOTIFY_DISABLED"Set to ON to build OpenSceneGraph with the notify() disabled."OFF)
OPTION(OSG_USE_DEPRECATED_API"Set to ON to build OpenSceneGraph with the OSG_USE_DEPREFATED_API #define enabled to allow access to deprecated APIs ."ON)
OPTION(OSG_USE_FLOAT_MATRIX"Set to ON to build OpenSceneGraph with float Matrix instead of double."OFF)
MARK_AS_ADVANCED(OSG_USE_FLOAT_MATRIX)
@@ -398,11 +462,16 @@ ENDIF()
OPTION(OSG_DISABLE_MSVC_WARNINGS"Set to OFF to not disable MSVC warnings generated by OSG headers."ON)
MARK_AS_ADVANCED(OSG_DISABLE_MSVC_WARNINGS)
OPTION(OSG_PROVIDE_READFILE"Set to ON for include/osgDB/ReadFile to provide the osgDB::read*File(() methods. "ON)
OPTION(OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION"Set to ON to use the ref_ptr<> T* operator() output conversion. "ON)
OPTION(OSG_USE_REF_PTR_SAFE_DEREFERENCE"Set to ON to throw an exception whenever ref_ptr<> is dereferenced or called. "OFF)
OPTION(OSG_ENVVAR_SUPPORTED"Set to ON to build OpenSceneGraph with the #define OSG_ENVVAR_SUPPORTED, found in include/osg/Config, to enable use of getenv() related functions."ON)
# Map the OPENGL_PROFILE to OSG_GL*_AVAILABLE settings
SET(OPENGL_PROFILE"GL2"CACHESTRING"OpenGL Profile to use, choose from GL2, GL3, GLES1, GLES2, GLES3")
SET(OPENGL_PROFILE"GL2"CACHESTRING"OpenGL Profile to use, choose from GL1, GL2, GL3, GLES1, GLES2, GLES3")
# CMake >= 2.8.1 changed the output directory algorithm (See doc).
# Here we also set per-configuration directories (CMAKE_*_OUTPUT_DIRECTORY_<CONFIG>), or else binaries are generated in /bin/Debug and /bin/Release, etc. with MSVC and Xcode.
# (Doc reads "multi-configuration generators (VS, Xcode) do NOT append a per-configuration subdirectory to the specified directory").
# The workaround for 2.6.x (adding "../" as an output prefix for each target) seem to have no effect in >=2.8.1, so there is no need to change this.
SET(CMAKE_OSX_ARCHITECTURES"i386"CACHESTRING"Build architectures for iOS Simulator"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mno-thumb -arch i386 -pipe -no-cpp-precomp"CACHESTRING"Flags used by the compiler during all build types."FORCE)
#simulator uses i386 and x86_64 architectures
SET(CMAKE_OSX_ARCHITECTURES"i386;x86_64"CACHESTRING"Build architectures for iOS Simulator"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mno-thumb -pipe -no-cpp-precomp"CACHESTRING"Flags used by the compiler during all build types."FORCE)
#here we set the specific iphone sdk version. We can only set either device or simulator sdk. So if you want both you currently have to have two seperate projects
#here we set the specific iphone sdk version. We can only set either device or simulator sdk. So if you want both you currently have to have two separate projects
SET(CMAKE_OSX_SYSROOT"${IPHONE_SDKROOT}"CACHESTRING"System root for iOS"FORCE)
#hack, force link to opengles
@@ -1081,30 +1155,19 @@ IF(APPLE AND NOT ANDROID)
# 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.
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
# 64 Bit Works, i386,ppc is not supported any more
SET(CMAKE_OSX_ARCHITECTURES"x86_64"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.8 -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSEIF(${OSG_OSX_SDK_NAME}STREQUAL"macosx10.7")
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
# 64 Bit Works, PPC is not supported any more
SET(CMAKE_OSX_ARCHITECTURES"i386;x86_64"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.7 -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
# 64-bit compiles are not supported with Carbon.
SET(CMAKE_OSX_ARCHITECTURES"ppc;i386"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.5 -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSEIF(${OSG_OSX_SDK_NAME}STREQUAL"macosx10.4")
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"quicktime"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
SET(CMAKE_OSX_ARCHITECTURES"ppc;i386"CACHESTRING"Build architectures for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -mmacosx-version-min=10.4 -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSE()
# No Universal Binary support
# Should break down further to set the -mmacosx-version-min,
# but the SDK detection is too unreliable here.
ENDIF()
IF(OSG_OSX_VERSIONVERSION_GREATER10.7)
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSEIF(OSG_OSX_VERSIONVERSION_EQUAL10.7)
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSEIF(OSG_OSX_VERSIONVERSION_GREATER10.4)
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"imageio"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ELSEIF(OSG_OSX_VERSIONVERSION_EQUAL10.4)
SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX"quicktime"CACHESTRING"Forced imageio default image plugin for OSX"FORCE)
SET(CMAKE_CXX_FLAGS"${CMAKE_CXX_FLAGS} -ftree-vectorize -fvisibility-inlines-hidden"CACHESTRING"Flags used by the compiler during all build types."FORCE)
ENDIF()
ENDIF()
OPTION(OSG_BUILD_APPLICATION_BUNDLES"Enable the building of applications and examples as OSX Bundles"OFF)
"Name and email address of the package maintainer, e.g., 'Jon Doe <jon.doe@superawesomemail.com>'"
)
SET(CPACK_LIBOPENSCENEGRAPH_DEPENDENCIES
"libopenthreads"
CACHESTRING
"Dependend packages for the openscenegraph library package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENSCENEGRAPH-DEV_DEPENDENCIES
"libopenscenegraph"
CACHESTRING
"Dependend packages for the openscenegraph development package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENTHREADS_DEPENDENCIES
""
CACHESTRING
"Dependend packages for the openthreads library package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENTHREADS-DEV_DEPENDENCIES
"libopenthreads"
CACHESTRING
"Dependend packages for the openthreads development package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_OPENSCENEGRAPH_DEPENDENCIES
"libopenscenegraph"
CACHESTRING
"Dependend packages for the openscenegraph main package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_OPENSCENEGRAPH-ALL_DEPENDENCIES
""
CACHESTRING
"Dependend packages for the openscenegraph package with all components (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENSCENEGRAPH_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openscenegraph library package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENSCENEGRAPH-DEV_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openscenegraph development package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENTHREADS_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openthreads library package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_LIBOPENTHREADS-DEV_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openthreads development package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_OPENSCENEGRAPH_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openscenegraph main package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_OPENSCENEGRAPH-ALL_CONFLICTS
""
CACHESTRING
"Conflicting packages for the openscenegraph package with all components (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
"Dependend packages for the ${PACKAGE_COMPONENT} package with all components (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
)
SET(CPACK_${UPPER_PACKAGE_COMPONENT}_CONFLICTS
""
CACHESTRING
"Conflicting packages for the ${PACKAGE_COMPONENT} package (uses deb dependecy format), e.g., 'libc6, libcurl3-gnutls, libgif4, libjpeg8, libpng12-0'"
PERTHSHIRE, Scotland - 7th April 2018 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.6.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. The OpenSceneGraph is written entirely in Standard C++ and built upon OpenGL (1.2 to 4.6) and OpenGL ES (1.0 to 3.0), and offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets. OpenSceneGraph 3.6 runs on all Microsoft Windows platforms, Apple OS/X, iOS, GNU/Linux, Android, Solaris, HP-UX, AIX and FreeBSD operating systems.
Updates include:
* OpenThreads::Affinity introduced to enable setting of processor affinity on viewer and database threads
* osgText rewritten to improve visual quality, add signed distance field support and full GLES2/3 and GL3/4 support
* Added VertexArrayObject support, enable full OpenGL Core Profile support under OSX.
* Added OpenCASCADE plugin
* Added STEP (.stp) plugin
* Improvements to FBX and COLLADA loaders
* Improvements to gles plugin to provide better Sketchfab support
* Added osgemscripten example
* Improvements to osgAnimation
* NodeVisitor ValueMap for storing values that can be stored and accessed across frames, such as update, event and cull traversals
* ShapeDrawable rewritten as an osg::Geometry to improve performance and flexibility
* Added osg::MultiDrawArrays support
* Added osgdeferred example that illustrates how to implement deferred rendering
* Added MultiDrawIndirect support
* Moved glDispatchCompute control out of osg::Program into a dedicated osg::DispatchCompute class to improve control of compute shaders
* KdTree support added for PolytopeIntersector, and ability to work with points, lines and polygons
* osgQt has been moved out to it's own dedicated osgQt github repository
* CMake build support for iOS bitcode builds
* CoverityScan testing introduced, fixes bring defect density to 0.0 per 1,0000 lines of code!
* Support for Codedoc automated documentation
* Support for Travis automated build system
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 at http://www.openscenegraph.org/index.php/download-section/stable-releases and at our github repository https://github.com/openscenegraph/OpenSceneGraph/.
OpenSceneGraph is released under the 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. Further details http://www.openscenegraph.org/index.php/about/licensing
Professional support and services:
OpenSceneGraph project is backed up with professional services by OpenSceneGraph Professional Services, based in Scotland, and a range of Contractors from around the world http://www.openscenegraph.org/index.php/support/professional-support. For enquires email robert@openscenegraph.com. Services available include:
Confidential Professional Support
Bespoke development
Consultancy
Training
Community support and contributions:
The diverse and growing community of over 5000 developers is centred around the public osg-users mailing list/forum, 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 568 individuals from around the world that have directly contributed to the development and refinement of the OpenSceneGraph code base.
OpenSceneGraph 3.4 release introduces shader composition, new osgUI library, displacement mapping, volume rendering, lua scripting support and much more
PERTHSHIRE, Scotland - 12th August 2015 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.4, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 3.4 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. OpenSceneGraph 3.4 runs on all Microsoft Windows platforms, Apple OS/X, iOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
Updates include:
* New #pragma(tic) composition shader functionality built into the core OSG that provides a easy to use yet flexible scheme for controlling and composing shaders at runtime levering GLSL support for #define and #pragma.
* New osgTerrain::DisplacementMappingTechnique to uses vertex, geometry and fragment shader based displacement mapping technique that dramatically lowers the CPU and GPU memory footprint and bandwidth needs for the same visual quality. The new scheme enables paged terrain that work robustly on smaller hardware, or with far higher loads without framedrops. This new technique levels #pragma(tic) shader composition to enable one to toggle on/off features in the shaders at runtime in a way that is as convenient to use as toggle modes in a fixed function pipeline scene graph.
* New osgVolume::MultipassTechique that uses multipass rendering and shaders to enable seamless mixing of traditional 3D geometry and volumes, support for geometry hulls that constrain where the volume should be rendered as well as improving the ray tracing shaders so that they are both faster and have higher visual quality than the previous generation of ray traced shaders supported by OSG-3.2 releases and before.
* New osgDB::Classiterface class that provides an easy to use mechanism for introspection of scene graph classes, allowing one to get, set properties and invoke methods in a generic way, making the task of integrating 3rd prarty tools such as scripting languages straight forward.
* New Lua scripting support via a plugin that integrates Lua 5.2.3 and the OSG via the OSG's native serialization codes.
* New osgUI NodeKit, that enables User Interface elements to be placed directly into 3D scene graph. The classes are fully scriptable so you create create UI and behaviours all within lua scripts.
* Improvements to OpenGL ES 1.1, ES 2.0 and ES3.0 support, including platform specific extensions
* Improvements to OpenGL 4.x support with a range of new extensions support
* Updates to osgQt to support Qt5 and provide better support for Qt4
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 Downloads section of the openscenegraph.org website.
OpenSceneGraph is released under the 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.
Professional support and services
OpenSceneGraph project is backed up with professional services by OpenSceneGraph Professional Services, based in Scotland, and a range of 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 5000 developers is centred around the public osg-users mailing list/forum, 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 550 individuals from around the world that have directly contributed to the development and refinement of the OpenSceneGraph code base.
= !OpenSceneGraph 3.2 release improves support iOS and Android, supports a range of new OpenGL features much more.
PERTHSHIRE, Scotland - 24th July 2013 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 3.2, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 3.2 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 3.2 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
PERTHSHIRE, Scotland - 24th July 2013 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 3.2, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 3.2 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 3.2 runs on all Microsoft Windows platforms, Apple OS/X, iOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 3.2 release is the culmination of 14 years of work by 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 in both the desktop and mobile space.
@@ -17,7 +106,7 @@ The !OpenSceneGraph 3.2 release is the culmination of 14 years of work by the op
* New OpenGL extensions support including compute shaders, tessellation shaders, integer array formats and associated Vec* classes, primitive restart
* Improvements to osgManipulator NodeKit that introduce new manipulators and improve flexibility and customizability
* Updates to osgQt to support Qt5 and provide better support for Qt4
* New osgGA::Device base class for recieving from and sending events to both real and virtual devices in a generic, extensible way
* New osgGA::Device base class for receiving from and sending events to both real and virtual devices in a generic, extensible way
* New ZeroConf, RestHTTP and OSC plugins to enable remote control of applications such as controlling desktop systems from tablets and phones
* Improvements to osgVolume NodeKit and DICOM plugin for better medical visualization
* New TrackVis .trk track files plugin for the visualization of brain scans.
@@ -54,7 +143,7 @@ The !OpenSceneGraph project owes a great deal to the community for its developme
= !OpenSceneGraph 3.0 release adds support OpenGL ES 1.1, OpenGL ES 2.0, OpenGL 3.x to 4.0, support for Andoid and IOS platforms and much more.
PERTHSHIRE, Scotland - 28th June 2011 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 3.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 3.0 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 3.0 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
PERTHSHIRE, Scotland - 28th June 2011 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 3.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. !OpenSceneGraph 3.0 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. !OpenSceneGraph 3.0 runs on all Microsoft Windows platforms, Apple OS/X, iOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 3.0 release is the culmination of 12 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.
@@ -109,7 +198,7 @@ The !OpenSceneGraph project owes a great deal to the community for its developme
= !OpenSceneGraph 2.8 release adds osgAnimation and osgVolume libraries, DICOM support, LispSM shadowing and much more. =
PERTHSHIRE, Scotland - 12th February 2009 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.8, 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.
PERTHSHIRE, Scotland - 12th February 2009 - !OpenSceneGraph Professional Services announces the release of !OpenSceneGraph 2.8, 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 modelling 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 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.
@@ -180,7 +269,7 @@ About !OpenSceneGraph Professional Services:[[BR]]
= !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.
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 modelling 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.
@@ -249,7 +338,7 @@ About !OpenSceneGraph Professional Services:[[BR]]
= !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.
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 modelling 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.
@@ -305,7 +394,7 @@ About !OpenSceneGraph Professional Services:[[BR]]
= 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.
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 modelling 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.
=== Open-source development delivers industry-leading features and performance ===
The !OpenSceneGraph 2.2 release is the culmination of 8 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.
@@ -362,7 +451,7 @@ About !OpenSceneGraph Professional Services:[[BR]]
!!![=OpenSceneGraph=] 2.0 release improves ease-of-use and scalability, introducing new osgViewer, osgShadow and osgManipulator libraries, new build system, improved multi-core, multi-GPU support.
PERTHSHIRE, Scotland - 15th June 2007 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 2.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 2.0, 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 rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 2.0 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and [=FreeBSD=] operating systems.
PERTHSHIRE, Scotland - 15th June 2007 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 2.0, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 2.0, written entirely in Standard C++ and built upon [=OpenGL=], offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets a real-time visualization tool which rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 2.0 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=] 2.0 release is the culmination of 8 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.
@@ -420,7 +509,7 @@ Project Lead and Proprietor [=OpenSceneGraph=] Professional Services
!!![=OpenSceneGraph=] 1.2 release introduces Windows 64bit and AIX support, COLLADA support, processor affinity and texture atlas builder.
PERTHSHIRE, Scotland - 12th September 2006 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 1.2, the industry's leading open source scene graph technology, designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.2, 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 rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.2 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and [=FreeBSD=] operating systems.
PERTHSHIRE, Scotland - 12th September 2006 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 1.2, the industry's leading open source scene graph technology, designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.2, written entirely in Standard C++ and built upon [=OpenGL=], offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets a real time visualization tool which rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.2 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris, HP-UX, AIX and [=FreeBSD=] operating systems.
The [=OpenSceneGraph=]-1.2 release introduces:
@@ -445,7 +534,7 @@ Project Lead and Proprietor [=OpenSceneGraph=] Professional Services
!!!OpenSceneGraph 1.1 release introduces peformance and scalability improvements, full OpenGL Shading Language support and new OpenFlight 16.1, TerrPagea2.2 and Quake3 loaders.
AYRSHIRE, Scotland - July 19th 2006 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 1.1,
the industry's leading open-source graphics library with [=OpenGL=] 2.0 and [=OpenGL=] Shading Language support. [=OpenSceneGraph=] is designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.1, 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 rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.1 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris and [=FreeBSD=] operating systems.
the industry's leading open-source graphics library with [=OpenGL=] 2.0 and [=OpenGL=] Shading Language support. [=OpenSceneGraph=] is designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.1, written entirely in Standard C++ and built upon [=OpenGL=], offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets a real time visualization tool which rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.1 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris and [=FreeBSD=] operating systems.
The OpenSceneGraph-1.1 release introduces:
@@ -472,7 +561,7 @@ Project Lead and Proprietor [=OpenSceneGraph=] Professional Services
AYRSHIRE, Scotland - December 9th, 2005 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 1.0, the industry's leading open-source graphics library with [=OpenGL=] 2.0 and [=OpenGL=] Shading Language support. [=OpenSceneGraph=] is designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.0, 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 rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.0 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris and [=FreeBSD=] operating systems.
AYRSHIRE, Scotland - December 9th, 2005 - [=OpenSceneGraph=] Professional Services announces the release of [=OpenSceneGraph=] 1.0, the industry's leading open-source graphics library with [=OpenGL=] 2.0 and [=OpenGL=] Shading Language support. [=OpenSceneGraph=] is designed to accelerate application development and improve 3D graphics performance. [=OpenSceneGraph=] 1.0, written entirely in Standard C++ and built upon [=OpenGL=], offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modelling markets a real time visualization tool which rivals established commercial scene graph toolkits in functionality and performance. [=OpenSceneGraph=] 1.0 runs on all Microsoft Windows platforms, Apple OS/X, GNU/Linux, IRIX, Solaris and [=FreeBSD=] operating systems.
->''"3Dlabs congratulates the [=OpenSceneGraph=] development community on the release of [=OpenSceneGraph=] 1.0. [=OpenSceneGraph=] is a shining example of how open-source projects can deliver commercial-quality products with outstanding performance and a ton of cutting-edge features. 3Dlabs committed engineering resources to [=OpenSceneGraph=] to help implement full support of programmable shader technology through [=OpenGL=] Shading Language. It is gratifying to see the excitement that developers have for this important cross-platform, real-time visualization library."'''\\
Randi Rost, director of developer relations at 3Dlabs, http://developer.3Dlabs.com/
@@ -599,7 +688,7 @@ osgpbuffer also example now uses Producer's pbuffer support making it portable a
API refinements, bug fixes and performance improvements:
There have been many bug fixes, a number of performance improvements and API cleanups that have occured throughout the 0.9.8 - 0.9.9, too many separate items to enumerate here. Together with the above new features they all go to making the OpenSceneGraph-0.9.9 the most robust, high performance and feature rich version so far, and sets the stage for the upcoming 1.0.
There have been many bug fixes, a number of performance improvements and API cleanups that have occurred throughout the 0.9.8 - 0.9.9, too many separate items to enumerate here. Together with the above new features they all go to making the OpenSceneGraph-0.9.9 the most robust, high performance and feature rich version so far, and sets the stage for the upcoming 1.0.
We would like to thank the following engineers for their contributions in the 0.9.8 - 0.9.9.9 time frame (in alphabetic order):
Alberto Farre, Bob Kuehne, Brede Johansen, Carlo Camporesi, Chris Hanson, Don Burns, Donn Mielcarek, Don Tidrow, Farshid Lashkari, Frederic Marmond, Garrett Potts, Igor Kravtchenko, James French, Jan Ciger, John Grant, Joakim Simonsson, Joran Jessurun, Jason Daly, Kevin Moiule, Leandro Motta Barros, Marco Jez, Mason Menninger, Mike Weiblen, Nathan Monteleone, Norman Vine, Olaf Flebbe, Paul Melis, Per Fahlberg, Rainer Oder, Randall Hopper, Reinhard Sainitzer, Robert Osfield, Ruben, Sebastien Grignard, Stephan Huber, Terry Welsh, Thom DeCarlo, Tony Horrobin, Tree, Tugkan Calapoglu, Vivek Rajan, Waltice and Yuzhong Shen
For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website:
For support subscribe to our public mailing list or forum, details at:
http://www.openscenegraph.org/index.php/support
For the impatient, we've included quick build instructions below, these are are broken down is three parts:
1) General notes on building the OpenSceneGraph
2) macOS release notes
3) iOS release notes
If details below are not sufficient then head over to the openscenegraph.org to the Documentation/GettingStarted and Documentation/PlatformSpecifics sections for more indepth instructions.
Robert Osfield.
Project Lead.
28th May 2018.
---
## Section 1. How to build OpenSceneGraph
The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the `CMakeLists.txt` files that you'll find throughout the OpenSceneGraph directories, checks for installed dependencies and then generates files for the selected build system.
If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, use version 2.8.0 or later. Details on the OpenSceneGraph's CMake build can be found at:
Under Unix-like systems (i.e. Linux, IRIX, Solaris, Free-BSD, HP-UX, AIX, macOS) use the `cmake` or `ccmake` command-line utils. Note that `cmake .` defaults to building Release to ensure that you get the best performance from your final libraries/applications.
cd OpenSceneGraph
cmake .
make
sudo make install
Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use:
mkdir build
cd build
cmake ../OpenSceneGraph
make
sudo make install
Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process:
Under macOS you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. See release notes on macOS CMake build below.
For further details on compilation, installation and platform-specific information read "Getting Started" guide:
## Section 2. Release notes on macOS build, by Eric Sokolowski et al.
There are two ways to compile OpenSceneGraph under macOS. The recommended way is to use CMake to generate Xcode project files and then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications.
The alternative is to build OpenSceneGraph from the command line using `make` or `ninja` using the instructions for Unix-like systems above.
Here are some key settings to consider when using CMake:
- BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs.
- CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. x86_64 is the only supported value for OS versions > 10.7.
- OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real macOS .app bundles. There are caveats to creating `.app` bundles, see below.
- OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX - By default macOS uses the `imageio` plugin instead of the plugins for the individual file types (e.g. `jpg`, `gif`, etc.) to load image file types. The `imageio` plugin can handle all popular file formats through the ImageIO framework.
- OSG_WINDOWING_SYSTEM - You have the choice to use Cocoa, Carbon, or X11 when building applications on macOS. Cocoa is the default for OS versions >= 10.5. Carbon and X11 are no longer actively supported, either by Apple or the OSG community.
### APPLICATION BUNDLES (.app bundles)
The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines.
They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs.
Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent "open" command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed.
## Section 3. Release notes on iOS build, by Thomas Hogarth
With CMake, XCode and the iOS sdk installed you can generate an iOS XCode project using the following command line:
Be sure to set the THIRDPARTY_PATH to the path containing your thirdparty dependencies. Set IPHONE_SDKVER to the version of the iOS sdk you have installed, in this instance 10.2. IPHONE_VERSION_MIN controls the base sdk used by xcode, and lastly set OPENGL_PROFILE to the version of GLES you want to use.
Once this completes an XCode project will have been generated in the osg root folder. Open the generated Xcode project, select the example_osgViewerIPhone target. In 'General' tab set a development team. In the 'Build Settings' tab search for 'Other Linker Flags', then for each target type (debug, release etc) that you want to use open the list of arguments and delete the 'OpenGL' line and the '-framework' line above it. This is because cmake has tried to add the desktop OpenGL library which we don't want.
Once this is done you should be able to build and deploy the `example_osgViewerIPhone` target on your device.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is an application for collecting a set of separate files into a single archive file that can be later read in OSG applications..");
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is an application for collecting a set of separate files into a single archive file that can be later read in OSG applications..");
@@ -412,21 +415,21 @@ int main( int argc, char **argv )
arguments.getApplicationUsage()->addCommandLineOption("-e level minX minY maxX maxY","Read down to <level> across the extents minX, minY to maxY, maxY. Note, for geocentric datase X and Y are longitude and latitude respectively.");
arguments.getApplicationUsage()->addCommandLineOption("-c directory","Shorthand for --file-cache directory.");
arguments.getApplicationUsage()->addCommandLineOption("--file-cache directory","Set directory as to place cache download files.");
@@ -439,7 +442,7 @@ int main( int argc, char **argv )
std::cout<<"No path to the file cache defined, please set OSG_FILE_PATH env var, or use --file-cache <directory> to set a suitable directory for the file cache."<<std::endl;
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
arguments.getApplicationUsage()->addCommandLineOption("--image <filename>","Load an image and render it on a quad");
arguments.getApplicationUsage()->addCommandLineOption("--dem <filename>","Load an image/DEM and render it on a HeightField");
arguments.getApplicationUsage()->addCommandLineOption("--login <url> <username> <password>","Provide authentication information for http file access.");
arguments.getApplicationUsage()->addCommandLineOption("-p <filename>","Play specified camera path animation file, previously saved with 'z' key.");
arguments.getApplicationUsage()->addCommandLineOption("--speed <factor>","Speed factor for animation playing (1 == normal speed).");
arguments.getApplicationUsage()->addCommandLineOption("--device <device-name>","add named device to the viewer");
@@ -1389,7 +1390,7 @@ int main( int argc, char **argv )
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParserarguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use node masks to create stereo images.");
// Which shares state but creates copies of all nodes and drawables (which contain the geometry).
//
//
// You may also want to subclass from CopyOp to provide finer grained control of what gets shared (shallow copy) vs
// cloned (deep copy).
// ------------- End of copy specific code -------------------------------------------------------
// set the scene to render
viewer.setSceneData(rootnode);
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