849d2fdc8f3f8256b84c8fed55fd9555fbc0f5b2
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."
Welcome to the OpenSceneGraph (OSG).
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:
http://www.openscenegraph.org
For the impatient, read the simplified build notes below.
Robert Osfield.
Project Lead.
29th January 2008.
--
How to build the 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 dependenciesand then generates the appropriate
build system.
If you don't already have CMake installed on your system you can grab
it from http://www.cmake.org, use version 2.4.6 or later. Details on the
OpenSceneGraph's CMake build can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
use the cmake or ccmake command-line utils, or use the included tiny
configure script that'll run cmake for you. The configure script
simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
get the best performance from your final libraries/applications.
cd OpenSceneGraph
./configure
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 -DCMAKE_BUILD_TYPE=Release
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:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
Under OSX you can either use the CMake build system above, or use the
Xcode projects that you will find in the OpenSceneGraph/Xcode
directory.
For further details on compilation, installation and platform-specific
information read "Getting Started" guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
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