c7a72c8435a879feeae6d160ec55afb96be095a3
"A new texture class Texture2DArray derived from Texture extends the osg to support the new EXT_texture_array extensions. Texture arrays provides a feature for people interesting in GPGPU programming. Faetures and changes: - Full support for layered 2D textures. - New uniform types were added (sampler2DArray) - FrameBufferObject implementation were changed to support attaching of 2D array textures to the framebuffer - StateSet was slightly changed to support texture arrays. NOTE: array textures can not be used in fixed function pipeline. Thus using the layered texture as a statemode for a Drawable produce invalid enumerant OpenGL errors. - Image class was extended to support handling of array textures Tests: I have used this class as a new feature of my application. It works for me without problems (Note: Texture arrays were introduced only for shading languages and not for fixed function pipelines!!!). RTT with Texture2DArray works, as I have tested them as texture targets for a camera with 6 layers/faces (i.e. replacement for cube maps). I am using the array textures in shader programming. Array textures can be attached to the FBO and used as input and as output."
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.
3rd September 2007.
--
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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