This can chew up large amounts of memory for questionable gains. We do
let the tree model geometry be in a display list if OSG chooses to put
it there.
Various renaming and cleanup. Save some memory by reverting
ShaderGeometry's base class back to osg::Drawable.
This reverts back in the direction of Yon's original patch: the model is
drawn within ShaderGeometry::drawImplementation. This saves a lot of memory
over the previous approach of creating a PrimitiveSet for each model.
This eliminates jitter and other rendering problems.
For the moment this is dependent on an osg fix.
Also, don't read wind properties from FlightGear; provide a mechanism
for fg to set the wind.
It is not safe to call this function from the database pager thread;
in any event, state sets and textures created in the database pager
will get passed through the SharedStateManager anyway.
<iostream> sucks in expensive initialization of the standard streams
and isn't appropriate in a header file. Use <istream> and <ostream>
instead.
using declarations should never appear at global scope in a header
file; source files get to decide what they want to use in their
namespace.
It turns out that the database pager causes the texture image to be
unloaded after it is applied, so the image and its file name may not
be available for doing the livery substitution. Ask a work around we
set the name of the texture to its file name.
Also, add a NodeAndDrawableVisitor that descends into osg::Drawable.
That motivation for this is that it's a bad idea to modify state sets
that the osgDB::SharedStateManager might be keeping.
Add more points to the dome, giving it a dome shape rather than a
dunce cap shape.
Represent as OpenGL DrawElements instead of as triangle strips.
Only calculate have the sky colors and reflect those across the dome.
The change to set the light group node mask to LIGHTS_BITS caused
VASI/PAPI lights to not be displayed during the day. This patch fixes
that and optimizes VASI creation a bit.
Comments from Till:
I started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.
currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there
2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.
3. simplify mode-loading functions (avoid passing around fg_root)
4. avoid supurious MatrixTransform nodes in loaded models
5. fix some memory leaks
Reindent everything to Stroustrup style and make member variable style
consistent.
Remove unused header files.
SGPrecipitation is now a subclass of osg::Referenced.
Initialize snow and ice intensity to 0 directly. The methods that set
the intensities change the value slowly and so don't work when the
initial value is garbage.
The QuadTreeBuilder class was completely revamped as a templated class
to support flexible creation of scene graph quad trees, and a major
bug was fixed as well. Now it actually generates quadtrees instead of
some weird striped thing.
One StateSet is shared among all the "forests." The trees are drawn
after normal terrain objects to minimize some of the transparency
related artifacts.
Lighting was implemented in the ShaderGeometry shader (for both
polygon sides). Ambient-diffuse values for trees are hard-coded in
TreeBin.cxx.
DotOsg wrappers were added for ShaderGeometry so it can be output in
the scene graph dump.
In addition to Stuart's changes, there's an independent quad tree
builder class for constructing loose quad trees from scene graph nodes.
Stuart also implemented changes to the random number generator suggested by
Andy Ross.
Move point lights to render bin 8, clouds to render bin 9. Turn on
AlphaFunc for cloud layers.
Create a StateAttributeFactory object to create and share common state
objects.
Do away with the switch in each terrain tile for the ground lights. They are
turned on by node masks now.
Share state sets among all the light nodes and manage the fog values through a
"GroundLightManager" instead of having separate state sets and callback
functions for each group in each tile.
Create the local path in the right order in OptionsPusher. When
OptionsPusher is used, put it inside a new code block so the order of
destruction with respect to the mutex on reader functions id clear.
Add #include <algorithm> to top of ModelRegistry.cxx.
Change include syntax in PathOptions.cxx
The OSG reader plugins overwrite the path list passed in options with the local
directory of the file being read, forcing you to set the path list in
the Registry. I think this a bug, but in the meantime here's a workaround.
To set a path when loading model files, use an osg ReaderWriter::Options object.
Put locks in ModelRegistry::readNode and ModelRegistry::readImage to avoid
conflicts when files are loaded from both the pager and the main thread.
For the alpha-test animation, use an OVERRIDE attribute on the state
set of the top level node instead of copying drawables and state sets
throughout the model.
As a temporary hack in the blend animation, don't use display lists in
the cloned drawables.
These changes are aimed at cutting down the number of display lists
that the pager needs to compile.
In a big effort to improve use of the object cache, provide a
ModelRegistryCallback template class with different policies for
substitution, caching, optimization, etc.
Change SGTexDataVarianceVistor to make StateSets static too.
Move SGReadFileCallback and all its help classes into a new
ModelRegistry class that also provides an interface to add custom
callbacks for specific file extensions. SGReaderWriterBTG uses that to
keep any further processing from being done on .btg files. Various
namespace-releated cleanup was done on this code too.