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Commits on Dec 3, 2010
  1. From Johannes Bauerle, "When trying to use the osgText functionality …

    …in an osg application built without support for the fixed function pipeline I got a lot of warning messages about invalid calls.
    
    I found two indirect calls to the glTexEnv in the file Text.cpp:
    
    state.applyTextureAttribute(0,getActiveFont()->getTexEnv());
    
    In the attached fix I surrounded these calls with #ifdef's checking for OSG_GL_FIXED_FUNCTION_AVAILABLE to ensure that the above function is only called when the fixed function pipeline is available.
    "
    robertosfield committed Dec 3, 2010
  2. Removed redundent call.

    robertosfield committed Dec 3, 2010
  3. Introduced bool Texture2D::textureObjectValid(State) and bool Subload…

    …Callback::textureObjectValid(Texture2D&,State&) method to make it tell Texture2D::apply() whether the texture object is still valid or whether it's no longed valid for the any changes to the image attached to the Texture
    robertosfield committed Dec 3, 2010
Commits on Dec 2, 2010
  1. From Ulrich Hertlein, "Attached; here's a summary of the changes:

    - CMakeLists.txt
    -- don't look for GL when compiling for iOS (device or simulator), look for OGLES instead
    -- use architecture i386 for simulator
    -- removed iphoneos-version-min for simulator
    
    - examples/osgviewerIPhone/CMakeLists.txt
    -- added build dependencies for osgdb_osg, osgdb_freetype, osgdb_imageio
    -- added framework QuartzCore link dependency
    
    - src/osgDB/CMakeLists.txt
    -- don't link against Carbon on iOS (device or simulator)
    
    - src/osgPlugins/freetype/CMakeLists.txt
    -- don't link against OpenGL on iOS device or simulator
    
    - src/osgViewer/CMakeLists.txt
    -- link against OpenGLES on iOS (device or simulator)
    
    - src/osgPlugins/imageio/CMakeLists.txt
    -- compile ReaderWriterImageIO_IOS.cpp as Objective-C++
    
    "
    robertosfield committed Dec 2, 2010
  2. From Mathias Froehlich, "Attached are most of the fixes that are requ…

    …ired to build osg on solaris and
    
    hpux. I have skipped irix this time as irix is too dead to keep osg building
    there.
    
    As usual, solaris does not like member templates in stl containers.
    Some headers missing and link problems due to missing libraries."
    robertosfield committed Dec 2, 2010
Commits on Dec 1, 2010
  1. From Jason Daly, "OK, I dug a bit into the CMake scripts and found a …

    …fairly obvious solution to the QtWebkit issue on RHEL 6 (see my other message on osg-users). I just moved the osgQtWidgets example in examples/CMakeLists.txt under the check for QtWebKit.
    
    Fix is attached:"
    robertosfield committed Dec 1, 2010
  2. Updated ChangeLog

    robertosfield committed Dec 1, 2010
  3. From Fabien Lavignotte, "I use Texture2D::copyTexImage2D to generate …

    …some textures at each frame on a PagedLOD databases.
    
    There was some performance problems after a long run, because textures created with copyTexImage2D were not reused.
    After investigation, there is a problem with the Texture Pool when a texture object is created with an empty profile, and then move after creation to TextureObjectSet with good profile using setAllocated method.
    I have just changed a little bit the code of Texture2D::copyTexImage2D, to generate the texture object with the good profile at the start."
    robertosfield committed Dec 1, 2010
Commits on Nov 30, 2010
  1. From "Matthew Roberso, I've attached a small fix to the src/osgWrappe…

    …rs/serializers/osg/Texture2DArray.cpp against the svn head r11965 it simply calls setTextureDepth before attempting to load the individual textures into the array. Currently without that the loading fails with the following printout "Warning: Texture2DArray::setImage(..) failed, the given layer number is bigger then the size of the texture array." and the texture array is empty if loaded from an osga/b."
    robertosfield committed Nov 30, 2010
  2. Fixed the readObject method so it could handle reading from a file co…

    …ntains any valid type of osg::Object
    robertosfield committed Nov 30, 2010
Commits on Nov 29, 2010
  1. From Tim Moore, "Here is initial support for uniform buffer objects. …

    …The binding between a buffer object and an indexed target is implemented as a new StateAttribute, UniformBufferBinding. I've included an example program based on the code in the ARB_uniform_buffer_object specification.
    
    A few things remain to do:
    * The binding between a uniform block in a shader program and a buffer indexed target number is fixed, like a vertex attribute binding. This is too restrictive because that binding can be changed without relinking the program. This mapping should be done by name in the same way that uniform values are handled i.e., like a pseudo state attribute;
    
    * There's no direct way yet to query for the offset of uniforms in uniform block, so only the std140 layout is really usable. A helper class that implemented the std140 rules would be quite helpful for setting up uniform blocks without having to link a program first;
    
    * There's no direct support for querying parameters such as the maximum block length, minimum offset alignment, etc. Having that information available outside of the draw thread would make certain instancing techniques easier to implement."
    robertosfield committed Nov 29, 2010
Commits on Nov 26, 2010
  1. From Tomas Holgarth and Stephan Huber, "

    attached you'll find the second part of the IOS-submission. It contains
    
    * GraphicsWindowIOS, which supports external and "retina" displays,
     multisample-buffers (for IOS > 4.0) and multi-touch-events
    * an ios-specific implementation of the imageio-plugin
    * an iphone-viewer example
    * cMake support for creating a xcode-project
    * an updated ReadMe-file describing the necessary steps to get a
     working xcode-project-file from CMake
    
    Please credit Thomas Hogarth and Stephan Huber for these changes.
    
    This brings the ios-support in line with the git-fork on github. It
    needs some more testing and some more love, the cmake-process is still a
    little complicated.
    
    You'll need a special version of the freetype lib compiled for IOS,
    there's one bundled in the OpenFrameworks-distribution, which can be used."
    
    Notes, from Robert Osfield, modified CMakeLists.txt files so that the IOS specific paths are within IF(APPLE) blocks.
    robertosfield committed Nov 26, 2010
  2. Updated ChangeLog

    robertosfield committed Nov 26, 2010
  3. From Marin Platings and Robert Osfield, fix of Uniform unique ID by m…

    …aking osg::Object::setName() virtual.
    robertosfield committed Nov 26, 2010
  4. From Martin Beck, "

    recently we noticed a little mistake for 3DS files using instances of the same meshs: Every groupnode gets the same name instead of the (correct) instance name of the object. The fix only consists of two additional lines which check whether an instance_name is given for the object and then uses this one instead of the node name."
    robertosfield committed Nov 26, 2010
  5. From Fabien Lavignotte, "There was a small bug when using the new ser…

    …ializer with AnimationPath. The serializer assumes NO_LOOPING is the defaut for LoopMode, but in fact it is LOOP.
    
    The new serializer avoids to write default values in text mode, so the loop mode is not always correctly set."
    robertosfield committed Nov 26, 2010
  6. Removed debug messages

    robertosfield committed Nov 26, 2010
  7. From Magnus Kessler, "Typo in usage string of examples/osganalysis

    please specifies -> please specify"
    robertosfield committed Nov 26, 2010
Commits on Nov 25, 2010
  1. From Thomas Hogarth and Stephan Huber, "attached you'll find part one…

    … of iphone-support. It includes
    
    * support for NPOT-textures on IOS
    * support for FBOs (only renderToTexture for now) on IOS (should work
    for other OpenGL ES 1/2 targets, too)
    * FileUtils-support for IOS"
    robertosfield committed Nov 25, 2010
  2. From Michael Platings, To address performance bottleneck that occurs …

    …when using large number of uniforms introduced a name to uniqued ID scheme for Uniforms so comparisons can be done on a uint rather than a string.
    robertosfield committed Nov 25, 2010