…sect(const BoundingSphere& bs,float& r1,float& r2) const.
…lor clamping to be applied together.
…checks the permissable operation status on Drawables.
…VisualStudio 6.0 limitations.
…king under VS
…ith transforms. The attached file corrects this. I also removed the multitexture macro for the Object record. Only Face and Mesh records are valid targets."
…plugin. By default it ignores the Object records if it's safe to do so. The reader option preserveObject prevents this optimization. I have also removed the flat shading attribute set by the Object record. This flag is only intended for the "Calculate Shading" operation in Creator."
…is required two passes over the copying of imagery and DEM's to the destination graphs, once for the original position, and once for the wrap around 360 degrees on or before. Also fixed the GeospationExtents constructor that was setting the _max to DBL_MIN rather than -DBL_MAX. This bug causesd the y axis to be computed incorrectly.
"I've made some changes to osg which I think make it easier to control the render order of CameraNode's. Instead of using the built-in orders (PRE_RENDER, POST_RENDER, NESTED_RENDER), you can specify an integer order. Values less than zero are pre rendered in order. Values greater than zero are post rendered in order. And a value of 0 is equivalent to NESTED_RENDER. The changes should be fully backward compatible. Also, I changed the RenderStageList type from a vector to a list because I needed to be able to insert values anywhere in the list. The reason I made these changes was because I wanted to be able to set the render order of a CameraNode at runtime without having to reorder it in the scenegraph." and later in the final submission message (relating to what has been finally been merged) : "I've rethought my implementation and came up with something a little better. The setRenderOrder will continue to take an enum, but will have an optional orderNum parameter which can be both positive and negative. I think this method is more intuitive and flexible."
one to use the osg::TexMat to automatically scale non dimensional tex coordinats to the size of the last texture rectangle applied.