Enable left-ctrl key for dragger activation (temp fix for OSG 3.6.5 change in mod key handling)
Consolidated FPSM fragment shader umbra/antumbra cases
Initial implementation of Focal Point Shadow Map shadowing technique
Separate out shaders
More consolidation of penumbra/umbra/antumbra cases
Reduce unnecessary PCF samples for fully-lit and fully-shadowed fragments
Start implementing PCSS-based smoothing for umbra
Code consolidation
Switch back to PCF smoothing
Experimental updates to enable PCSS-based smoothing in umbra
Added PCSS softening for penumbra
Combine penumbra/umbra results when computing blocker distance
Lots of FPSM fragment shader code consolidation
Added light sphere to shadow example
FPSM fragment shader cleanup
Initial fragment blocker distance set partway to far plane
oflighting demo includes FPSM shadows
Improved estimation of initial blocker distance
Add keyboard handler to move spacecraft in oflighting demo
Added shadow debug hud to oflighting
Limit coverage samples to those inside texture map, and attenuate results accordingly
Remove unnecessary shadow comparison functions since FPSM does manual shadow comparisons
Changed shadow texture units so that both Earth/Moon and Comet/SC shadows are displayed
Support custom texture units in FPSM shader
Merge branch 'develop' into FPSM
Step 4: Test OpenFrames, Windows, Step 5: I think the value of OSG_FILE_PATH should be [OSG_FOLDER]\install, not OF_FOLDER.
WindowProxy global background color can be set. This applies where there is no RenderRectangle (e.g. while resizing)
Improved FramerateLimiter accuracy with an algorithm that computes the sleep time per frame instead of per batch of frames
Started converting MarkerArtist to new VBO-based artist rendering
Trajectory properly informs artists when data has been cleared. Necessary since new artists only redraw changed data.
Code cleanup
Merge branch 'develop' into ArtistSingleVBO
Start converting TrajectoryArtist to a Geode, which will enable VBOs instead of immediate mode rendering
Code cleanup
Improved CurveArtist performance by adding points in batches
Converted CurveArtist to new VBO-based artist rendering
Finshed converting SegmentArtist to new VBO-based artist rendering
Finshed converting MarkerArtist to new VBO-based artist rendering
Dirty bound for TrajectoryArtist geometry when modifying points (fixes clipping issues)
Fixed bug where closing one of multiple open WindowProxies would cause a crash. This was caused by OSG objects being deleted in the wrong order.
WindowProxy only initializes EmbeddedGraphics context if running in embedded mode. This reduces the number of active osg contexts when not using embedded mode.
Revert WindowProxy change that caused a crash when closing a window
Tweaks based on VS2013 code analysis
Implemented osg::Text statistics for DepthPartitioner. They can be manually added to the HUD camera. A future update will customize this behavior.
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Fixed bug in SkySphere right ascension limit parsing and added more error checks
SkySphere checks for Right Ascension limit in the star catalog header, using "ra[_<ralimit>]", e.g. "ra_360.0". If it's not specified, the RA limit defaults to 24.0 (hours).
Updated sources for ESA's Galactic-to-J2000 matrix
Model saves filename
Missing include for TrajectoryFollower in renderproxy and renderthread
Added TrajectoryFollower to demos/cpp/ofqt/renderproxy.cpp and renderthread.cpp. Thank you for reporting this.
Updated ofqt demo to include TrajectoryFollower class where needed.
Aah I see, you're talking about the ofqt demo. Update coming.
Window title
Added this functionality through "ofwin_setwindowname()" in the C interface.
Include file extensions
Depth Partition Artifacts
Trajectory lines jitter when zoomed in
What file did you add the include to? "renderproxy " and "renderthread" are not OpenFrames objects. And what OS are you on?
Missing include for TrajectoryFollower in renderproxy and renderthread
C Interface offrame_setlabelfont() sets error flag when font cannot be set
CoordinateAxes width should be a float (not a double)
Merge branch 'VariableWidthCoordinateAxesTake2' into develop
ReferenceFrame label font can be changed
ReferenceFrame label size can be changed (axes labels use size as maximum value, name label uses size as fixed value)
Resolving some confusion about fontResolution and fontCharacterSize.
Changes to implement setting&getting of axes' and name-label's size per
PyQt demo now shows two windows with separate scenes, and enables depth buffer and 4x MSAA
This change eliminates a separate member to store a RefFrame's font name. Code is used instead to extract the name from an osgText::Font object.
This change does two things: i) implements code to get and set the size of text characters and ii) works around some driver bugs by init-ing text strings to all likely chars (and then emptying them, or setting them to their actual initial text), per an email request from Ravi to Rick on 9/18/18.
These changes implement getting&setting of the font for the
Tutorial 3 - HUD-type Text in OpenFrames
Tutorial 3 - HUD-type Text in OpenFrames
Tutorial 3 - HUD-type Text in OpenFrames
Tutorial 3 - HUD-type Text in OpenFrames
Tutorial 3 - HUD-type Text in OpenFrames
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
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Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program
Tutorial 1 - Writing Your First OpenFrames Program