Thanks Paul.  I've checked your change, and wonder if this simpler
#ifdef would suffice:

#ifndef GL_PERSPECTIVE_CORRECTION_HINT
    #define GL_PERSPECTIVE_CORRECTION_HINT      0x0C50
#endif

I think this is what the code originally had, before I added in all
the extra defines for GLES and mistakingly bundled the
GL_PERSPECTIVE_CORRECTION_HINT with this GLES block, I've have just
checked the above change in.

Cheers,
Robert.


On Sun, Feb 21, 2010 at 10:36 PM, Paul Martz <[email protected]> wrote:
> And as a further gesture of goodwill, here's a fix for the GL3 build of
> osgDB.
>   -Paul
>
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
>  *
>  * This library is open source and may be redistributed and/or modified
> under
>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>  * (at your option) any later version.  The full license is in LICENSE file
>  * included with this distribution, and on the openscenegraph.org website.
>  *
>  * This library is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>  * OpenSceneGraph Public License for more details.
> */
> // Written by Wang Rui, (C) 2010
>
> #include <osg/Notify>
> #include <osg/BlendFunc>
> #include <osg/ClampColor>
> #include <osg/Fog>
> #include <osg/FragmentProgram>
> #include <osg/GL2Extensions>
> #include <osg/PointSprite>
> #include <osg/StateSet>
> #include <osg/StencilTwoSided>
> #include <osg/TexEnvCombine>
> #include <osg/Texture>
> #include <osg/TextureCubeMap>
> #include <osg/TextureRectangle>
> #include <osg/VertexProgram>
>
> #include <osgDB/Options>
> #include <osgDB/DataTypes>
> #include <osgDB/ObjectWrapper>
> #include <osgDB/Registry>
>
> // pull in OSG headers to just introduce their GL defines for GL3/GLES
> compatibility
> #include <osg/AlphaFunc>
> #include <osg/Material>
> #include <osg/LineStipple>
> #include <osg/PolygonStipple>
> #include <osg/Point>
> #include <osg/TexGen>
> #include <osg/ClipPlane>
> #include <osg/Fog>
> #include <osg/PolygonMode>
> #include <osg/PolygonOffset>
> #include <osg/Texture1D>
> #include <osg/LogicOp>
>
> #include <sstream>
>
> #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) ||
> defined(OSG_GL3_AVAILABLE)
>    #define GL_PERSPECTIVE_CORRECTION_HINT      0x0C50
> #endif
> #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
>    #define GL_POLYGON_SMOOTH_HINT              0x0C53
>    #define GL_LINE_SMOOTH_HINT                 0x0C52
>    #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT  0x8B8B
> #endif
>
> using namespace osgDB;
>
> void osgDB::split( const std::string& src, StringList& list, char separator
> )
> {
>    std::string::size_type start = src.find_first_not_of(separator);
>    while ( start!=std::string::npos )
>    {
>        std::string::size_type end = src.find_first_of(separator, start);
>        if ( end!=std::string::npos )
>        {
>            list.push_back( std::string(src, start, end-start) );
>            start = src.find_first_not_of(separator, end);
>        }
>        else
>        {
>            list.push_back( std::string(src, start, src.size()-start) );
>            start = end;
>        }
>    }
> }
>
> ////////////////////////////////////////////////////////////////////////////////////////////////////////
> //
> // ObjectWrapper
> //
> ObjectWrapper::ObjectWrapper( osg::Object* proto, const std::string& name,
>                              const std::string& associates )
> :   osg::Referenced(),
>    _proto(proto), _name(name)
> {
>    split( associates, _associates );
> }
>
> bool ObjectWrapper::read( InputStream& is, osg::Object& obj )
> {
>    bool readOK = true;
>    for ( SerializerList::iterator itr=_serializers.begin();
>          itr!=_serializers.end(); ++itr )
>    {
>        if ( (*itr)->read(is, obj) ) continue;
>        osg::notify(osg::WARN) << "ObjectWrapper::read(): Error reading
> property "
>                               << _name << "::" << (*itr)->getName() <<
> std::endl;
>        readOK = false;
>    }
>    return readOK;
> }
>
> bool ObjectWrapper::write( OutputStream& os, const osg::Object& obj )
> {
>    bool writeOK = true;
>    for ( SerializerList::iterator itr=_serializers.begin();
>          itr!=_serializers.end(); ++itr )
>    {
>        if ( (*itr)->write(os, obj) ) continue;
>        osg::notify(osg::WARN) << "ObjectWrapper::write(): Error writing
> property "
>                               << _name << "::" << (*itr)->getName() <<
> std::endl;
>        writeOK = false;
>    }
>    return writeOK;
> }
>
> bool ObjectWrapper::readSchema( const StringList& properties )
> {
>    if ( !_backupSerializers.size() )
>        _backupSerializers = _serializers;
>    _serializers.clear();
>
>    unsigned int size = properties.size();
>    unsigned int serializersSize = _backupSerializers.size();
>    for ( unsigned int i=0; i<size; ++i )
>    {
>        if ( serializersSize<i )
>        {
>            osg::notify(osg::WARN) << "ObjectWrapper::readSchema(): Wrapper "
> << _name
>                                   << ": Incompatible serializers size" <<
> std::endl;
>            break;
>        }
>
>        const std::string& prop = properties[i];
>        if ( prop==_backupSerializers[i]->getName() )
>        {
>            _serializers.push_back( _backupSerializers[i] );
>        }
>        else
>        {
>            bool hasSerializer = false;
>            for ( SerializerList::iterator itr=_backupSerializers.begin();
>                  itr!=_backupSerializers.end(); ++itr )
>            {
>                if ( prop!=(*itr)->getName() ) continue;
>                _serializers.push_back( *itr );
>                hasSerializer = true;
>            }
>            if ( !hasSerializer )
>            {
>                osg::notify(osg::WARN) << "ObjectWrapper::readSchema():
> Wrapper " << _name
>                                       << ": Unknown property " << prop <<
> std::endl;
>            }
>        }
>    }
>    return size==_serializers.size();
> }
>
> void ObjectWrapper::writeSchema( StringList& properties )
> {
>    for ( SerializerList::iterator itr=_serializers.begin();
>          itr!=_serializers.end(); ++itr )
>    {
>        properties.push_back( (*itr)->getName() );
>    }
> }
>
> ////////////////////////////////////////////////////////////////////////////////////////////////////////
> //
> // RegisterWrapperProxy
> //
> RegisterWrapperProxy::RegisterWrapperProxy( osg::Object* proto, const
> std::string& name,
>                        const std::string& associates, AddPropFunc func )
> {
>    _wrapper = new ObjectWrapper( proto, name, associates );
>    if ( func ) (*func)( _wrapper.get() );
>    Registry::instance()->getObjectWrapperManager()->addWrapper(
> _wrapper.get() );
> }
>
> RegisterWrapperProxy::~RegisterWrapperProxy()
> {
>    Registry::instance()->getObjectWrapperManager()->removeWrapper(
> _wrapper.get() );
> }
>
> ////////////////////////////////////////////////////////////////////////////////////////////////////////
> //
> // ObjectWrapperManager
> //
> ////////////////////////////////////////////////////////////////////////////////////////////////////////
> //
> // GlobalLookupTable
> //
> ObjectWrapperManager::ObjectWrapperManager()
> {
>    IntLookup& glTable = _globalMap["GL"];
>
>    // Modes
>    glTable.add( "GL_ALPHA_TEST", GL_ALPHA_TEST );
>    glTable.add( "GL_BLEND", GL_BLEND );
>    glTable.add( "GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP );
>    glTable.add( "GL_COLOR_MATERIAL", GL_COLOR_MATERIAL );
>    glTable.add( "GL_CULL_FACE", GL_CULL_FACE );
>    glTable.add( "GL_DEPTH_TEST", GL_DEPTH_TEST );
>    glTable.add( "GL_FOG", GL_FOG );
>    glTable.add( "GL_FRAGMENT_PROGRAM_ARB", GL_FRAGMENT_PROGRAM_ARB );
>    glTable.add( "GL_LINE_STIPPLE", GL_LINE_STIPPLE );
>    glTable.add( "GL_POINT_SMOOTH", GL_POINT_SMOOTH );
>    glTable.add( "GL_POINT_SPRITE_ARB", GL_POINT_SPRITE_ARB );
>    glTable.add( "GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL );
>    glTable.add( "GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE );
>    glTable.add( "GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT );
>    glTable.add( "GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE );
>    glTable.add( "GL_SCISSOR_TEST", GL_SCISSOR_TEST);
>    glTable.add( "GL_STENCIL_TEST", GL_STENCIL_TEST );
>    glTable.add( "GL_STENCIL_TEST_TWO_SIDE", GL_STENCIL_TEST_TWO_SIDE );
>    glTable.add( "GL_VERTEX_PROGRAM_ARB", GL_VERTEX_PROGRAM_ARB );
>
>    glTable.add( "GL_COLOR_SUM", GL_COLOR_SUM );
>    glTable.add( "GL_LIGHTING", GL_LIGHTING );
>    glTable.add( "GL_NORMALIZE", GL_NORMALIZE );
>    glTable.add( "GL_RESCALE_NORMAL", GL_RESCALE_NORMAL );
>
>    glTable.add( "GL_TEXTURE_1D", GL_TEXTURE_1D );
>    glTable.add( "GL_TEXTURE_2D", GL_TEXTURE_2D );
>    glTable.add( "GL_TEXTURE_3D", GL_TEXTURE_3D );
>    glTable.add( "GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP );
>    glTable.add( "GL_TEXTURE_RECTANGLE", GL_TEXTURE_RECTANGLE );
>    glTable.add( "GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q );
>    glTable.add( "GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R );
>    glTable.add( "GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S );
>    glTable.add( "GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T );
>
>    glTable.add( "GL_CLIP_PLANE0", GL_CLIP_PLANE0 );
>    glTable.add( "GL_CLIP_PLANE1", GL_CLIP_PLANE1 );
>    glTable.add( "GL_CLIP_PLANE2", GL_CLIP_PLANE2 );
>    glTable.add( "GL_CLIP_PLANE3", GL_CLIP_PLANE3 );
>    glTable.add( "GL_CLIP_PLANE4", GL_CLIP_PLANE4 );
>    glTable.add( "GL_CLIP_PLANE5", GL_CLIP_PLANE5 );
>
>    glTable.add( "GL_LIGHT0", GL_LIGHT0 );
>    glTable.add( "GL_LIGHT1", GL_LIGHT1 );
>    glTable.add( "GL_LIGHT2", GL_LIGHT2 );
>    glTable.add( "GL_LIGHT3", GL_LIGHT3 );
>    glTable.add( "GL_LIGHT4", GL_LIGHT4 );
>    glTable.add( "GL_LIGHT5", GL_LIGHT5 );
>    glTable.add( "GL_LIGHT6", GL_LIGHT6 );
>    glTable.add( "GL_LIGHT7", GL_LIGHT7 );
>
>    // Functions
>    glTable.add( "NEVER", GL_NEVER );
>    glTable.add( "LESS", GL_LESS );
>    glTable.add( "EQUAL", GL_EQUAL );
>    glTable.add( "LEQUAL", GL_LEQUAL );
>    glTable.add( "GREATER", GL_GREATER );
>    glTable.add( "NOTEQUAL", GL_NOTEQUAL );
>    glTable.add( "GEQUAL", GL_GEQUAL );
>    glTable.add( "ALWAYS", GL_ALWAYS );
>
>    // Texture environment states
>    glTable.add( "REPLACE", GL_REPLACE );
>    glTable.add( "MODULATE", GL_MODULATE );
>    glTable.add( "ADD", GL_ADD );
>    glTable.add( "ADD_SIGNED", GL_ADD_SIGNED_ARB );
>    glTable.add( "INTERPOLATE", GL_INTERPOLATE_ARB );
>    glTable.add( "SUBTRACT", GL_SUBTRACT_ARB );
>    glTable.add( "DOT3_RGB", GL_DOT3_RGB_ARB );
>    glTable.add( "DOT3_RGBA", GL_DOT3_RGBA_ARB );
>
>    glTable.add( "CONSTANT", GL_CONSTANT_ARB );
>    glTable.add( "PRIMARY_COLOR", GL_PRIMARY_COLOR_ARB );
>    glTable.add( "PREVIOUS", GL_PREVIOUS_ARB );
>    glTable.add( "TEXTURE", GL_TEXTURE );
>    glTable.add( "TEXTURE0", GL_TEXTURE0 );
>    glTable.add( "TEXTURE1", GL_TEXTURE0+1 );
>    glTable.add( "TEXTURE2", GL_TEXTURE0+2 );
>    glTable.add( "TEXTURE3", GL_TEXTURE0+3 );
>    glTable.add( "TEXTURE4", GL_TEXTURE0+4 );
>    glTable.add( "TEXTURE5", GL_TEXTURE0+5 );
>    glTable.add( "TEXTURE6", GL_TEXTURE0+6 );
>    glTable.add( "TEXTURE7", GL_TEXTURE0+7 );
>
>    // Texture clamp modes
>    glTable.add( "CLAMP", GL_CLAMP );
>    glTable.add( "CLAMP_TO_EDGE", GL_CLAMP_TO_EDGE );
>    glTable.add( "CLAMP_TO_BORDER", GL_CLAMP_TO_BORDER_ARB );
>    glTable.add( "REPEAT", GL_REPEAT );
>    glTable.add( "MIRROR", GL_MIRRORED_REPEAT_IBM );
>
>    // Texture filter modes
>    glTable.add( "LINEAR", GL_LINEAR );
>    glTable.add( "LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR );
>    glTable.add( "LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST );
>    glTable.add( "NEAREST", GL_NEAREST );
>    glTable.add( "NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR );
>    glTable.add( "NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST );
>
>    // Texture formats
>    glTable.add( "GL_INTENSITY", GL_INTENSITY );
>    glTable.add( "GL_LUMINANCE", GL_LUMINANCE );
>    glTable.add( "GL_ALPHA", GL_ALPHA );
>    glTable.add( "GL_LUMINANCE_ALPHA", GL_LUMINANCE_ALPHA );
>    glTable.add( "GL_RGB", GL_RGB );
>    glTable.add( "GL_RGBA", GL_RGBA );
>    glTable.add( "GL_COMPRESSED_ALPHA_ARB", GL_COMPRESSED_ALPHA_ARB );
>    glTable.add( "GL_COMPRESSED_LUMINANCE_ARB", GL_COMPRESSED_LUMINANCE_ARB
> );
>    glTable.add( "GL_COMPRESSED_INTENSITY_ARB", GL_COMPRESSED_INTENSITY_ARB
> );
>    glTable.add( "GL_COMPRESSED_LUMINANCE_ALPHA_ARB",
> GL_COMPRESSED_LUMINANCE_ALPHA_ARB );
>    glTable.add( "GL_COMPRESSED_RGB_ARB", GL_COMPRESSED_RGB_ARB );
>    glTable.add( "GL_COMPRESSED_RGBA_ARB", GL_COMPRESSED_RGBA_ARB );
>    glTable.add( "GL_COMPRESSED_RGB_S3TC_DXT1_EXT",
> GL_COMPRESSED_RGB_S3TC_DXT1_EXT );
>    glTable.add( "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT",
> GL_COMPRESSED_RGBA_S3TC_DXT1_EXT );
>    glTable.add( "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT",
> GL_COMPRESSED_RGBA_S3TC_DXT3_EXT );
>    glTable.add( "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT",
> GL_COMPRESSED_RGBA_S3TC_DXT5_EXT );
>
>    // Texture source types
>    glTable.add( "GL_BYTE", GL_BYTE );
>    glTable.add( "GL_SHORT", GL_SHORT );
>    glTable.add( "GL_INT", GL_INT );
>    glTable.add( "GL_FLOAT", GL_FLOAT );
>    glTable.add( "GL_DOUBLE", GL_DOUBLE );
>    glTable.add( "GL_UNSIGNED_BYTE", GL_UNSIGNED_BYTE );
>    glTable.add( "GL_UNSIGNED_SHORT", GL_UNSIGNED_SHORT );
>    glTable.add( "GL_UNSIGNED_INT", GL_UNSIGNED_INT );
>
>    // Blend values
>    glTable.add( "DST_ALPHA", GL_DST_ALPHA );
>    glTable.add( "DST_COLOR", GL_DST_COLOR );
>    glTable.add( "ONE", GL_ONE );
>    glTable.add( "ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA );
>    glTable.add( "ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR );
>    glTable.add( "ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA );
>    glTable.add( "ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR );
>    glTable.add( "SRC_ALPHA", GL_SRC_ALPHA );
>    glTable.add( "SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE );
>    glTable.add( "SRC_COLOR", GL_SRC_COLOR );
>    glTable.add( "CONSTANT_COLOR", GL_CONSTANT_COLOR );
>    glTable.add( "ONE_MINUS_CONSTANT_COLOR", GL_ONE_MINUS_CONSTANT_COLOR );
>    glTable.add( "CONSTANT_ALPHA", GL_CONSTANT_ALPHA );
>    glTable.add( "ONE_MINUS_CONSTANT_ALPHA", GL_ONE_MINUS_CONSTANT_ALPHA );
>    glTable.add( "ZERO", GL_ZERO );
>
>    // Fog coordinate sources
>    glTable.add( "COORDINATE", GL_FOG_COORDINATE );
>    glTable.add( "DEPTH", GL_FRAGMENT_DEPTH );
>
>    // Hint targets
>    glTable.add( "FOG_HINT", GL_FOG_HINT );
>    glTable.add( "GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT_SGIS );
>    glTable.add( "LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT );
>    glTable.add( "PERSPECTIVE_CORRECTION_HINT",
> GL_PERSPECTIVE_CORRECTION_HINT );
>    glTable.add( "POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT );
>    glTable.add( "POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT );
>    glTable.add( "TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT_ARB
> );
>    glTable.add( "FRAGMENT_SHADER_DERIVATIVE_HINT",
> GL_FRAGMENT_SHADER_DERIVATIVE_HINT );
>
>    // Polygon modes
>    glTable.add( "POINT", GL_POINT );
>    glTable.add( "LINE", GL_LINE );
>    glTable.add( "FILL", GL_FILL );
>
>    // Misc
>    glTable.add( "BACK", GL_BACK );
>    glTable.add( "FRONT", GL_FRONT );
>    glTable.add( "FRONT_AND_BACK", GL_FRONT_AND_BACK );
>    glTable.add( "FIXED_ONLY", GL_FIXED_ONLY );
>    glTable.add( "FASTEST", GL_FASTEST );
>    glTable.add( "NICEST", GL_NICEST );
>    glTable.add( "DONT_CARE", GL_DONT_CARE );
>
>    IntLookup& arrayTable = _globalMap["ArrayType"];
>
>    arrayTable.add( "ByteArray", ID_BYTE_ARRAY );
>    arrayTable.add( "UByteArray", ID_UBYTE_ARRAY );
>    arrayTable.add( "ShortArray", ID_SHORT_ARRAY );
>    arrayTable.add( "UShortArray", ID_USHORT_ARRAY );
>    arrayTable.add( "IntArray", ID_INT_ARRAY );
>    arrayTable.add( "UIntArray", ID_UINT_ARRAY );
>    arrayTable.add( "FloatArray", ID_FLOAT_ARRAY );
>    arrayTable.add( "DoubleArray", ID_DOUBLE_ARRAY );
>
>    arrayTable.add( "Vec2bArray", ID_VEC2B_ARRAY );
>    arrayTable.add( "Vec3bArray", ID_VEC3B_ARRAY );
>    arrayTable.add( "Vec4bArray", ID_VEC4B_ARRAY );
>    arrayTable.add( "Vec4ubArray", ID_VEC4UB_ARRAY );
>    arrayTable.add( "Vec2sArray", ID_VEC2S_ARRAY );
>    arrayTable.add( "Vec3sArray", ID_VEC3S_ARRAY );
>    arrayTable.add( "Vec4sArray", ID_VEC4S_ARRAY );
>    arrayTable.add( "Vec2fArray", ID_VEC2_ARRAY );
>    arrayTable.add( "Vec3fArray", ID_VEC3_ARRAY );
>    arrayTable.add( "Vec4fArray", ID_VEC4_ARRAY );
>    arrayTable.add( "Vec2dArray", ID_VEC2D_ARRAY );
>    arrayTable.add( "Vec3dArray", ID_VEC3D_ARRAY );
>    arrayTable.add( "Vec4dArray", ID_VEC4D_ARRAY );
>
>    IntLookup& primitiveTable = _globalMap["PrimitiveType"];
>
>    primitiveTable.add( "DrawArrays", ID_DRAWARRAYS );
>    primitiveTable.add( "DrawArraysLength", ID_DRAWARRAY_LENGTH );
>    primitiveTable.add( "DrawElementsUByte", ID_DRAWELEMENTS_UBYTE );
>    primitiveTable.add( "DrawElementsUShort", ID_DRAWELEMENTS_USHORT );
>    primitiveTable.add( "DrawElementsUInt", ID_DRAWELEMENTS_UINT );
>
>    primitiveTable.add( "GL_POINTS", GL_POINTS );
>    primitiveTable.add( "GL_LINES", GL_LINES );
>    primitiveTable.add( "GL_LINE_STRIP", GL_LINE_STRIP );
>    primitiveTable.add( "GL_LINE_LOOP", GL_LINE_LOOP );
>    primitiveTable.add( "GL_TRIANGLES", GL_TRIANGLES );
>    primitiveTable.add( "GL_TRIANGLE_STRIP", GL_TRIANGLE_STRIP );
>    primitiveTable.add( "GL_TRIANGLE_FAN", GL_TRIANGLE_FAN );
>    primitiveTable.add( "GL_QUADS", GL_QUADS );
>    primitiveTable.add( "GL_QUAD_STRIP", GL_QUAD_STRIP );
>    primitiveTable.add( "GL_POLYGON", GL_POLYGON );
>    primitiveTable.add( "GL_LINES_ADJACENCY_EXT", GL_LINES_ADJACENCY_EXT );
>    primitiveTable.add( "GL_LINE_STRIP_ADJACENCY_EXT",
> GL_LINE_STRIP_ADJACENCY_EXT );
>    primitiveTable.add( "GL_TRIANGLES_ADJACENCY_EXT",
> GL_TRIANGLES_ADJACENCY_EXT );
>    primitiveTable.add( "GL_TRIANGLE_STRIP_ADJACENCY_EXT",
> GL_TRIANGLE_STRIP_ADJACENCY_EXT );
> }
>
> ObjectWrapperManager::~ObjectWrapperManager()
> {
> }
>
>
> void ObjectWrapperManager::addWrapper( ObjectWrapper* wrapper )
> {
>    if ( !wrapper ) return;
>
>    WrapperMap::iterator itr = _wrappers.find( wrapper->getName() );
>    if ( itr!=_wrappers.end() )
>    {
>        osg::notify(osg::WARN) << "ObjectWrapperManager::addWrapper(): '" <<
> wrapper->getName()
>                               << "' already exists." << std::endl;
>    }
>    _wrappers[wrapper->getName()] = wrapper;
> }
>
> void ObjectWrapperManager::removeWrapper( ObjectWrapper* wrapper )
> {
>    if ( !wrapper ) return;
>
>    WrapperMap::iterator itr = _wrappers.find( wrapper->getName() );
>    if ( itr!=_wrappers.end() ) _wrappers.erase( itr );
> }
>
> ObjectWrapper* ObjectWrapperManager::findWrapper( const std::string& name )
> {
>    WrapperMap::iterator itr = _wrappers.find( name );
>    if ( itr!=_wrappers.end() ) return itr->second.get();
>
>    // Load external libraries
>    std::string::size_type posDoubleColon = name.rfind("::");
>    if ( posDoubleColon!=std::string::npos )
>    {
>        std::string libName = std::string( name, 0, posDoubleColon );
>
>        std::string nodeKitLib =
> osgDB::Registry::instance()->createLibraryNameForNodeKit(libName);
>        if (
> osgDB::Registry::instance()->loadLibrary(nodeKitLib)==osgDB::Registry::LOADED
> )
>            return findWrapper(name);
>
>        std::string pluginLib =
> osgDB::Registry::instance()->createLibraryNameForExtension(std::string("serializers_")+libName);
>        if (
> osgDB::Registry::instance()->loadLibrary(pluginLib)==osgDB::Registry::LOADED
> )
>            return findWrapper(name);
>
>        pluginLib =
> osgDB::Registry::instance()->createLibraryNameForExtension(libName);
>        if (
> osgDB::Registry::instance()->loadLibrary(pluginLib)==osgDB::Registry::LOADED
> )
>            return findWrapper(name);
>    }
>    return NULL;
> }
>
> void ObjectWrapperManager::addCompressor( BaseCompressor* compressor )
> {
>    if ( !compressor ) return;
>
>    CompressorMap::iterator itr = _compressors.find( compressor->getName() );
>    if ( itr!=_compressors.end() )
>    {
>        osg::notify(osg::WARN) << "ObjectWrapperManager::addCompressor(): '"
> << compressor->getName()
>                               << "' already exists." << std::endl;
>    }
>    _compressors[compressor->getName()] = compressor;
> }
>
> void ObjectWrapperManager::removeCompressor( BaseCompressor* compressor )
> {
>    if ( !compressor ) return;
>
>    CompressorMap::iterator itr = _compressors.find( compressor->getName() );
>    if ( itr!=_compressors.end() ) _compressors.erase( itr );
> }
>
> BaseCompressor* ObjectWrapperManager::findCompressor( const std::string&
> name )
> {
>    CompressorMap::iterator itr = _compressors.find( name );
>    if ( itr!=_compressors.end() ) return itr->second.get();
>
>    // Load external libraries
>    std::string nodeKitLib =
> osgDB::Registry::instance()->createLibraryNameForNodeKit(name);
>    if (
> osgDB::Registry::instance()->loadLibrary(nodeKitLib)==osgDB::Registry::LOADED
> )
>        return findCompressor(name);
>
>    std::string pluginLib =
> osgDB::Registry::instance()->createLibraryNameForExtension(std::string("compressor_")+name);
>    if (
> osgDB::Registry::instance()->loadLibrary(pluginLib)==osgDB::Registry::LOADED
> )
>        return findCompressor(name);
>
>    pluginLib =
> osgDB::Registry::instance()->createLibraryNameForExtension(name);
>    if (
> osgDB::Registry::instance()->loadLibrary(pluginLib)==osgDB::Registry::LOADED
> )
>        return findCompressor(name);
>    return NULL;
> }
>
> ////////////////////////////////////////////////////////////////////////////////////////////////////////
> //
> // RegisytrCompressorProxy
> //
> RegisterCompressorProxy::RegisterCompressorProxy( const std::string& name,
> BaseCompressor* compressor ):
>    _compressor(compressor)
> {
>    _compressor->setName( name );
>    Registry::instance()->getObjectWrapperManager()->addCompressor(
> _compressor.get() );
> }
>
> RegisterCompressorProxy::~RegisterCompressorProxy()
> {
>    Registry::instance()->getObjectWrapperManager()->removeCompressor(
> _compressor.get() );
> }
>
> _______________________________________________
> osg-submissions mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
>
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