OpenSceneGraph

Edit Package OpenSceneGraph

The OpenSceneGraph is an OpenSource, cross platform graphics toolkit for the development of high performance graphics applications such as flight simulators, games, virtual reality and scientific visualization. Based around the concept of a SceneGraph, it provides an object oriented framework on top of OpenGL freeing the developer from implementing and optimizing low level graphics calls, and provides many additional utilities for rapid development of graphics applications.

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Source Files
Filename Size Changed
OpenSceneGraph-3.6.1.tar.gz 0005791758 5.52 MB
OpenSceneGraph-rpmlintrc 0000000182 182 Bytes
OpenSceneGraph.changes 0000008090 7.9 KB
OpenSceneGraph.spec 0000009863 9.63 KB
Revision 6 (latest revision is 23)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 613096 from Dirk Stoecker's avatar Dirk Stoecker (dstoecker) (revision 6)
- update to bugfix release 3.6.1
  * big bunch of fixes for performance and compatibility
  * for details see Changelog
- update to 3.6.0
- drop 8e26ebd23ef9_Fixed_coverity_detected_defect_OOB_read.patch
- drop 01c712e85195_Explicit_signed_char_declarations.patch
 * OpenThreads::Affinity introduced to enable setting of processor affinity
      on viewer and database threads
  * osgText rewritten to improve visual quality, add signed distance field
      support and full GLES2/3 and GL3/4 support
  * Added VertexArrayObject support, enable full OpenGL Core Profile support
  * Added OpenCASCADE plugin
  * Added STEP (.stp) plugin
  * Improvements to FBX and COLLADA loaders
  * Improvements to gles plugin to provide better Sketchfab support
  * Added osgemscripten example
  * Improvements to osgAnimation
  * NodeVisitor ValueMap for storing values that can be stored and accessed
      across frames, such as update, event and cull traversals
  * ShapeDrawable rewritten as an osg::Geometry to improve performance and flexibility
  * Added osg::MultiDrawArrays support
  * Added osgdeferred example that illustrates how to implement deferred rendering
  * Added MultiDrawIndirect support
  * Moved glDispatchCompute control out of osg::Program into a dedicated
      osg::DispatchCompute class to improve control of compute shaders
  * KdTree support added for PolytopeIntersector, and ability to work with
      points, lines and polygons
  * osgQt has been moved out to it's own dedicated osgQt github repository
  * CMake build support for iOS bitcode builds
  * CoverityScan testing introduced, fixes bring defect density to 0.0 
      per 1,0000 lines of code!
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