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WHAT'S THIS?
============
This document contains a list of various deficiencies in Coin that are
not "large enough" to warrant them being listed as full projects in
the docs/projects.txt file, and probably not "small enough" to be
fixed within an hour or two.
See also the api-wish-list.txt file for other "mini" projects.
STUFF TO FIX IN COIN
====================
000 Improve error reporting on texture loading
2001-11-24 Morten Eriksen <mortene@sim.no>
The only message one can get now is "Couldn't load texture
blablabla". This is a rather lousy error message for both the
end-user and for the application programmer.
We should have code which could at least recognize and spit out
error messages in these categories:
* no texture loading library available (which is only simage
at the moment, but could be others) -- NOTE: NOW FIXED
* could not find texture file <filename> in any of these
directories: <searchlist>
* found texture file at <fullfilename>, recognized file format
as 'X', which is not supported with this build of the simage
library
* found texture file at <fullfilename>, but does not recognize
file format
* found texture file at <fullfilename>, but file seems
damaged
The place to start is SbImage, but SbImage's "clients" might also
needs changes. We will probably also have to fix libsimage to make
more specific error reports.
UPDATE 2002-06-17 mortene: I've made a few improvements (for both
Coin-1 and Coin-dev), so one will now at least get better
reporting if simage is missing.
001 A "stopwatch" for built-in profiling support
2001-11-27 Morten Eriksen <mortene@sim.no>
Support for on-the-fly profiling would be very nice. It could help
us with the heuristics for the OpenGL displaylist render caching,
for instance.
We can't use the real-time time of day for this -- we need to
measure the process/CPU-time for just the current thread to get
proper data for this type of profiling.
There's an ANSI C function -- clock() -- which gives us the CPU
time used by a process.
If that doesn't do what we want, on MSWin we could use
GetProcessTimes() or GetThreadTimes(), and there's a POSIX
function for doing it on UNIX-style platforms; times() (plus we
need to use the POSIX sysconf(_SC_CLK_TCK) to find the clocktick
value to multiply with).
Interface suggestion:
cc_time cc_time_get_cpu_time() (public C++ API: SbTime::getCPUTime())
..and then a "stopwatch-like" interface on top of that:
cc_stopwatch * cc_stopwatch_create(void)
void cc_stopwatch_start(cc_stopwatch *)
cc_time cc_stopwatch_stop(cc_stopwatch *)
void cc_stopwatch_destroy(cc_stopwatch *)
..where cc_stopwatch would simply be
struct cc_stopwatch {
cc_time start;
};
..or perhaps it could be just a
typedef cc_time cc_stopwatch;
One possible "gotcha": the OS-specific cpu-time functions must
have a resolution high enough to time even very short intervals
for this to be useful, I would assume. Perhaps a
cc_time cc_time_get_cpu_time_resolution(void)
would be a good idea.
002 Heed the SoBoundingBoxCache::hasLinesOrPoints() settings
2001-11-27 Morten Eriksen <mortene@sim.no>
We should add a slack value to bounding boxes with lines and/or
points in them, to avoid clipping artifacts when anti-aliasing is
used.
(This concerns both client code in the Coin library and in the So*
libraries which calculates and renders bounding boxes.)
As part of this, we should audit to check that all relevant
shape-type nodes uses the
SoBoundingBoxCaches::setHasLinesOrPoints() method.
003 Clean up the file versioning mess
2001-11-28 Morten Eriksen <mortene@sim.no>
Scenegraphs exported through the SoWriteAction should have a
correct header to reflect the actual contents. As it is now,
everything is just written as Inventor v2.1, even if there are
nodes from Inventor >2.1, or nodes specific for Coin, or even
VRML-specific nodes.
To make it possible to do this, it seems likely that we need some
way of tagging API elements that can be exported to file -- ie
primarily nodes and engines -- with some kind of versioning
identification. So that's a prerequisite.
I believe we need both a dynamic flag on an SoNode to know which
specific file format version it was read from (if any, it could
have been new'ed from the application aswell), plus an OR-flag on
each class which specifies which formats it is valid for (to be
used during write).
As part of this setup, we'll also need to handle "upgrading"
during reads, as some nodes had their field specification changed
from for instance Inventor v2.0 to Inventor v2.1 (e.g. the
SoPackedColor node changed the name of it's one field from "rgb"
to "orderedRGBA", and also changed the semantics of the uint32_t
word in the field).
This last problem should probably be solved by having e.g. an
alternate SoPackedColorV20 node-class, which would be instantiated
during read, and then converted to an >= Inventor v2.1 format
SoPackedColor node.
UPDATE 2002-06-17 mortene: pederb has laid out the foundations
necessary by setting up bitmasks and API methods on
SoNode. Inventor2.0 import should be ok. Export "compability
detection" has not been done yet, though.
UPDATE 2002-10-29 mortene: one additional word of warning from
kintel is that '+' is not allowed to be used as the 1st character
of a node name identifier under VRML97. Coin's scheme for
auto-prefixing node names with a '+' character when there are
multiple references to them (i.e. there are DEF/USE pairs) makes
us write invalid VRML97 files!
UPDATE 2002-11-05 mortene: estimate made at our November 2002 SIM
Coin summit; "1 man-week should be more than sufficient".
UPDATE 2003-03-12 mortene: additional tidbit to think about; if
the app programmer uses SoOutput::setHeaderString() to explicitly
force a particular file format, we should heed that (and spit out
warnings in debug mode if the scene graph to be written contains
non-compatible nodes).
UPDATE 2003-03-14 kyrah, based on input from mortene: While we are
at it, we should definitely sort out what file formats in what
versions we support, and handle the cases where somebody tries to
read an unsupported file.
What we should do is to classify files into no less than 5
different categories:
0) Fully supported file formats. (Examples: Inventor 2.0 and
Inventor 2.1 (both of these in both ascii and binary),
VRML 1.0.)
1) File formats that we are likely, but not guaranteed, to read
without problems. (Examples: any TGS Inventor format from
versions (>= 2.5?) where they have added nodes that we don't
support yet.)
[How should we handle these? Try to load, but spit out a
warning that there might be problems?]
2) File formats we know about, but only support in the correct
library configuration. (Example: VRML97, 3DS.)
[Refuse to load if the current configuration of Coin does not
support the format, explain why, and how to build Coin with
support for that file format.]
[UPDATE 20031117 mortene: this is now fixed for 3DS files.]
3) File formats we know about, but don't support. (Examples:
Inventor 1.0 ascii & binary. We could also add in all sorts of
3D file formats here, like Maya, OBJ, etc etc.)
[Refuse to load, with a message that this format is
unsupported.]
4) Unknown file formats.
[Refuse to load, with a message that this format is
unknown.]
Morten estimates that it will probably be "a few days work to get
this into lines of code".
UPDATE 2003-05-19 mortene: there's an additional complication,
recently pointed out to me by pederb. The SoVertexPropery *field*
"texCoord3" was added to TGS Inventor between version 2.5 and 2.6,
and to Coin between 1.0 and 2.0. This means that an
SoVertexProperty node can be compatible with different lowest
common denominator file format versions depending on whether or
not it contains a non-default value for the texCoord3 field (or
for import: whether or not the field is explicitly listed within
the file).
(SoExtSelection may also have added a new field in later API
versions, see the FIXME in SoExtSelection.cpp on the lassoMode
field.)
Adding or removing fields from nodes will in general do nasty
things with file compatibilities, and we try to avoid it. But
since TGS has already set a precedence (there are more nodes than
just SoVertexProperty where this is done, see for instance their
detailed release notes for Inventor 4.0), we need to be able to
handle this. Ouch.
UPDATE 2003-06-23 mortene: yet another complication is that enum
values for SoSFEnum and SoMFEnum fields are also known to have
been added by TGS as their Inventor versions are released. They
have for instance added a "REPLACE" enum value to
SoTexture2::Model in v4.0.
UPDATE 2003-06-23 mortene: we can use the introspection features
of the API to list all nodes, fields and enums. We should do this
against SGI Inventor 2.1, and get some TGS license holders to do
this for various TGS versions, to find out exactly when stuff has
been introduced. I've written a small application which does this,
and placed it in this directory as 'dumpnodes.cpp'.
004 Re-design the public API for handling textures
2001-11-28 Peder Blekken <pederb@sim.no>, write-down by mortene@sim.no
The available public API for handling textures from SGI / TGS
Inventor (ie SoTexture2 with friends) is seriously
under-developed, and contains many flaws.
Our work on a project where we developed a very advanced
terrain-visualization extension has resulted in lots of extra
functionality in Coin (SoGLImage, SoGLBigImage, delayed, parallel
loading of textures in SbImage, etc etc) which will strengthen the
support for texture handling immensely. Because of the limitations
of the basic SoTexture2 (et al) design, it seems hard to retrofit
this into the current design in a pretty way, though.
So what should be done is to make a new design where all of this
is
a) fitted into the *basic* Inventor API design principles, but
in new classes
b) still hide as much complexity as possible for the
application programmer, while still retaining the necessary
level of flexibility
c) if possible, layer the present public API classes and
methods (ie SoTexture2 et al again) on top of the new,
good design
d) make sure we keep the old API functioning as before for the
sake of compatibility with external client applications
e) add support for new image types. Currently only 8 bits per
component is supported, but to save texture memory it is
often useful to support other image modes, such as textures
with palettes (as can be done in OpenGL with
GL_EXT_paletted_texture) and/or 16 bits RGB.
All this should _absolutely_ be done before we close up on the v2
release, as after v2 it will likely be a while until we get the
chance to do larger API / design changes again.
005 Support compressed textures
2002-01-03 Thomas Hammer <thammer@sim.no>, writeup by <mortene@sim.no>
The S3TC extension is widely supported on many common graphics
cards from a wide range of vendors (NVidia, S3 (duh!), ATI, 3dfx,
more?), so we should implement support for it to aid more
efficient resource handling with regard to texturemaps.
See <URL:http://www.pseudonymz.demon.co.uk/s3tcoglext.htm> for
more information (note: there is probably more elaborate
descriptions available elsewhere).
Also, check out the GL_ARB_texture_compression extension:
<URL:http://oss.sgi.com/projects/ogl-sample/registry/ARB/texture_compression.txt>.
Plus (for at least OpenGL 1.3): the glCompressedTexImage*()
functions.
UPDATE 2005-06-20 mortene: kintel has implemented this now, I
believe. (Is it feature complete, or are there still important
FIXMEs etc? Should check this before removing the item.)
006 Font specification
2001-11-28 Morten Eriksen <mortene@sim.no>
There's really no good mechanism in the API for setting detailed,
OS-portable font information. The API of the SoFont and
SoFontStyle nodes is pretty lousy.
We should re-design and layer the old API / classes on top of our
new and improved design.
2001-11-29 larsa: We should probably actually implement loading of
external fonts first :)
010 Make Coin Usable from ROM
2001-12-19 Lars J. Aas <larsa@sim.no>
Investigate if all static writable data can be avoided so Coin can
be run from ROM (important for embedded systems). This is just an
idea - didn't find a more appropriate place to put it.
011 Rethink handling of camera properties and display configuration.
2002-02-01 Morten Eriksen <mortene@sim.no>
I have a nagging feeling that the camera model is not as good as
it should be, we are for instance mixing up display-dependent
configuration settings (like stereo mode stuff) with actual
view-matrix pr-camera configuration stuff (like orthographic vs
perspective matrix settings, field-of-view, etc). I can't see why
the former should belong within the SoCamera node, as I don't
think it gives any meaning to change stereo settings during
traversal, for instance.
Java3D probably has a better design here than the original
Inventor API provides, so anyone taking on this task should at
least investigate their model.
012 The SoSphere should be tessellated better.
2002-02-19 Morten Eriksen <mortene@sim.no>
It is now tessellated to quads, in a way that makes the visual
quality not as good as it should be. SGI / TGS Inventor's
SoSphere is (at least partly) triangulated, and looks better.
013 Implement an alternative to using macros for specifying nodekit parts.
2002-02-20 Peder Blekken <pederb@sim.no>
The SO_KIT_ADD_CATALOG_ENTRY macro(s) is quite large and complex,
and when expanded for all draggers and nodekits it probably adds
several 100 KBytes to the Coin library. A good solution would
probably be to specify the node kit parts using text strings, and
implement one function that will interpret the strings and
initialize the node kit parts without using macros.
014 Make rendering (and other operations) robust for inconsistent scenegraphs.
2002-05-13 Morten Eriksen <mortene@sim.no>
We should audit our rendering (and related) code and fix all cases
were we lack robustness for at least the most common mistakes.
Being able to import or otherwise construct iv-models that render
without crashing upon slight errors is important for the general
robustness of applications built on top of Coin. It will also be
important for the miscellaneous planned multithreaded
functionality.
015 100% correct transparency mode.
2002-05-15 Morten Eriksen <mortene@sim.no>
Even the best transparency mode in Coin will still fail under
certain circumstances, such as intersecting polygons. It would
probably be very slow (and quite hard to implement), but we should
give the user the option to pick a transparency mode where
rendering is guaranteed to be correct -- if at all possible.
See also the comments about this in the technical ``FAQ'' file on
the root of the sourcecode archive.
For Nvidia specific hardware/drivers:
<URL:http://developer.nvidia.com/view.asp?IO=Interactive_Order_Transparency>
<URL:http://developer.nvidia.com/view.asp?IO=order_independent_transparency>
UPDATE 2003-09-11 mortene: TGS Inventor's API for this is their
new SoGLRenderAction::SORTED_LAYERS_BLEND enum. IMO, we should
just duplicate their API.
016 Detect multiple instances of the Coin library within the same run-time application space.
2002-06-18 Morten Eriksen <mortene@sim.no>
This seems to happen time and again with app programmers
"double-linking" with So* and Coin at the same time, causing two
Coin instances to live in memory -- which quickly causes a
mysterious looking crash.
We should use some kind of "intra-app" communication mechanism
under MSWindows to detect this case and throw up a big, fat error
message before exiting.
(Then pass on a patch to TrollTech, so they can do the same thing
with Qt -- that would relieve us of the common problems of app
programmers double-linking against Qt through SoQt and their
app-code.)
UPDATE 2003-08-15 mortene: I have this implemented now, see the
StaticObjectInDLL class in SoDB.cpp. Not very well tested, so not
yet sent to TT for suggested inclusion in Qt.
017 Move action-style code developed in other projects into proper actions.
2002-07-05 Morten Eriksen <mortene@sim.no>
Peder has already written much of the code needed for the TGS
Inventor SoToVRMLAction class, and Kintel has written code which
could fit into the TGS SoReorganizeAction class.
It's important to get this code into proper classes, so they are
used by a larger audience, adding value to the Coin library we
offer, so the code will be maintained instead of bit-rotting, etc
etc.
UPDATE 2002-09-03 mortene: SoToVRMLAction (and SoToVRML2Action)
has now been implemented (by summer intern Kristian Eide).
UPDATE 2003-11-18 mortene: more code has been written which should
be moved to SoReorganizeAction; handegar has done a faceset ->
tristrip converter. See the internal CVS TriStripSetAction.
018 Check out and build simage as part of the Coin build process.
2002-08-01 Morten Eriksen <mortene@sim.no>
This would:
* kill a bunch of common support problems for us
* it seems somewhat favorable anyway to make the Coin library
guaranteed "usable" with regard to textures, with no
external dependencies
* make it less likely that the simage sourcecode is slowly
rotting away
Note that we should still keep simage as a separate CVS project,
as it could be usable in other contexts. We should also set up a
configure option that makes it possible to _exclude_ simage from
Coin build, as not everyone needs to be able to load textures
from disk.
UPDATE 2005-06-20 mortene: there are many good arguments for _not_
doing this, actually. So we should probably rather make it easy
and convenient for external developers to download, update,
install etc new versions of simage -- so it's unlikely they will
ever have to build it themselves.
UPDATE 2005-06-21 kyrah: Let us not fool ourselves. Some
people will always want to be at the bleeding edge, and I just
don't see binary snapshots of simage (or even regular
patchlevel-releases) happening any time soon. What are the
"many good arguments", by the way?
UPDATE 2005-06-28 mortene: I agree it is unlikely that someone
will volunteer to make updated simage binaries on a regular basis,
but it should be possible to automate the process, given a little
bit of time to put in the effort to implement it.
As for the many good arguments, I don't remember. :-} (thammer &
barbara convinced me it was a good idea to keep them separate,
when they were working on the binary installer package for Win32.)
I can think of one, though: simage has a whole lot of
dependencies. Meeting even just a useful number of those when
building Coin is quite a lot of hassle -- at least on Windows. I
believe it's a real asset that Coin has so few hard dependencies
now. So it seems simpler to let people build Coin, but to donwload
a separate, full-featured simage binary -- to upgrade their
ability to import and export the various supported media formats.
UPDATE 2005-06-28 thammer: On the Windows platform, the process of
building simage and all libraries it depends on is automated
through the simage/build/build_simage_win32.sh script. The script
needs cygwin and VC6.
I believe the right way to proceed with this is to configure a a
VirtualPC VMWare virtual machine VC6, cygwin, etc - and fine-tune
the script for the virtual machine (if that is needed at
all). Whenever new simage binaries needs to be rebuilt, fire up
this virtual machine and run the script.
For using QImage instead of all the misc image libraries, we
should make visual studio projects file to make it easy for the
user to build it himself.
019 Dynamically configurable viewer interaction (SoQt++)
2002-09-30 Lars J. Aas <larsa@sim.no>
It would be better if the interaction functionality of the
ExaminerViewer, PlaneViewer, etc. were implemented at the FullViewer
level (or even Viewer), and the leaf viewer classes mostly differed
in how it hooked the different interaction functionality up to the
different user interactions in the constructor through some generic
interaction configuration API. A side-effect would be that an
ExaminerViewer could at run-tim be reconfigured to act as a FlyViewer,
but the main reason for doing this is to separate user interactions
from how the viewer responds, and make this more configurable, and
shrink the implementations of the leaf viewers to the absolute minimum.
020 SoSub*.h improvements.
2002-10-08 Morten Eriksen <mortene@sim.no>
I'm sure many of the macros in these files could be made into
inline functions, simple template functions, or just better laid
out macros. They should be audited with this in mind.
One particular complaint we've had from a Coin user is that the
current macros are in general not compatible with template-based
extensions classes (at least not for nodes, haven't really
investigated the rest).
021 Call-stack backtraces on errors.
2002-11-26 Morten Eriksen <mortene@sim.no>
In the "Under The Hood" column in the May 1997 issue of the
Microsoft Systems Journal, Matt Pietrek explains how one can use
REBASE.EXE and the IMAGEHLP.DLL for getting a full list of
call-stack frames -- even for release builds.
Integrating something like this in Coin, and then catching crash
signals (if this is possible under MSWin..) could be a helpful
feature.
022 VRML97 VRMLScript scripting node.
2002-12-18 Morten Eriksen <mortene@sim.no>
(Merged from the "hotlist" after our November 2002 SIM Coin
summit.)
Can probably be based on the Javascript engine from the Mozilla
project. Script node interface should be mostly in place, only a
couple or three days of extra work. But we should also add in the
time needed to make it fit into the configure/build process, which
is some days extra -- hard to make a good estimate on that.
023 SoCollisionManager & So@Gui@CollisionViewer.
2002-12-18 Morten Eriksen <mortene@sim.no>
(Merged from the "hotlist" after our November 2002 SIM Coin
summit.)
From TGS's Inventor API additions. larsa's estimate: ~ 1 man-week.
024 Optimizing the performance of the SoIntersectionDetectionAction.
2002-12-18 Morten Eriksen <mortene@sim.no>
(Merged from the "hotlist" after our November 2002 SIM Coin
summit.)
Now uses an algorithm with O(n^2) asymptotic time, where n is the
number of triangle primitives. This renders it almost unusable.
larsa's estimate for optimizing away the horrible algorithm-time:
a bit more than 1 man-week.
kintel has been working on this, but decided to go for a solution
where he integrates another library. This library is ok to use for
kintel's application, but can not be integrated into Coin due to
license and/or copyright issues.
UPDATE mortene 2003-08-15: the algorithm time has been reduced by
using BSP trees in a pre-processing step to sort first shape nodes
and then triangles before doing any tri-tri intersection
testing. There's one deficiency to fix: shape's intersecting on
themselves hasn't been optimized yet (which is just a matter of
some refactoring of the internal code to fix -- there was some
copy'n'paste in this area).
025 Integrate QGL into SoQt.
2002-12-18 Morten Eriksen <mortene@sim.no>
(Merged from the "hotlist" after our November 2002 SIM Coin
summit.)
Should be done to make it possible to fix a bunch of bugs that QGL
has. Shouldn't take more than ~ 1 man-week to fix properly,
including full configure/build integration.
Here's a summary I wrote for Kyrah about this task, interspersed
with a couple of specific bug-reports on QGL:
----8<---- [snip] -----------8<---- [snip] -------
A "first cut" would be fairly quick to do:
* Scramble together all QGL-related code for all platforms and
more or less dump it into SoQt/src/Inventor/Qt/widgets/QGL/.
* Merge it into the configure/build setup, so Mac vs Win vs
X11 sourcecode is picked when applicable.
* Rename classes in a way that avoids them crashing with the
"real" QGL namespace, to avoid linker problems for
clients.
(But we should do this in a non-intrusive way, so it's
straightforward to diff against new Qt/QGL releases to
incorporate TT's fixes.)
* Anything else?
Then later:
* Fix Mac issues.
* Fix other known bugs where we have littered work-arounds in
our SoQt-code.
* Fix the context-silliness problem reported by Franois
Painchaud:
void QGLContext::makeCurrent()
{
if ( currentCtx )
{
if ( currentCtx == this ) // already current
return;
currentCtx->doneCurrent();
}
// etc.
"..where currentCtx is a static data member used to cache
the current QGLContext. Because Qt is not aware of any
OpenGL graphics context done externally, [...]
QGLContext::makeCurrent() does not update the graphics
context when it should."
And another problem with this reported by pederb:
"I have a [showstopper]. QGLContext is not thread safe so
it's impossible to use Qt/SoQt when running
multithread/multipipe applications.
This is caused by the static currentCtx sillyness that Qt
is using. currentCtx should probably be removed from
QGLContext. It's a silly optimization. If the current
QGLContext is needed this should be handled by a (thread
local) hash table or something."
* Make it possible to take over the job now handled (poorly)
by QGLContext::chooseContext() -- Peder has a showstopper
problem with this for Geo2k on Windows (chooseContext()
picks a visual with 8-bit Z-buffer).
UPDATE 20030626 mortene: kintel also reports a problem which
seems to be related to this:
'glinfo' from examiner viewer tells me that I have 0
alpha bits, [...]. However, I _should_ get a GL context
with more alpha bits, so why isn't Coin/SoQt giving me
one?
My configuration is:
o Win2K
o NVidia GeForce4
o Color mode is 32 bit
o The drivers are new (4180)
o Coin-2, SoQt-1, qt-3.1.2
* Improve overall design, throw out the stuff we have no use
for.
* Collect the common parts that would be possible to reuse for
the other So*-toolkits.
----8<---- [snip] -----------8<---- [snip] -------
026 WWW-interface on Coin / SoWin / SoQt builds.
2002-12-18 Morten Eriksen <mortene@sim.no>
An idea in the "wild, crazy and cool" department; it would have
been really nifty if we could provide Coin-users on MSWindows a
www-interface where they could
a) set up the parameters for how they wanted their MSWindows
Coin / SoQt / SoWin DLL / LIB to be (static vs dynamic,
release vs debug, which C run-time library to use, with or
without exception support, with or without RTTI, at what
optimization level, eventually which compiler to use, etc
etc), and then;
b) the wanted configuration would be found and a link to
downloading it would be presented
c) if the configuration was not present, a build of that config
was triggered, with a message to the user to check back in 15
minutes (this config would of course then be stored, so
future attempts to download it from other users would be
immediately gratified)
This should of course all run on a Linux www server, so we would
need to be able to run all necessary dependencies under Wine
(Cygwin?, MSVC's command-line tools, SuperPIMP, ...).
See also this article: <URL:http://codingstyle.com/articles/using-ms-vcpp-with-gnu-wine.html>.
027 Build Coin / SoQt / SoWin on MSWin without relying on MSVC++.
2003-01-10 Morten Eriksen <mortene@sim.no>
It would be nice if MSWin developers could work with Coin without
having to buy the expensive MSVS suite. Doubly nice would be if we
ported it to compilers that are free.
Likely candidates for porting efforts includes at least:
- OpenWatcom (<URL:http://www.openwatcom.org>)
- Cygwin GCC (<URL:http://www.cygwin.com>)
- MingW (<URL:http://www.mingw.org>)
- Borland's C++ compiler
- Digital Mars C/C++ compiler (<URL:http://www.digitalmars.com>)
(note: only "free", not "Free" -- not even with source code)
UPDATE 2004-10-22 mortene: Coin has now been built by at least
mingw and Cygwin gcc of the compilers mentioned above. As for
other MSWin compilers in general, and Borland C++ in particular,
here's some advice given on coin-discuss upon a query about what
needs to be done for Borland support:
----8<----- [snip] --------------8<----- [snip] ----------
[...]
Support for MSVC++ is done by a wrapper executable,
Coin/cfg/wrapmsvc.exe, which is used as a compiler and
linker. This "pseudo-compiler" will convert the arguments it
gets invoked with to arguments compatible with MSVC++'s cl.exe
and link.exe, and then invoke those executables to actually
build the code.
So to the configure script, and the Makefiles it generates,
the MSVC++ tools looks more or less like any other
"UNIX-style" compiler -- e.g. it takes the same kind of
arguments ("-g" for building with symbols, "-O2" for basic
optimalization measures, "-o" to name output files, "-I" to
give include paths, etc etc).
We would expect Borland C++ support to be done in a similar
manner, as the Borland compiler is probably also different
enough from the common style used by typical UNIX-system
compilers that it won't work with the Autotools
(i.e. configure et al) out of the box.
You can find the code for our wrapmsvc.exe wrapper in the CVS
module called "simacros", from the same CVS server as e.g. the
Coin repository.
Actual compilation of the source code is likely to require
little work and few changes of Coin code, as we believe our
source code is extremely portable -- it has been built by
literally dozens of C++ compilers, on just about any system
possible.
BTW, isn't there some kind of "compatibility mode" between
Borland's C++ development system and Microsoft's Visual C++? I
seem to remember having heard both that Borland provide a
cl.exe wrapper, and that Borland can use libraries built with
MSVC++ (such intercompatibilities are uncommon between C++
compilers). I may be mistaken, though, as I haven't looked
closely at this issue.
Morten
----8<----- [snip] --------------8<----- [snip] ----------
028 Support for multiple viewports in render areas
2003-01-22 Marius Kintel <kintel@sim.no>
To make it easy to create multiple viewports, we should have a high-level
API for this (in SoGuiRenderArea), smth. like this:
void addSceneGraph(SoNode*, SbViewportRegion)
void removeSceneGraph(SoNode*)
Issues:
o We should be able to control a larger subset of the API of the
SoGuiRenderArea which can be cumbersome with this approach.
Solution:
class SoViewportArea:
o set/get scene graph, bgcolor, overlays, transparency, aliasing,
clearing, rendering priority (render order), scene manager,
renderaction.
o Let the above add function return a default SoViewportArea for ease of
use.
o Let some or all of the existing functions affect all viewport areas
(global override).
in SoGuiRenderAres:
o Add SoViewportArea instances
o Remap event coordinates for each viewport area (in reverse render
priority order) and send the event to each of their scene graphs (like
we do now for the overlay/normal scene managers.
We also have to resolve the camera issue somehow; control cameras per
viewport area vs. sharing cameras between viewport areas, sync cameras
with the viewer, control view/pick mode per viewport area.
029 Better font support.
2003-01-30 Morten Eriksen <mortene@sim.no>
This is a braindump of my ideas and hints for how to go about this
task:
* We should be able to load TrueType fonts, which I believe would
give us, our users, and our users's users good flexibility.
The obvious choice for getting support for TTF seems to be by
using the FreeType library (<URL:http://www.freetype.org>).
The FreeType library has a license which is liberal enough that
we can actually embed the source code into the Coin source
code. There are good arguments both for and against this
strategy. On the plus side, that would make packaging and
distribution easier and more "fail-safe", both for us, other
Coin users and for the end-users of Coin-based application
software. On the other hand, this would give us more work with
regard to keeping in sync with the FreeType project's bug-fixes
and other upgrades. (And that could quickly get messy, as we
probably need to make some changes to at least the
configure/build setup of the FreeType library.)
If we don't embed the FreeType library, we should let it be
dynamically loaded through a run-time binding, like we do for
simage, GLU and OpenAL.
* We have feedback from a Coin-user (Daniel Alvarez) that going
up one extra level of abstraction (from using FreeType
directly) would give us some important advantages. Check with
him what the arguments are.
SGI Inventor does this through their "libFL" library.
* Localization / internationalization: should probably be done by
handling Unicode charactersets -- just ASCII or iso-8859-[1-15]
is not enough.
(<URL:http://www.wikipedia.org> is a great place to go and read
oneself up on Unicode, UTF-8, UTF-16, iso-8859-*, and character
encodings in general.)
Note that even if the rest of Coin is still not fixed up to
handle localization issues, it is important to not introduce
even more limitations with the font handling -- it should
rather "be ready", so rendering all sorts of character sets
clicks nicely into place when SbString, SbName, et al is fixed
up.
* One important aspect of the implementation is to get the
internal class abstraction for handling glyphs correctly. The
current SoGlyph class probably leaves a lot to be wanted.
* We should try to get hold of one or more full-featured TrueType
font(s) to embed as a binary file into Coin -- as a fallback in
case no TT fonts can be found on the run-time system.
See the Coin/docs/misc-resources.txt file for URLs to free font
resources.
* Check the documentation on SoFont / SoText2 / SoText3 / etc for
TGS Inventor: there's a list of the default font directories
that are searched, and which environment variables are heeded
for further directories to search.
There's also some information about how font names in SoFont
are mapped to actual, system-dependent font names.
We should implement the same functionality in these regards.
* On Mac OS X and MSWin, we should avoid the dependency on the
FreeType library, and use the native APIs directly.
030 Offscreen context support functions.
2003-01-31 Morten Eriksen <mortene@sim.no>
FIXED.
031 Handle POSIX paths under MSWin.
2003-02-10 Morten Eriksen <mortene@sim.no>
Idea by larsa: we could handle POSIX-style paths under MSWin by
run-time binding to the cygwin.dll and it's
cygwin32_conv_to_win32_path() function.
This would presuppose that we implemented the SbFile / SbDirectory
abstraction(s) mentioned in the api-wish-list.txt file first.
UPDATE 2003-08-15 mortene: the path conversion code in Cygwin
might be really simple, so perhaps it would be easier (and more
robust) to just duplicate the algorithms used.
032 Port SGI's ''ivperf'' tool.
2003-03-06 Morten Eriksen <mortene@sim.no>
This should go into the IvTools CVS repository. Note that
''ivperf'' contains SoXt- and X11/Motif-specific code, and IvTools
so far only contains Coin-only dependent source code.
033 Port TGS's ''ivtovrml'' tool.
2003-03-06 Morten Eriksen <mortene@sim.no>
Here's the interface:
C:\>ivtovrml
Usage: ivtovrml [-vfntuhpqr] [-o filename] [-d InlineDir] file ...
-v : Generate VRML2 output
-o : Write output to [filename]
-d : A directory path. When converting SoFile to Inline nodes,
write converted filed to [InlineDir]
-f : Expand File nodes instead of converting to Inline nodes
-n : Force Texture Coordinates to write for all Nurbs Surfaces
-p : Do not reuse existing appearance nodes
-q : Do not reuse existing geometry property nodes
-r : Do not reuse existing geometry nodes
-t : Expand Texture2 nodes
-u : Write unknown nodes to output instead of removing them
-h : This message (help)
If given a filename of '-', standard input will be read.
If the -o option is not used to specify the output filename, the
converted file is written to standard output
034 Image loading under MSWin through DirectX.
2003-05-07 Morten Eriksen <mortene@sim.no>
According to someone Kyrah knows, DirectX has import routines for
a bunch of image formats (BMP, DDS, DIB, JPG, PNG, PPM, TGA) and
export routines for a few (BMP, DDS, DIB).
So we should add dynamic binding to the relevant DirectX library
from within Coin, and thereby avoid the simage dependency. (Either
that, or add DirectX import / export support to simage.)
UPDATE 2004-10-08: kyrah recommends not using DirectX, for two
reaons: inter-version incompabilities, and number of output
formats not matching number of input formats.
kyrah and thammer recommends using GDI+ instead (binding
dynamically to it), as it is available on all WinXP systems by
default, and is a simple download and install for other Windows
versions.
035 Clean up SoBase write code.
2003-05-28 Morten Eriksen <mortene@sim.no>
Applying several SoWriteAction instances to one or more scene
graphs in parallel is not even close to being thread-safe, due to
the mess with at least how write reference counts are handled, the
"in-graph" detection flag, and problems related to the multi-pass
nature of SoWriteAction.
This would best be solved by keeping track of write-process
specific data in the SoWriteAction, not in SoBase. This would take
API additions, so it can't be done until at least a minor
increment of the version number is done.
036 Write an "interior-geometry reducer" action.
2003-08-15 Morten Eriksen <mortene@sim.no>
This is the old idea for RR, about "offline"/pre-processing
occlusion culling to remove interior parts of objects, which now
should be possible to do with ystein's SoExtSelection code.
Refactor the "visible only" SoExtSelection code into an internal
Coin interface, then use that from both SoExtSelection and the new
action ("SoRemoveInteriorGeometry"?).
Removal of internal geometry will be done by moving a camera
around on the bounding sphere of the object, taking "snapshots" to
see what geometry is visible from at least one angle. After a run
over all angles, the remaining geometry that were not visible from
anywhere will be removed.
SoRemoveInteriorGeometry should have a setting to decide how
accurate the removal should be, to decide e.g. how many different
camera position to snapshot from, and what the offscreen buffer
resolution should be.
037 Take advantage of NVidia's occlusion culling extension.
2003-08-15 Morten Eriksen <mortene@sim.no>
We should at least simply insert code for this in the SoSeparator
node, so that it checks the screen area of its geometry's bounding
box before deciding whether to traverse below it or not.
Should also consider adding new node(s) (like TGS has done) for
more efficient front-to-back sorting before rendering, which could
give huge gains in rendering performance.
038 Duplicate API for TGS's SoBigImageRenderer extension.
2003-08-21 Morten Eriksen <mortene@sim.no>
Our big-image offscreen rendering is done perfectly through the
standard SoOffscreenRenderer, so this would likely be a simple
matter of setting up the SoBigImageRenderer API and wrapping
SoOffscreenRenderer calls into its methods.
039 Move tristripifying code into SoReorganizeAction.
2003-08-22 Morten Eriksen <mortene@sim.no>
handegar has written a faceset->tristrips converter, this should
be made available through an SoReorganizeAction.
040 Add built-in version numbers to win32 DLLs.
2003-09-11 Barbara Langmller <barbara@sim.no>
win32 DLLs should have built-in version tags to be able to extract
from which minor version the DLL was built from to avoid possible
incompatibility issues.
Version information is stored in resource files (.res)
and is (as the source code) compiled and linked to the DLL.
How to set it up manually in Visual Studio:
1. open the workspace file from which you will build the DLL
2. File - new - resource script
3. In the workspace panel there is now a new tab 'ResourceView',
open it
4. Right click its entry and choose 'insert'
5. Choose 'Version' and click 'New'
6. Build the project and you will get a DLL with version information
A resource file typically looks like this (not MSVC generated):
------------ begin resource file -------------------
1 VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEOS 0x40004
FILETYPE 0x2
{
BLOCK "StringFileInfo"
{
BLOCK "041404b0"
{
VALUE "Comments", ""
VALUE "CompanyName", "Systems in Motion AS"
VALUE "FileDescription", "coin2d"
VALUE "FileVersion", "1, 0, 0, 1"
VALUE "InternalName", "coin2d"
VALUE "LegalCopyright", "Copyright 2003"
VALUE "LegalTrademarks", ""
VALUE "OriginalFilename", "coin2d.dll"
VALUE "PrivateBuild", ""
VALUE "ProductName", "Systems in Motion AS coin2d"
VALUE "ProductVersion", "1, 0, 0, 1"
VALUE "SpecialBuild", ""
}
}
BLOCK "VarFileInfo"
{
VALUE "Translation", 0x0414 0x04B0
}
}
------------ end resource file -------------------
A free utility to view and edit DLL resources can be found at
http://www.users.on.net/johnson/resourcehacker/
As for the integration with the NSI installer, I would like to
point to the NSI documentation (Function GetDllVersion) and the
following interesting post on the NSI forum on winamp.com:
<a href="http://forums.winamp.com/showthread.php?s=&
threadid=113541&highlight=GetDllVersion" />
041 Generic ADT in C for dynamic arrays.
2003-11-18 Morten Eriksen <mortene@sim.no>
The cc_list interface is being misused here and there (like in
src/fonts/freetype.c, for instance) in ways which could give us
trouble on 64-bit platforms -- like storing int values as void*.
Should be fixed by making an cc_list_int* ADT, or better: a
*generic* C dynamic array ADT -- e.g. by some macro hackery or
something.
042 Coin internationalization.
2001-06-28 Morten Eriksen <mortene@sim.no>
Sooner or later, my guess is that we will have to make SbString
and SbName capable of handling more than simple ASCII / iso-8859-*
character sets. Other areas of Coin probably also need some
rewriting for internationalization.
UPDATE 2001-06-28 larsa: Are there any alternatives better than
Unicode UTF-8 for this?
UPDATE 2003-01-22 mortene: kintel suggests auditing of the following;
o Node names (SbString/SbName storage + I/O).
(We cannot do much wrt. file formats since we want to be
compatible. VRML97 is fully unicoded through utf-8, I guess
Inventor files and VRML1 are latin1 but I'm not sure. We can
always create our own Coin file format w/unicode support.)
o file I/O (unicode file names)
(File names are subject to file systems constraints and must
be handled separately.)
o Font handling, including text rendering through SoText2,
SoText3, SoAsciiText, and SoVRMLText.
UPDATE 2003-12-02 mortene: the following URL seems to contain a
lot of useful information
http://www.cl.cam.ac.uk/~mgk25/unicode.html
And the full Unicode 4.0 standard is available as PDF files at
http://www.unicode.org/versions/Unicode4.0.0/
043 The Coin library should have an option to set up a fatal error handler.
2003-12-03 Morten Eriksen <mortene@sim.no>
As for the So* libraries, Coin should also provide an interface
for setting up a fatal error handler, so the application can exit
gracefully if something really nasty happens.
Currently, I can think of one issue that would justify this: if
malloc() (or calloc(), realloc(), etc) returns a NULL
pointer.
There might be more, though. We could for instance consider
classifications of asserts, where one class of asserts would lead
to the invocation of the handler (with a stack backtrace and all
sorts of kinds of debugging information, if possible).
044 Use GL_TEXTURE_RECTANGLE_EXT extension.
2004-07-14 Karin Kosina <kyrah@sim.no>
On cards that support it, we should use the GL_TEXTURE_RECTANGLE_EXT
OpenGL extension for non-power-of-two textures. In addition to
the obvious places, this includes creating (and binding)
pBuffers.
Note that even though we will still need fallback code for
older drivers that don't support this, I believe this would be
worthwhile. On modern cards, GL_TEXTURE_RECTANGLE_EXT is
often faster than GL_TEXTURE_2D, and if somebody is using a
lot of textures (think font rendering), they will appreciate
both the speedup and the savings in texture memory.
045 Coin / SoQt / Qt port or reimplementation of the SGI ''gview'' program.
2004-07-15 Morten Eriksen <mortene@sim.no>
This is a program to dynamically toy around with a scene graph,
which is useful for many reasons. Build and run
inventor/apps/demos/gview/gview from the SGI Inventor source code
to check it out.
A reimplementation under our own copyright would be most useful
for us, but a simple port under SGI copyright to Qt / SoQt would
also be useful.
Should first check that it builds and runs without any problems
(and without any significant source code modifications) on Coin
and SoXt, though.
Would be a good task for a summer intern.
046 FILEFORMAT/DEFAULTS sections for the nodes.
2004-11-03 Morten Eriksen <mortene@sim.no>
This is a useful feature of the original SGI Inventor man pages,
which we should also present in our Doxygen-generated doc. For an
online example, see e.g.:
http://techpubs.sgi.com/library/tpl/cgi-bin/getdoc.cgi?coll=0650&db=man&fname=/usr/share/catman/p_man/cat3/Inventor_c/SoCube.z&srch=socube
It would probably be fairly straightforward to write some code to
auto-generate these documentation blocks, by using the Coin
introspection features.
// *************************************************************************
OTHER COIN-RELATED STUFF TO FIX
===============================
These are from a "hotlist" of items after our November 2002 SIM Coin
summit -- i.e. tasks that we should try really hard to get resources
for in upcoming projects:
* Profit library made release-ready: ~ 2-3 days.
* Dime library made release-ready: ~ 2-3 days.
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