forked from gazebosim/gz-rendering
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Replace renderOneFrame for per-workspace update calls (gazebosim#353)
* 🎈 5.1.0 (gazebosim#351) Signed-off-by: Louise Poubel <louise@openrobotics.org> * Replace renderOneFrame for per-workspace update calls Add Scene::PostRenderGpuFlush Breaks ABI. Needs changes to other components as well, so they call Scene::PostRenderGpuFlush Affects gazebosim#323 Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Add Scene::SetLegacyAutoGpuFlush Affects gazebosim#323 Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Add Scene::SetNumCameraPassesPerGpuFlush Renamed PostRenderGpuFlush to PostRender PostRenderGpuFlush was leaking too much internal behavior of how the engine works into the user. The new way of forcing the user to pair PreRender and PostRender calls is much easier to understand and user-friendly Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Assert when PreRender/PostRender calls are used incorrectly Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Fix warnings generated by gazebo in legacy mode Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Add missing listener triggers Fixes GpuRays/GpuRaysTest.RaysParticles failure Particle FXs should now be working as intended Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Rename functions to be consistent w/ Ignition naming convention SetNumCameraPassesPerGpuFlush -> SetCameraPassCountPerGpuFlush GetNumCameraPassesPerGpuFlush -> GetCameraPassCountPerGpuFlush GetLegacyAutoGpuFlush -> LegacyAutoGpuFlush Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Document that SetCameraPassCountPerGpuFlush is an upper bound Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Document Camera::Update shouldn't be called if there's many cameras Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Check in Render() call that we're inside PreRender / PostRender Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Fix INTEGRATION_camera crash Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Fix EndFrame not getting called when in non-legacy mode INTEGRATION_depth_camera now succeeds Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Fix wrong documentation about Camera::Capture Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Update Migration notes w/ Scene::PostRender Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Add missing call in doc's recomendations Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Improve documentation and make asserts more helpful Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Default cameraPassCountPerGpuFlush until all modules are merged Fix wrong documentation about currNumCameraPasses Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Remove unnecessary headers Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Style changes for consistency with the rest of the codebase Better document code in FlushGpuCommandsOnly Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Multiple fixes - Do not recommend the user to call Camera::PreRender in docs. This is done implicitly via Scene::PreRender - Rename GetCameraPassCountPerGpuFlush -> CameraPassCountPerGpuFlush - CameraPassCountPerGpuFlush was incorrectly always returning 0 - Grammar mistakes in comments Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> * Make cameraPassCountPerGpuFlush default to 6 Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar> Co-authored-by: Louise Poubel <louise@openrobotics.org> Signed-off-by: William Lew <WilliamMilesLew@gmail.com>
- Loading branch information
1 parent
18a9485
commit e0a93be
Showing
13 changed files
with
520 additions
and
50 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.