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Merge branch 'gz-rendering8' into projector_visibility_flags
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iche033 authored Oct 4, 2023
2 parents 84b4015 + dad0364 commit d5a1adb
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2 changes: 1 addition & 1 deletion CMakeLists.txt
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Expand Up @@ -18,7 +18,7 @@ set(GZ_CMAKE_VER ${gz-cmake3_VERSION_MAJOR})
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

gz_configure_project(VERSION_SUFFIX pre2)
gz_configure_project(VERSION_SUFFIX)

#============================================================================
# Set project-specific options
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135 changes: 134 additions & 1 deletion Changelog.md
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Expand Up @@ -2,10 +2,120 @@

### Gazebo Rendering 8.X

### Gazebo Rendering 8.0.0 (202X-XX-XX)
### Gazebo Rendering 8.0.0 (2023-09-29)

1. Remove gazebo scene viewer example
* [Pull request #915](https://github.com/gazebosim/gz-rendering/pull/915)

1. Fix projector FOV, orientation, and crashes
* [Pull request #913](https://github.com/gazebosim/gz-rendering/pull/913)

1. Include the CGL header on macOS
* [Pull request #911](https://github.com/gazebosim/gz-rendering/pull/911)

1. ogre2: use CMAKE_INSTALL_RPATH
* [Pull request #909](https://github.com/gazebosim/gz-rendering/pull/909)

1. Fixed build on MSVC.
* [Pull request #897](https://github.com/gazebosim/gz-rendering/pull/897)

1. Documentation fixes
* [Pull request #895](https://github.com/gazebosim/gz-rendering/pull/895)
* [Pull request #906](https://github.com/gazebosim/gz-rendering/pull/906)
* [Pull request #907](https://github.com/gazebosim/gz-rendering/pull/907)

1. Fix wide angle camera visibility flags
* [Pull request #900](https://github.com/gazebosim/gz-rendering/pull/900)

1. Fix arrow visual indexing
* [Pull request #889](https://github.com/gazebosim/gz-rendering/pull/889)

1. Do not load optix engine in examples
* [Pull request #893](https://github.com/gazebosim/gz-rendering/pull/893)

1. Infrastructure
* [Pull request #888](https://github.com/gazebosim/gz-rendering/pull/888)
* [Pull request #868](https://github.com/gazebosim/gz-rendering/pull/868)

1. Clean up internal resources on Destroy
* [Pull request #886](https://github.com/gazebosim/gz-rendering/pull/886)

1. ign -> gz
* [Pull request #877](https://github.com/gazebosim/gz-rendering/pull/877)

1. Remove inheritance from Singleton class.
* [Pull request #876](https://github.com/gazebosim/gz-rendering/pull/876)
* [Pull request #874](https://github.com/gazebosim/gz-rendering/pull/874)

1. Add private data class to Image
* [Pull request #875](https://github.com/gazebosim/gz-rendering/pull/875)

1. Override PreRender function in Ogre2ParticleEnitter
* [Pull request #871](https://github.com/gazebosim/gz-rendering/pull/871)

1. Fix calling GpuRays::Destroy more than once
* [Pull request #860](https://github.com/gazebosim/gz-rendering/pull/860)

1. Use std::vector instead of std::map in BaseStorage
* [Pull request #831](https://github.com/gazebosim/gz-rendering/pull/831)

1. Limit Global Illumination CI CVT method to vulkan backend
* [Pull request #798](https://github.com/gazebosim/gz-rendering/pull/798)

1. Global illumination VCT & CI VCT
* [Pull request #675](https://github.com/gazebosim/gz-rendering/pull/675)

1. Add LensFlare to ogre1
* [Pull request #775](https://github.com/gazebosim/gz-rendering/pull/775)

1. Cleanup config.hh.in and deprecate public HAVE_ macros
* [Pull request #791](https://github.com/gazebosim/gz-rendering/pull/791)

1. Add GZ_RENDERING_HAVE_VULKAN to guard vulkan code in header
* [Pull request #790](https://github.com/gazebosim/gz-rendering/pull/790)

1. Look for vulkan in CMakeLists
* [Pull request #782](https://github.com/gazebosim/gz-rendering/pull/782)

1. Add LensFlarePass (ogre2 engine)
* [Pull request #752](https://github.com/gazebosim/gz-rendering/pull/752)

1. Add Support for wide-angle cameras in ogre2
* [Pull request #733](https://github.com/gazebosim/gz-rendering/pull/733)

1. Fix wrong Z check in OgreWideAngleCamera::Project3d
* [Pull request #746](https://github.com/gazebosim/gz-rendering/pull/746)

1. Add necessary headers for Vulkan QML GUI backend
* [Pull request #706](https://github.com/gazebosim/gz-rendering/pull/706)

1. Revert "Expose camera intrinsic matrix API (#700)"
* [Pull request #756](https://github.com/gazebosim/gz-rendering/pull/756)

1. Expose camera intrinsic matrix API
* [Pull request #700](https://github.com/gazebosim/gz-rendering/pull/700)

1. ⬆️ Bump main to 8.0.0~pre1
* [Pull request #699](https://github.com/gazebosim/gz-rendering/pull/699)


### Gazebo Rendering 7.X

### Gazebo Rendering 7.4.2 (2023-09-26)

1. ogre2: use CMAKE_INSTALL_RPATH
* [Pull request #909](https://github.com/gazebosim/gz-rendering/pull/909)

1. Disable setting color range in particle emitter
* [Pull request #903](https://github.com/gazebosim/gz-rendering/pull/903)

1. Documentation updates
* [Pull request #892](https://github.com/gazebosim/gz-rendering/pull/892)
* [Pull request #896](https://github.com/gazebosim/gz-rendering/pull/896)

1. Revert mesh viewer background color back to gray
* [Pull request #894](https://github.com/gazebosim/gz-rendering/pull/894)

### Gazebo Rendering 7.4.1 (2023-08-17)

1. Infrastructure
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### Gazebo Rendering 6.X

### Gazebo Rendering 6.6.1 (2023-09-01)

1. Fixed light visual in OGRE
* [Pull request #864](https://github.com/gazebosim/gz-rendering/pull/864)

1. Lower severity level for ogre2 visibility mask msgs and unavailable render passes
* [Pull request #830](https://github.com/gazebosim/gz-rendering/pull/830)

1. Infrastructure
* [Pull request #834](https://github.com/gazebosim/gz-rendering/pull/834)

1. Rename COPYING to LICENSE
* [Pull request #833](https://github.com/gazebosim/gz-rendering/pull/833)

1. Add message to see troubleshooting page when render engine fails to create dummy window
* [Pull request #829](https://github.com/gazebosim/gz-rendering/pull/829)

1. Tweak max camera position limit
* [Pull request #827](https://github.com/gazebosim/gz-rendering/pull/827)

1. Limit max camera position vector length
* [Pull request #824](https://github.com/gazebosim/gz-rendering/pull/824)

### Gazebo Rendering 6.6.0 (2023-02-02)

1. Backport Composite BaseVisual destroy fix to 6
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5 changes: 3 additions & 2 deletions examples/hello_world_plugin/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,8 +36,9 @@ Now you can run `gz sim` with the name of the resultant library file (without th
or the file extension, i.e., libHelloWorldPlugin.so -> HelloWorldPlugin):

~~~
gz sim --render-engine HelloWorldPlugin
gz sim --render-engine HelloWorldPlugin empty.sdf
~~~

You should see a blank screen within the Gazebo GUI, as this mocked plugin provides no implementation
for the scene.
for the scene. The Gazebo Component Inspector should show that the Render Engine Gui Plugin and
the Render Engine Server Plugin are now set to use the `HelloWorldPlugin`.
2 changes: 1 addition & 1 deletion examples/mesh_viewer/Main.cc
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ void buildScene(ScenePtr _scene)
{
// initialize _scene
_scene->SetAmbientLight(0.3, 0.3, 0.3);
_scene->SetBackgroundColor(0.0, 0.0, 0.3);
_scene->SetBackgroundColor(0.3, 0.3, 0.3);
VisualPtr root = _scene->RootVisual();

// create directional light
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4 changes: 4 additions & 0 deletions ogre2/src/Ogre2ParticleEmitter.cc
Original file line number Diff line number Diff line change
Expand Up @@ -290,6 +290,10 @@ void Ogre2ParticleEmitter::SetColorRange(
const gz::math::Color &_colorStart,
const gz::math::Color &_colorEnd)
{
// see https://github.com/gazebosim/gz-rendering/issues/902
gzwarn << "ParticleEmitter SetColorRange is currently disabled." << std::endl;
return;

// Color interpolator affector.
if (!this->dataPtr->colorInterpolatorAffector)
{
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8 changes: 5 additions & 3 deletions test/common_test/ParticleEmitter_TEST.cc
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ using namespace gz;
using namespace rendering;

/// \brief The test fixture.
class ParticleEmitterTest : public CommonRenderingTest
class ParticleEmitterTest : public CommonRenderingTest
{
/// \brief A directory under test/ with some textures.
protected: const std::string TEST_MEDIA_PATH =
Expand Down Expand Up @@ -124,8 +124,10 @@ TEST_F(ParticleEmitterTest, ParticleEmitter)
EXPECT_EQ(expectedMaterial, particleEmitter->Material());
EXPECT_DOUBLE_EQ(expectedMinVel, particleEmitter->MinVelocity());
EXPECT_DOUBLE_EQ(expectedMaxVel, particleEmitter->MaxVelocity());
EXPECT_EQ(expectedColorStart, particleEmitter->ColorStart());
EXPECT_EQ(expectedColorEnd, particleEmitter->ColorEnd());
// ColorRange test is currently disabled, see
// https://github.com/gazebosim/gz-rendering/issues/902
// EXPECT_EQ(expectedColorStart, particleEmitter->ColorStart());
// EXPECT_EQ(expectedColorEnd, particleEmitter->ColorEnd());
EXPECT_DOUBLE_EQ(expectedScaleRate, particleEmitter->ScaleRate());
EXPECT_EQ(expectedColorRangeImage, particleEmitter->ColorRangeImage());
EXPECT_FLOAT_EQ(expectedScatterRatio,
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2 changes: 1 addition & 1 deletion tutorials/24_boundingbox_camera_tutorial.md
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Expand Up @@ -40,7 +40,7 @@ There are 2 other types of boxes:
* 2D visible: box around the visible parts of an object.
* 2D full: box around the object, including parts that aren't visible to the camera.

Compare the two 2D box types as followS:
Compare the two 2D box types as follows:

```{.sh}
./boundingbox_camera 2D_visible
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