Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merge: 7 -> 8 #923

Merged
merged 12 commits into from
Sep 27, 2023
38 changes: 38 additions & 0 deletions Changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,21 @@

### 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
Expand Down Expand Up @@ -369,6 +384,29 @@

### 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
Expand Down
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
Expand Down
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)
{
Expand Down
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,
Expand Down
2 changes: 1 addition & 1 deletion tutorials/24_boundingbox_camera_tutorial.md
Original file line number Diff line number Diff line change
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
Expand Down
Loading