previous) Line 432 C++
osg160-osgUtil.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo &
renderInfo, osgUtil::RenderLeaf * & previous, bool & doCopyTexture) Line
934 C++
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of the scope for the Terrain library?
Cheers,
Anders
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>
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y into small feature culling, trying to dig up old code
where people was trying to disable small feature culling on subgraphs etc.
But that is not the issue here.
Any suggestion would help. I tried to make the scene as small as possible.
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s?
Is there any way around this?
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e the sample that worked just fine:
> https://bitbucket.org/kornerr/osg-deferred-shading
>
> 2016-02-25 2:00 GMT+07:00 Anders Backman <ande...@cs.umu.se
> <javascript:_e(%7B%7D,'cvml','ande...@cs.umu.se');>>:
>
>> Hi all.
>>
>> Has anyone tested the Ef
---> else delete this;
> }
> }
>
> --
> trajce nikolov nick
>
> _______
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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gt; Robert.
>
>
> On 4 February 2016 at 09:05, Anders Backman <ande...@cs.umu.se> wrote:
> > Hi all.
> >
> > Trying OSG 3.5.1 and I have started to get some problems with objects
> > (osg::Program/osg::Shaders etc.) being de-allocated after context is
>
in 3.4.0.
/A
On Thu, Feb 4, 2016 at 12:25 PM, Anders Backman <ande...@cs.umu.se> wrote:
> Yep sorry. I was having some (other) issue where text was not rendered
> when I had enabled shadows, so I was messing with osgViewer.cpp copying
> sample code from osgShadow there.
as the viewer is destroyed, it takes the camera with it. Hence the
Context is also destroyed.
Not sure how to handle this in an general way.
/Anders
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No one experienced that OSG consumes 3DConnexion messages until you move
the window with the mouse, then auddenly messages related to the
3DConnexion Space Navigator starts coming in...?
On Friday, 13 November 2015, Anders Backman <ande...@cs.umu.se> wrote:
> It seems to me that
WindowTitle",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, wcex.hInstance, NULL);
/* Initialise 3DxWare access / call to SbInit() */
SbInit(hWndChild);
#if 0
/* Implement message loop */
int bRet;
MSG msg; /* incoming message to be evaluated */
as I know there is no polling API for the 3DConnexion devices, no?
>>
>> I see older emails about accessing it through Direct3D, and native
>> USB...whereas listening to windows messages would be the "correct" way of
>> integrating it.
>> I would have to hac
t; if (fWndProc && hdl->getHWND())
> {
> ::CallWindowProc(fWndProc,hdl->getHWND(),msg.message, msg.wParam,
> msg.lParam);
> }
> }
> }
> }
> #endif
>
> On Wed, Nov 11, 2015 at 4:21 PM, Anders Backman &l
d
So it seems that osgViewer::Viewer does not respect? the previously created
GraphicsCOntext?
/Anders
On Thu, Nov 12, 2015 at 2:24 PM, Anders Backman <ande...@cs.umu.se> wrote:
> That is quite explicit. I was thinking about some method for intercepting
> events.
> I tried fiddlin
, Nov 12, 2015 at 3:31 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Did you tried something like:
>
> osgViewer::Viewer viewer;
> viewer.getCamera()->setGraphicContext(gc);
>
> ?
>
> On Thu, Nov 12, 2015 at 2:52 PM, Anders Backman <and
" way of
integrating it.
I would have to hack into the context classes to do this...
Hm
/Anders
On Thu, Nov 12, 2015 at 3:54 PM, Anders Backman <ande...@cs.umu.se> wrote:
> That is certainly an important call yes.
>
> I guess my problem is that these two calls are not i
)
Thanks,
Anders
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http
.
Support for version control through svn is a bonus (so don't say Microsoft
Word!)
Grateful for your input!
/Anders
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rendering...
/Anders
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http
what I am looking
for.
http://pbrd.co/1zfevxL
Position of light sources, type of lightsources # lightsources etc.
Any hints?
Tankful for any input.
Cheers,
Anders
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:
_jitterTextureUnit=_shadowTextureUnit+1;
Which obviously overwrites any settings the user previously did...
I'm guessing it is a legacy from the 2.6 version where the
jitterTextureUnit was hardcoded this way?
/Anders
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in a deferred
pipeline.
Hi Anders,
On 20 December 2013 10:56, Anders Backman ande...@cs.umu.se wrote:
I was trying to catch up a bit on the newer stuff on OpenGL.
What is the status of dropping all gl_material, gl_light stuff in shaders
(using uniforms only)?
OpenGL ES 2.0 onwards
a ShadowedScene node above)?
The setReceivesShadowTraversalMask does not apply for ShadowMap (which I
noticed after some testing).
But is there any other way?
/Anders
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What is the appropriate call for achieving the same thing now with OSG
3.2.0 when the method Viewer::getCameraFocus is gone?
/Anders
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-users-openscenegraph.org
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So you cannot find this out through a pointer to the viewer? You need to go
through the EventAdapter?
/A
On Tue, Aug 6, 2013 at 10:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Anders,
On 6 August 2013 07:57, Anders Backman ande...@cs.umu.se wrote:
What is the appropriate call
' : unreferenced formal
parameter
/Anders
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No one with insight on this?
/Anders
On Fri, Mar 8, 2013 at 11:27 AM, Anders Backman ande...@cs.umu.se wrote:
Hi all.
I have a small problem where I
use osg::GraphicsContext::createGraphicsContext to create a context for a
window-widget (in .NET), but I also use another piece of software
);
m_viewer-realize();
m_viewer-frame();
assert(wglGetCurrentContext()); // Fails
I have tried m_graphicsContext-makeCurrent();
wglGetCurrentContext STILL returns null...
I know that I'm missing something, question is what?
/Anders
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Jan
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Grrreat!
/Anders
On Fri, Mar 8, 2013 at 12:00 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Anders,
On 8 March 2013 10:48, Anders Backman ande...@cs.umu.se wrote:
I would REEEALLLY like a developer release with this fix, otherwise
3.1.4 is
not available for anyone with VS2010
3D modelling tools have all of these tools, such as
spherical/cylindrical/shrinkwrapped etc... It would be nice to be able to
do this in code when creating the Geometry in OSG.
Cheers,
Anders
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October 2012 13:43, Anders Backman ande...@cs.umu.se wrote:
Hi all.
Using OSG 3.0.1 under windows.
A problem that we have experienced now and then without understanding the
source of it, is that we get culling problems for scenes where objects
are
rendered far from origo.
By default
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Hi all.
Anyone got a reference to code/example illustrating how to get an object
being rendered to the screen with a fixed size, no matter the distance to
the camera?
For example, if I want an icon to be rendered with a fixed size of 100
pixels high, it should rotate and translate with the rest
is odd, add one before calling drawHalfSphere.
I don't think the user should be aware of this and have to pick a suitable
detailRatio.
Cheers,
Anders
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Cell: +46
What do you guys out there use for rendering NURBS?
glu?
Third-party libraries? If so which ones can you recommend?
Thanks,
Anders.
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LinkedIn
Anders Backman requested to add you as a connection on LinkedIn:
--
mingyue,
I'd like to add you to my professional network on LinkedIn.
- Anders
Accept invitation from Anders Backman
http://www.linkedin.com/e/-qywqtf
Some interesting research results on rendering large scale forests.
Should'nt be impossible to implement in OSG I guess:
http://www.youtube.com/watch?v=4Ghulpp6CPw
/A
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()
Is there another way of achieving this?
(Except for skipping the use of ShapeDrawables completely).
/Anders
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you use the PROTECTED mode.
Robert.
On Mon, May 9, 2011 at 3:12 AM, Anders Backman ande...@cs.umu.se wrote:
Hi.
Guess I been away from OSG a bit too long.
I have a pretty simple question.
Assume I have a renderstate which I set to a group (lets call it PARENT)
far
up in the tree close
have been
using the material set from the root (PARENT), but it will stop here.
From this node down, anything specified (even without OVERRIDE,PROTECTED),
will be used.
Cheers,
Anders
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the
appropriate types/methods for each of these.
Robert.
On Tue, Jan 4, 2011 at 3:30 PM, Anders Backman ande...@cs.umu.se wrote:
Hi all.
I would like to get the window reference for all platforms using
osgViewer::Viewer.
I found the thread:
http://www.mail-archive.com/osg-users
Ah, ok then.
I was not browsing the source, just the built/installed stuff, on a win32
machine, which meant I only had the win32 version.
Ok then. Thanks.
/A
On Thu, Jan 6, 2011 at 10:30 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Anders,
Sure, which is what I did
Hi all.
I would like to get the window reference for all platforms using
osgViewer::Viewer.
I found the thread:
http://www.mail-archive.com/osg-users@openscenegraph.net/msg12957.html
Where I used this code for win32:
http://www.mail-archive.com/osg-users@openscenegraph.net/msg12957.html
-users@lists.openscenegraph.org
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Cell
Well, I have done some thorough googling on the matter, and it is a general
problem in dll-vs-atexit-static variables problem.
So it is most probably not a bug in OpenThreads. Lets close that issue.
Each dll has its own order of destruction for static variables, combine
that with that each
Hi all.
Im using OpenSceneGraph 2.8.3 under windows. Visual studio 2008.
However, this problem has been around for at least 2 years, so it existed in
previous versions too.
I have finally after two years? isolated the bug I reported quite a while
back:
Old as,... I don't know. But this question pops up now and then.
Assume you need a OpenGL based SDK, lean (in terms of dependencies) gui, for
In-graphics GUI, multiplatform.
With basic support for sliders, buttons, text, windows.
What do people use?
Is it QT for everything (with their OpenGL
Using OSG 2.8.3 under windows 7 64bit. VS2008.
Hi, we discovered a problem where OSG hijacks the affinity for threading
in void ViewerBase::setUpThreading():
ViewerBase.cpp:
// we'll set processor affinity here to help single threaded
apps
// with multiple processor
You are excused Rupert, considering you taught me to like Bowmore :-) (seems
like a million years ago now).
:-)
Anyways, it is certainly possible to reset the threading mask. It was just
the fact that setupViewer() set this, and then left it locked to one core.
The main thread (where
I don't think MS considers this to be a problem. It is by design. Not being
able to derive from ANY stl classes is quite serious if you ask me. Fiddling
around with allowing multiple symbols and other hacks does not really
present it self as a stable and viable solution.
I managed to get around
discernable difference between your code and that in osgDB ?
I would love to find a solution to this.
Cheers,
Brad
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Anders Backman
*Sent:* Friday, 27 August 2010 4:00 PM
also use the vc version in the name of output intermediate
directory
Then check all the code for any use of
#pragma comment(lib, libname)
and make sure any preprocessor guards that select different versions have
been updated to know about vc2010.
On 26 August 2010 18:37, Anders Backman
Hi all.
This is not related to OSG in any way, but as there so many experts on the
list, I thought I should take the opportunity to ask this...
I have a problem related to linking in VS2010.
Im using VS2010 under Windows 7 (64).
Im building a large source package which is divided into two
to
this problem...
Chuck
On Aug 26, 2010, at 9:35 AM, Anders Backman wrote:
Hi all.
This is not related to OSG in any way, but as there so many experts on the
list, I thought I should take the opportunity to ask this...
I have a problem related to linking in VS2010.
Im using VS2010 under
, I get the linking errors.
Allowing multiple symbols sounds dangerous, and it did not resolve my
problem...
/A
On Thu, Aug 26, 2010 at 7:26 PM, Simon Hammett
s.d.hamm...@googlemail.comwrote:
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD
Hi again.
Ok, this is an old one, but I need to be able to build 2.8.3 using VS2010.
Everything builds just fine, except for the final INSTALL (of OpenThreads).
This was fixed in later versions, so my question, what was done to make this
work?
Just looking through the log, and I cant really
and see if it works.
Wang Rui
2010/8/25 Anders Backman ande...@cs.umu.se:
Hi again.
Ok, this is an old one, but I need to be able to build 2.8.3 using
VS2010.
Everything builds just fine, except for the final INSTALL (of
OpenThreads).
This was fixed in later versions, so my question, what
Hi all.
Is there anyone on the list that could elaborate on this:
http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf
I get the feeling that it is possible to take an OpenSceneGraph app and use
Optix to render the scene to get high-quality Raytraced
for single light scenario.
Cheers,
Wojtek Lewandowski
*From:* Anders Backman ande...@cs.umu.se
*Sent:* Monday, June 07, 2010 3:27 PM
*To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
*Subject:* [osg-users] vertex shader for SoftShadowMap FragmentShader.
Hi all.
Im trying
Hi all.
Im trying to use a VertexShader to drive the SoftShadowMap implementation of
the FragmentShader (which is present in the SoftShadowMap.cpp).
Problem is as usual, that when vertex shader is enabled, all automatic stuff
are disabled, such as texture generation.
Now after browsing archive,
Hi. I suddenly get a problem on my laptop (DELL xps13, NVIDIA G210M) where I
cannot run any OSG-based applications.
Using OSG 2.8.2 under Windows Vista 7 64Bit.
osgviewer file.obj reports:
Viewer::realize() - failed to set up any windows
Viewer::realize() - failed to set up any windows
and no
How often is OpenThreads tagged?
I see that the 2.3.0 been there a while now.
And there is still a problem with a missing file:
OpenThreads/packaging/pkgconfig/openthreads.pc.in
Which should contain:
cat packaging/pkgconfig/openthreads.pc.in _EOF_
# pkg-config source file
there in the beginning of osg cmake history
but this scheme has been there since then I think. I haven't got
vc2010 myself so can't test. Sorry.
2p
/Mattias
On Tue, Mar 30, 2010 at 8:00 PM, Anders Backman ande...@cs.umu.se wrote:
In the generated file: src\OpenThreads\Win32\cmake_install.cmake
Mm, ok, not the first time MS ignore the standard
What about the install of OpenThreads, anyone seen it before?
/A
On Sun, Mar 28, 2010 at 12:45 AM, Martin Beckett m...@mgbeckett.com wrote:
It's not osg specific
VS2008 (erronously) didn't have iterator as a separate header vs2010
obeys
Never write two things in one email :-)
In my first post, there was output of the error I get. I have looked around
on the web but haven't found anything helpful.
It complains that the openthreads dll file is missing, then some cmake/vs
jibberish:
Problem is really that the path of the
In the generated file: src\OpenThreads\Win32\cmake_install.cmake
I can see that .lib and .dll get the wrong path (cmake install is looking at
the wrong place). Header files seems ok:
I certainly havent added any '..' in the install path. Its a perfect
absolute path.
FILE(INSTALL
Anyone tried to build osg 2.8.2 with visual studio 2010?
Seems that there quite some files missing:
#include iterator
Lots of errors related to:
back_insert() not part of std::
These are the files where I had to add #include iterator
include/osg/NodeTrackerCallback
25, 2010 at 4:19 AM, Morné Pistorius
mpistorius@googlemail.com wrote:
Excellent news! Thank you, that will be really helpful!
Regards,
Morne
On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se
wrote:
I managed to build what I need in 64bit.
My take
there is a 1.41 ...
Is this a requirement of collada?
In that case, is it the unpatched version available at
http://sourceforge.net/projects/boost/files/boost/1.35.0/ ?
Thanks again
Luigi
Anders Backman wrote:
Late late late.
But here is my prebuilt 64/32bit dependency package
be helpful. I
was about to start building my own when I found this thread, and hoped
you had beat me to it! :)
Cheers,
Morne
On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
wrote:
Hi all. Looong time no see.
Im currently trying to build OSG on 64bit under windows (VS2009
me know, I'll send them to you. If you succeeded in building some
others, please let me know.
Regards,
Mourad
On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.sewrote:
I will, in case I succeed :-)
/A
On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer
z...@saguaro
Hi all. Looong time no see.
Im currently trying to build OSG on 64bit under windows (VS2009).
Getting all the dependencies over to 64bit is apain.
I did a quick search through forum/mail, and it seems that not many does
this.
Is there ANYONE with a prebuilt package including Collada (with
I will, in case I succeed :-)
/A
On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi,
I haven't seen this, but it would be great if you post your prebuild
package on OSG website.
Thank you!
Cheers,
Torben
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Read this topic online
Hi!
Compiling the following class in VisualStudio with the highest varning level
/W4 results in the warning:
OpenSceneGraph\include\OpenThreads/ReadWriteMutex(94) : warning C4512:
'OpenThreads::ScopedReadLock' : assignment operator could not be generated
class ScopedReadLock
{
public:
Hi, downloaded latest (svn) osg and osgPPU and ran the ssaotest.I'm not sure
my laptop cope with this, but the result is far from what I expected:
Left is osgviewer temple.ive and right is osgppu_ssao
http://img3.imageshack.us/img3/2299/ssartest.jpg
Hi all.
Ouch, its been years since my previous post on this list!!
Glad to see that OpenSceneGraph is still alive and kicking!
Anyway, I have a simple question I cannot find the answer to.
Is it possible from app code to add (not replace) a directory (or a list of
directories) where resources
Sorry, found it now, getDataFilePathList()!
Thanks (again).
/A
On Tue, Apr 28, 2009 at 2:05 PM, Anders Backman ande...@cs.umu.se wrote:
Yes I saw that one, but what concerned me was the fact that I could only
SET, not ADD.So if OSG_FILE_PATH is setting it to something, all I can do
:-)
The OSG_FILE_PATH env var is just an initial setting for
DataFilePathList in osgDB::Registry. You can set this programatically
using osgDB::setDataFilePathList(...); This function can be found in
include/osgDB/FileUtils.
Robert.
On Tue, Apr 28, 2009 at 12:51 PM, Anders Backman ande...@cs.umu.se
this, but now you have to
install and build VirtualPlanetBuilder, right?
Is there anyway to do this with osg-only right now?
/Anders
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Umea university
this issue?
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Anders Backman Email: [EMAIL PROTECTED]
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and others can do to
help.
Robert.
On Thu, May 15, 2008 at 10:11 AM, Anders Backman [EMAIL PROTECTED] wrote:
Long time no see :-)
Using Osg 2.2.0.
WinXP, VisualStudio 2008.
I have a slight problem that I cant seem to get around.
We have a thread with a few OpenThread::Block
-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/listinfo.cgi/osg-users-openscenegraph.org
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Anders Backman Email: [EMAIL PROTECTED]
HPC2N/VRlab Phone: +46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
http://www.cs.umu.se
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Anders Backman Email: [EMAIL PROTECTED]
HPC2N/VRlab Phone: +46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
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___
osg-users mailing
/OpenThreads/trunk/include/OpenThreads'
doesn't exist
Is there anyone else experiencing the same problem?
/Anders
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Anders Backman Email: [EMAIL PROTECTED]
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Umea university Cellular: +46 (0)70
...
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Anders Backman Email:[EMAIL PROTECTED]
HPC2N/VRlab Phone:+46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
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http://www.cs.umu.se/~andersbhttp
be best to use the same approach,
keep local origins and transforms to place this in ECEF.
Robert.
On Tue, Mar 11, 2008 at 11:11 AM, Anders Backman [EMAIL PROTECTED]
wrote:
Hi all.
Im +working in a project where we are rendering objects on Center of
Earth
(ECC) so we have a z-coordinate
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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-endRender();
currentParticle-beginRender();
startParticle = currentParticle;
}
/Anders
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\OpenSceneGraph\bin\osgPlugins-
2.3.4\osgdb_freetype.dll
DynamicLibrary::failed loading osgPlugins-2.3.4/osgdb_freetype.dll
No valid object found for C:\Windows\Fonts\arial.ttf
/Anders
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Anders Backman Email:[EMAIL
this?
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