Hi Robert,
On 12/18/2019 8:30 AM, Robert Osfield wrote:
This is exactly the fix I wrote 20 minutes ago, and now
checked in :-)
Hi Robert,
Thank you for pointing me to exactly the right spot. I made a change
at the top of that function rather than in the spot you indicated.
I set the locale immediately after the stringstream is constructed
(line 104):
std::stringstream ss;
URE_DIMENSION,
GLYPH_DIMENSION)
At this point I'm stuck. What controls the generation of those #define
macros? How do I tell it to use the C locale?
Thanks for any help,
Cory Riddell
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h
Lincoln,
Thank you so much for the pointer to the fix. It definitely helps.
Cory
On 12/21/2015 1:03 AM, Lincoln Nxumalo wrote:
> Hi,
> There's a temporary fix that was submitted. Have a look under Submission
> under the title "OGS 3.4.0 - The view provided by OSG is incorrectly
>
are very narrow. If I
open the file with the application farther away, the bands are larger.
If I go all the way to the bottom right corner and open the file, the
entire OSG window is black and I can't see the cow.
Where should I be looking in the 3.4.0 code for problems?
Thanks!
Cory Riddell
Jeremy,
On the 2nd you mentioned some Coursera courses about to start. I looked
on the site and didn't see them. Have they already started?
Cory
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.
Robert.
On Thu, Sep 15, 2011 at 5:51 PM, Cory Riddell c...@codeware.com wrote:
A customer is having trouble running our OSG-based application on his
computer. I sent him osgviewer.exe and when he runs osgviewer.exe
cow.osg it works, but this message is printed on the console:
Warning: RenderBin
A customer is having trouble running our OSG-based application on his
computer. I sent him osgviewer.exe and when he runs osgviewer.exe
cow.osg it works, but this message is printed on the console:
Warning: RenderBin RenderBin implementation not found, using default
RenderBin as a fallback.
It turns out when they disable their antivirus software (Trend Micro),
the problems go away. Very strange.
Cory
On 9/15/2011 11:51 AM, Cory Riddell wrote:
A customer is having trouble running our OSG-based application on his
computer. I sent him osgviewer.exe and when he runs osgviewer.exe
, I sent some code to the list about a year ago, that
implements the stencil technique described in the red book. It is in
this message:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html
Regards,
On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell
I've been thinking about using a ClipNode to cut my model in two to
expose the inside details like a cutaway drawing. Just sticking a
ClipNode at the root of my model graph does remove half of it, but the
model ends up looking hollow rather than solid. I want to cap the open
side. For example, if
for it, and it's been years, more than a decade,
since I've done it myself. Your only other option would be some type
of CSG approach, which would be computationally expensive, especially
if the clip plane is dynamic.
-Paul
On 7/20/2011 9:48 AM, Cory Riddell wrote:
I've been thinking about using
Osfield wrote:
Hi Cory,
Have a look at the osgreflect example to see how you can set up
stencil buffer usage in the OSG.
Robert.
On Wed, Jul 20, 2011 at 7:27 PM, Cory Riddell c...@codeware.com wrote:
Paul, thanks for the opinion. I think I'm getting close to the limits of
what I can do
On 7/20/2011 3:34 PM, Paul Martz wrote:
:-) There are a lot of people that try to write OSG code without
knowing what's going on under the hood. I strongly recommend the
OpenGL red book:
();
}
}
cv-setTraversalMask(mask);
}
masks is vector with traverse masks to be used by cull visitor for each pass.
Cheers,
Sergey.
23.06.2011, 23:18, Cory Riddell c...@codeware.com:
I've been playing with the osgFX classes and I'm thinking about
I've been playing with the osgFX classes and I'm thinking about using
osgFX::Outline() to highlight the node(s) under the mouse.
First, I would need a list of highlighted nodes. Initially it would be
empty.
Every highlightable node would have a parent osgFX::Outline instance
with an initial thin
blob but can be moved by a pan).
Cory
On 10/20/2010 2:24 AM, Tim Moore wrote:
On Mon, Oct 18, 2010 at 10:23 PM, Cory Riddell c...@codeware.com
wrote:
I've been plowing
through this and I can almost get what I need, I just don't
with the right stuff here? (I've also made the
appropriate change to my getInverseMatrix() method.)
It's feeling ok, but I do need to make more changes to the
manipulators code that handles pans.
Cory
On 10/15/2010 5:03 PM, Cory Riddell wrote:
I have
I have been using the SphericalManipulator and it works really well
for my application.
One thing I would like to do is change which direction is up. The
default is Z == up. Sometimes I want X to be up. If I understand the
code, I need to make fairly extensive
the graphics context and just call the other set rendering to just do
basic OpenGL calls.
Robert.
On Thu, Aug 19, 2010 at 5:50 PM, Cory Riddell c...@codeware.com wrote:
My application has an OSG view and a second non-OSG OpenGL view.
Occasionally, I'm getting a crash in
GraphicsWindowWin32
My application has an OSG view and a second non-OSG OpenGL view.
Occasionally, I'm getting a crash in
GraphicsWindowWin32::swapBuffersImplementation() with what looks like a
bad _hdc. The crash is an access violation due to an attempted write to 0.
I think the relevant code is:
void
On 7/30/2010 4:06 AM, Robert Osfield wrote:
The Optimizer has a range of optimization traversals that deal with
various problems commonly exist in databases, in an ideal scene graph
the optimizer wouldn't do anything for you, so one should view it like
patch for a problem.
It is definitely
I'm getting to the point where I have to start tuning my app a bit and
so I added a call to Optimizer::optimize() today. Wow!
On a typical model, my app was able to push just under 40 fps at
1920x1200 (debug build). After running the optimizer, it's pushing
around 100 fps.
The trade off of
On Thu, Jul 29, 2010 at 10:39 PM, Cory
Riddell c...@codeware.com wrote:
I'm
getting to the point where I have to start tuning my app a bit and
so I added a call to Optimizer::optimize() today. Wow!
On a typical model, my app was able to push just under 40 fps at
1920x1200 (debug
I should add that our primary save format is .sat (ACIS), not .osg.
On 7/29/2010 2:35 PM, Cory Riddell wrote:
Our app is very CAD-like. The purpose of it is to create and edit
models. Reloading models is a relatively rare activity.
Cory
On 7/29/2010 1:54 PM, Trajce (Nick) Nikolov
On 7/26/2010 10:59 AM, Sanat Talmaki wrote:
I have linked all libs from the osg visual studio package as well as the 3rd
party dependencies.
-Do I need to set any other libs I;m guessing the linker error is from some
lib I've not set.
I've set the following settings for my project:
Use
I have a very simple draw callback defined that uses a bool to decide if
the drawable should be drawn. The body of the callback's
drawImplementation() looks like:
if (m_enable)
{
drawable-drawImplementation(renderInfo);
}
I have drawables scattered all over my scene that use the same
could take to switching on/off various subgraphs
is to use a combination of NodeMask and CullMask. Have a look at the
osgstereoimage example for inspiration on this approach.
Robert.
On Tue, Jul 6, 2010 at 8:19 PM, Cory Riddell c...@codeware.com wrote:
I have a very simple draw callback
Robert Tim,
Thanks for the information and advice. I guess it's time to take some
measurements and see what the cost of my draw callback actually is.
Cory
On 7/6/2010 5:13 PM, Tim Moore wrote:
On Tue, Jul 6, 2010 at 11:14 PM, Cory
Riddell c...@codeware.com wrote:
Robert
For our app, we want our file icons to show a thumbnail image of the
contents. In Windows you accomplish this with an icon handler which is
just a shell extension handler (see
http://msdn.microsoft.com/en-us/library/bb776857(VS.85).aspx
On 6/16/2010 3:10 AM, Christiansen, Brad wrote:
Hi,
I have managed to build
OSG (and 3rd party dependencies)
using Visual Studio 2010 but I have hit a snag with VPB. The error has
been
reported before by Matrin Naylor, but there didnt seem to be any
resolution. The error
I read up on that a bit. Sadly, we use things like #import, incremental
compilation, and precompiled headers. All these are incompatible with
the new multi-process build switch.
Besides, our application is actually composed of a bunch of sub-projects
and these are all compiled in parallel. If I
Sorry for the off topic post, but I would like to find out what other
people who have tried Visual Studio 2010 have experienced. I'm finding
it significantly slower than VS2005 (the version I am upgrading from).
I'm running on a fairly fast quad core machine with 4 GB of RAM and a
fast SSD drive
Ran,
On 5/4/2010 2:24 AM, Ran Arbel wrote:
In the last couple of month we been working on a a web site that broadcast 3d
(first phase). You are all invited to have a quick look and comment.
So, I took a look and couldn't figure out why it wasn't working. Then I
realized it runs only on IE
J-S,
On 5/4/2010 12:34 PM, Jean-Sébastien Guay wrote:
If you want to toggle visibility of all your text elements under a
same Geode, you can use the node mask on the Geode.
My problem is that I have mixed my text elements with other geometry
elements (the labels are part of the thing they are
Robert,
On 3/31/2010 3:34 AM, Robert Osfield wrote:
In the case of the stats these are just drawn on the image plane,
controlled by an override of the projection and view matrix so it is
in effect not computed in stereo at all. If the stats did not use
their own osg::Camera to override the
In my scene graph, I have a static image for the background (a
white-blue gradient). When I turn on stereo mode, I get a red stripe on
the right and a blue stripe on the left side of the window. I thought I
was drawing my background the same way statistics are drawn, but
apparently I'm not (btw,
I was interested in the OpenGL course (still am), but there isn't
exactly a lot of info about the course available. It would be nice to
know where it is (more specific than Los Angeles), what the
pre-requisites are (software environment) and what is and isn't included
(lunch?). The daily schedule
Just wondering if anybody had a good source for anaglyphic glasses?
There are some on eBay for about $10 per pair. Is that reasonable?
Cory
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How are you representing connected entities in your scene graph?
For example, say you wanted to create a model of a guitar from
headstock, fretboard, and body objects.
I've been doing this with scene graphs that look like:
Transform #1
Headstock geode
Transform #2
Fretboard geode
I'm thinking about this more and I think the scene graph structure is
probably solid. I'm really having problems coming up with object
representations that facilitate generating the correct transforms and I
that's not really an OSG issue and thus, is offtopic.
Sorry.
On 3/3/2010 3:57 PM, Cory
I'm getting the infamous Warning: detected OpenGL error 'out of memory'
after RenderBin::draw(,) message.
Any advice on handling this? My scene isn't very big (maybe 150,000
vertices) and my machine has 3 GB of RAM. Do you monitor or profile
memory usage to dynamically tune your application's
Hi Paul,
Paul Martz wrote:
Cory Riddell wrote:
I've attached an example osg file. Load it with osgviewer and it looks
black. Hit 'b' twice and suddenly it looks correct.
It has something to do with the transform (to a left-handed system), but
I haven't been able to track down the problem
I have an osg file that is about 50 MB (not huge but not trivial). When
I load it, the model is entirely black, as if you are looking at a
silhouette of it. If I press the 'b' key nothing happens. If I press it
again, suddenly everything looks correct. If I keep hitting 'b', it
toggles between the
the osgprerender example and see if you get the same
error. If you do it's a nvidia driver bug. I've come this a number of
times and whilst there are legitimate reasons for getting the error in
my case it's always been a driver bug.
Kim.
2009/11/10 Cory Riddell c...@codeware.com:
When I
When I render my scene, I'm getting this in the log:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
This is on a Windows XP machine with 4GB of RAM. I suspect it isn't
complaining about running out of that memory though. Is it video RAM
that I have run out of?
Cory
Paul Martz wrote:
Cory Riddell wrote:
I want to create a graph where some nodes have more than one parent,
but
every parent node doesn't necessary have a non-backtracking path
back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been designated as the root but there is a node C that isn't a
Hi Ulrich,
Ulrich Hertlein wrote:
On 16/10/09 6:37 PM, Cory Riddell wrote:
Ulrich Hertlein wrote:
...
Yes, CPUs usually have their own caches and data can be different in
the different caches. However, this isn't what synchronization is
solving. This problem (cache coherency) is handled
Ulrich,
Ulrich Hertlein wrote:
Hi Cory,
On 13/10/09 3:47 PM, Cory Riddell wrote:
As I understand it, basically every core has it's own cache. So, if some
data is shared between multiple threads, it may be loaded into multiple
caches all at once. If one thread makes a change, the value
If I create some text using SCREEN_COORDS and a character size of 20,
should I expect text 20 pixels high? Say I have three lines total (two
\n characters in my text string), should it take up 60 pixels of
vertical screen space?
Cory
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Ok, stupid question.
Does a MatrixTransform that will be modified in an update callback need
to be declared DYNAMIC?
Cory
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J-S' advice is right on.
You also need to be careful about sharing data between threads.
Multithreaded programming is a minefield of difficult to diagnose
problems, most caused by locking order problems or data races. I'm still
learning about this stuff too and am starting to get some really good
My app uses the same font everywhere. So, I have a global method to
return a reference to a single Font instance:
osg::ref_ptrosgText::Font getArialFont() {
static osg::ref_ptrosgText::Font s_font =
osgText::readFontFile("fonts/arial.ttf");
return s_font;
}
When I pass it to
1. Fixed the typo in the subject. (now - not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect.
I'm still confused.
Cory
Cory Riddell wrote:
Can somebody please take a look at the attached osg file
with the color I was expecting.
One question, is the GL_LIGHTING bit the correct setting to turn off,
or is there a more correct way to turn of material usage for a drawable?
Thanks,
cory
Cory Riddell wrote:
1. Fixed the typo in the subject. (now - not)
2. I discovered that if I remove the material
Hi Nemo,
Nemo Ulysse wrote:
I already work on this example but the 3d model is open in full screen and I
don’t manage to change that.
Are you saying the example program is doing what you want, except you
don't want the view to be maximized? If you click on the restore button,
do you get
Of Cory
Riddell
Sent: Tuesday, September 01, 2009 3:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: do I need to recompile OSG?
Hi Gordon,
Tomlinson, Gordon wrote:
Generally it is recommend you build every thing with the same compiler
version ( it saves
Sorry for an off-topic post, but...
I recently updated my Visual Studio installation (VS2005) and found that
Microsoft had fixed some bugs in the C runtime. My CRT went from version
8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to
recompile OSG? Is it safe for my app built with
Hi Gordon,
Tomlinson, Gordon wrote:
Generally it is recommend you build every thing with the same compiler
version ( it saves time in the long run )
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from
Chris,
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from operating
system libraries or libraries supplied by my video card maker. These may
not even
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
Ok, this actually makes a lot of sense to me. Now I wonder how I can
figure out if a particular library does depend on the CRT library. I've
had some luck doing:
dumpbin /directives FOO.lib
but I'm thinking there is likely a better
Hi David,
Check out Paul's excellent quick start guide:
http://www.osgbooks.com/books/osg_qs.html
There's a free downloadable version or you can buy a printed copy.
Cory
David Goering wrote:
Hey, I have been fooling arround with OpenSceneGraph and OSGART the last few
weeks, and have
Hi Michael,
Have you generated the solution file with cmake yet?
Cory
Michael W. Hall wrote:
Since I am having issues with my linux box, I am tinkering with OSG in
Visual Studio 2005. I am not having much luck. I was wondering if
anyone can point me to some good example code for VS 2005.
I was using the Windows close button in the title bar or alt-f4.
It does not happen with osgwindow because (as far as I can see), it
closes down via a different route. In that example, osgwindow gets a
WM_CLOSE message which is handled by the event handler as a
CLOSE_WINDOW message and
David,
Thanks for the information. It sounds like there might actually be a
problem here. Rather than code around it, I'm going to keep poking
around to see if I can figure out what's going on. It's nice to have a
plan B though, so thank you for the advice.
Right now it looks like the
(not certain of this). So, the context doesn't
get closed by the Viewer destructor.
I think I should be able to get around the problem by either manually
closing the graphics context or by carefully orchestrating the shutdown
sequence.
Cory
Cory Riddell wrote:
David,
Thanks
window.
Cory
Cory Riddell wrote:
David Robert,
I think I found the race that is giving me problems.
When I close my app, sometimes GraphicsWindowWin32 gets the WM_DESTROY
message before I call viewer-setDone(). In these cases, the
GraphicsWindowWin32 gets destroyed (marked invalid
In another message thread I've been talking about a threading problem in
my app. I just figured out how to reproduce it with one of the samples,
so I thought I would post that here in hopes that somebody else would
have an idea on how to fix this.
I think it's a shutdown sequence race. To
Putting a call to setGraphicsThread(0) near the top of
GraphicsWindowWin32::destroyWindow() prevents the problem. Does this
seem like a hack, or should I submit a patch?
Is there any reason why a graphics thread should still be running after
a graphics window has been destroyed?
Cory
Cory
.
Cory
Cory Riddell wrote:
Hi Robert,
I just saw your post about the release of 2.9.5 and it includes threading
fixes. I think I'll grab that and give it a go before I bother the list
about this any more.
Thanks,
Cory
Robert Osfield wrote:
Hi Cory,
Do you find that normal OSG apps have
Hi Robert,
The reason I started to look at this flag is because I'm getting
frequent access violations when shutting down my app.
Usually, the problem is in GraphicsContext::runOperations().
When I shut down, I call setDone(true) on my viewer instance. I also
call stopThreading() and make
Hi Robert,
I just saw your post about the release of 2.9.5 and it includes
threading fixes. I think I'll grab that and give it a go before I
bother the list about this any more.
Thanks,
Cory
Robert Osfield wrote:
Hi Cory,
Do you find that normal OSG apps have problems when shutting
Rabbi,
Rabbi Robinson wrote:
Hi, I wonder when I should use setDataVariance(osg::Object::DYNAMIC);
I was wondering this as well. It's in Object, so pretty much everything
has a data variance attribute and I really don't understand what it
could possibly mean in most contexts. For example,
Subject says it all: shouldn't the done flag be volatile? If it isn't,
how can you be certain that the viewer thread will ever notice it has
changed from false to true?
Some context here: I call ViewerBase::run() in its own thread. To shut
it down, I call viewerBase-setDone(true) from my main
ViewerBase::stopThreading() includes this block of code:
for(Cameras::iterator camItr = cameras.begin();
camItr != cameras.end();
++camItr)
{
osg::Camera* camera = *camItr;
Renderer* renderer =
dynamic_castRenderer*(camera-getRenderer());
if (renderer)
{
Hi Robert,
On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.
100% CPU is not normal at all.
Yikes! I think
I'm just not using the
right tools. Does anybody have any suggestions for decent Windows
performance analysis tools? I was using SysInternal's ProcessExplorer.
Cory
Cory Riddell wrote:
Hi Robert,
On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:
Does
I thought this would be easy, but 1/2 day later and I'm still stuck.
I'm using a technique similar to the osgHUD example to replace my window
background with a gradient fill. Now I want to be able to put some text
in the background too. At first, I thought I wasn't getting any text at
all, then I
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
Cory
Cory Riddell wrote:
I thought this would be easy, but 1/2 day later and I'm still stuck
Out of curiosity, do you get similar frame rates on the two systems? Are
the other stats similar?
I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.
Jason,
Jason Daly wrote:
Cory Riddell wrote:
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
Try putting the text in a different render
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.
Cory
Jason Daly wrote:
Cory Riddell wrote:
I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally
The osgviewer app that comes with OSG works in Windows. Also, the
bundled examples include an MFC based viewer called osgviewerMFC.
Cory
Clay, Bruce wrote:
I have tried all of the
ones except for osgWin32Demo (the
link is nonresponsive) in the windowing Toolkit section and
I'm using boost::threads, but not any of the timed wait stuff. I run my
viewer in its own thread.
It is my understanding that for a timed wait, you do need to manually
track how much time has actually elapsed and restart the wait if necessary.
Cory
J.P. Delport wrote:
Hi all,
I'm using
The first reply to this question is pretty good:
http://stackoverflow.com/questions/625340/spurious-unblocking-in-boost-thread
Cory
J.P. Delport wrote:
Hi all,
I'm using OpenThreads in a cross-platform application and wanted to
use the Condition implementation, specifically the
Hi Alfonso,
I'm doing something similar to what you are doing. My viewer is running
in it's own thread. I have a shared object that I use to communicate
between the threads. If you are looking for sample code, I can try to
distill what I have to something relatively simple.
I'm using the
lejo Goena wrote:
Cory Riddell c...@... writes:
Hi Alfonso,
I'm doing something similar to what you are doing. My viewer is running
in it's own thread. I have a shared object that I use to communicate
between the threads. If you are looking for sample code, I can try to
distill w
Did anybody else on the mailing list see this message but not rest of
the thread? I checked my spam folder too. No sign of the parent messages
anywhere. When I click the link to view the message in the forum, then I
can see the entire thread.
Cory
Andrew Cunningham wrote:
Hi,
Thanks for the
Awesome. Thank you very much.
Cory
Robert Osfield wrote:
Hi All,
I have just tagged the OpenSceneGraph-2.8.1 release, and have started
updating the website with all the details. The source code can be
grabbed from:
source package : OpenSceneGraph-2.8.1.zip
svn tag: svn co
I've been trying to use the SphericalManipulator class that was posted
to the submission list a few weeks ago and it is throwing exceptions
when it is trying to calculate acos(1.002) in the last line of
this function:
void SphericalManipulator::setByMatrix(const osg::Matrixd matrix)
{
Ack- acos(-1) is not pi. But the rest of my question still stands.
Cory Riddell wrote:
I've been trying to use the SphericalManipulator class that was posted
to the submission list a few weeks ago and it is throwing exceptions
when it is trying to calculate acos(1.002) in the last line
Ulrich,
Ulrich Hertlein wrote:
On 16/5/09 10:57 PM, Cory Riddell wrote:
Today I tried to do the FRAME event method and it didn't work. So now
I'm thinking that AnimationPath is actually what I should be using.
Would AnimationPath provide a way for me to move the camera from some
arbitrary
Mike,
Mike Hall wrote:
Hey All,
What are you all doing for GUI development in OSG?
We are plugging OSG into existing software. Sadly, it's Windows only and
uses MFC. OSG and MFC work surprisingly well together.
I would *love* to dump MFC for something like Qt, but that just isn't
going
Jean-Sébastien Guay wrote:
event handler callback and move the eye a fraction of the way towards
the destination. Successive FRAME events would eventually get the camera
in the right place and it should be a smooth move. Is this a reasonable
way to accomplish my goal?
Yes, that seems like a
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I think it should probably be
distributed with the example, or the example should be removed from the
distribution. I'm
I'd like to add be able to move the camera to a predefined location at
the click of a toolbar button (e.g. top, bottom, front, side, etc...). I
don't want to change the up direction or the center (at) location, so I
think all I need to do is change my eye location.
I'm thinking about adding a
Jean-Sébastien,
Thanks. I had the data from the 2.6 release... :(
Cory
Jean-Sébastien Guay wrote:
Hello Cory,
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I
of
people feel about mailing lists. I wouldn't consider it an insult
though. You could always threaten to move everything to an nntp server
:).
Cory Riddell
Robert Osfield wrote:
Hi Art,
On Wed, May 6, 2009 at 1:07 PM, Art Tevs arti_t...@yahoo.de wrote:
So you think using only one n
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