than "Re:
Contents of osg-users digest..."
Today's Topics:
1. Issue with setCompileOnNextDraw (Heitbrink, David A)
2. Re: Issue with setCompileOnNextDraw (Robert Osfield)
--
Message: 1
Date: Wed, 4 Dec 20
I am doing a setCompileOnNextDraw on each render for each camera , (I typically
only have 1) loading my scene.
After doing thing I am getting a large number of error messages:
Warning: detected OpenGL error 'invalid enumerant' at after
stateset.compileGLObjects in GLObjectsVisitor::apply(osg::
They are kept in a separate repo:
https://github.com/openscenegraph/OpenSceneGraph-Data
Do keep in mind the license for said data is different:
>From GitHub:
If not otherwise specified all files in the OpenSceneGraph-Data are provided
free for non commericial usage. Commericial users may use the
GEarth I
could give a brief guidance on that - given that I've been messing around on
that stuff for a spell now!
...
Thank you!
Cheers,
David
----
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com
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time and resources that I would hack this out, but one
of the sad drawbacks of having a job is not having the time. It must be that
most people still see this technology as a flash in the pan, but I think it’s
taking on traction.
...
Thank you!
David Glenn.
David
Here the correct code!
/code config
-ipcrash-p74c
set user owner =ip:xxx
Gesendet: Freitag, 31. Mai 2019 um 12:08 Uhr
Von: "Renzo Scaletta"
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] Keeping camera fixed
Hi All,
I
I did a similar project with adaptive headlamps a couple years ago.
The way I would do this is to think about this as sort of a spot light with a
projector slide. So we can also think about this also a spot light with a
shadow.
So what I did was to setup a "slide" scene in which I would render
rks just fine.
Just posting in case anyone else comes across this issue.
Cheers,
David
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th::Util::EarthManipulator;
view->setCameraManipulator(earthManip);
ldBuffer = new osgEarth::Util::LogarithmicDepthBuffer;
ldBuffer->install(camera);
gw->setTouchEventsEnabled(true);
return gw->getGLWidget();
}
So it seems to go wrong in my constructor, when I set the grid lay
Hi Nick,
Thanks - I'll give it a try!
Cheers,
David
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instead? If so, are there some
helper classes that I can use that will create the Quat properly based on my
heading, pitch and roll? I've been looking through the headers and cannot seem
to find something that will help.
Thank you again!
Cheers,
David
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either.
Thank you again for your help!
Cheers,
David
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(osgEarth::GeoPoint(_mapNode->getMapSRS()->getGeographicSRS(),
-100, 52, 1000))) {
qDebug() << "Setting position failed";
}
if (!geoTransform->addChild(transform)) {
qDebug() << "Adding matrix transform to geotransform failed";
}
_mapNode->addC
Hi Eran,
Ok, dumb follow up - I'm trying to add the geoTransform to my mapnode, and
nothing is showing up. Is there something else I should be doing to add this
transformed model to my map node?
(Sorry, total newb with osg/osgearth, here)
Thanks again,
David
--
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Hi Eran,
Great, thanks so much. I'll give that a shot!
Cheers,
David
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approach the correct way? I have seen some reference in another
post about an osgEarthUtil::ObjectPlacer, but that class doesn't seem to exist
any more.
Thank you!
Cheers,
David
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Thank you for your reply.
In general my CPU load is pretty good, what I am really concerned about is
reducing the number of OpenGL calls/driver overhead. If I have 200 signs all
under there own switch, each sign is only 4-64 triangles each, and all the
signs share the same texture mosaic. Havi
I have some scenes with tons of osgSim::MultiSwitch's, I think for some of my
scenes it can be in the low 1000s. For a scene these are typically setup once,
and then rarely changed. From what I understand a lot of the optimize
operations do not work across switches, which makes sense, I would th
I currently have a hardware instancing system that is setup for cars. I
currently have the transform data stored in a TBO (texture buffer object).
What I want to do is to change over to using a SSBO (shader storage buffer
object), and to only copying the minimum amount of data I need per frame.
Thanks, Trajce. That looks like it will do what I need. Since this was my
first post to the forums, apparently it wouldn't show up until an admin
approved it and during that time I was able to modify the
GeoPositionNodeAutoScaler class from osgEarth to do what I need it to. Looking
at osg::A
I have certain nodes/objects in my scene that I always want to be the same size
regardless of their distance from the camera and I'm trying to figure out the
best way to go about doing this. My first thought is to create a custom
NodeCallback to add to the node as a cull callback and then get t
GPU affinity is really only available with Quadro cards. AMD has there own
system that is a little more complicated, and has a few more featuresbut I
am not really experienced with those, and I believe they are only usable on the
FirePro/Radeon Pro cards.
We have found setting the GPU affin
I am not running it in Quadro mosaic mode. I do have a slightly older version
of the program running on a render cluster with 5 2-gpu nodes driving 16
displays that runs fine on windows 7.
I am starting to suspect it has something to do with the Windows - Desktop
Window Manager (DWM) compositi
I currently have an odd problem I am stuck on. I have a system with 2 Quadro
P5000 cards- driving 3 displays that are warped and blended on a 120 degree
dome. Running Windows 10. The application is ground vehicle simulation - I
have pretty high rates of optical flow. Each display is running it
yes this is doable. You need to set the internal format to something like:
GL_RGBA32F
and the source type to float on your texture.
You might look at the OSG forest example, and its use of osg::TextureBuffer.
Basically with the forest example, its doing instancing where the transforms
are load
useing them
in my OSG projects. Hands down, it's still my faveret format for Sim models -
dispight me being pushed into using FBX and OBJ formats by my handlers. Cheers
to Brede Johansson!
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dgle
Attached is a little test.
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/* OpenSceneGraph example, osgmultiswitchtest.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associa
osgSim::MultiSwitch and flt files support named switches, but the names aren't
saved. It seems like an easy fix, though I'm not sure how to mess with the
serializer in a backwards compatible way.
relevant files:
src/osgSim/MultiSwitch.cpp
src/osgWrappers/serializers/osgSim/MultiSwitch.cpp
-
Greetings John!
As you know, I'm all set for siggraph. If there is anything you what me to
bring let me know asap so I can pack accordingly!
...
Thank you!
Cheers,
David
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglen
Greetings All!
I was just wondering if there is any plans to have the OSG BOF at SIGGRAPH 2018?
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com
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We do have a city scene at ground levels with lots of cars, pedestrian,
construction zone clutter. The cars tend to be the worst as they can have up to
8 transparent object each from them. Large parking lots can have 500+ vehicles.
OK so it sounds like what we need to do is to try to combine oc
I am using OccluderNode:
for each "building" in config file{
auto &pnt_pair = vecs[i];
osg::OccluderNode* onode = new osg::OccluderNode();
osg::ConvexPlanarOccluder* occl = new osg::ConvexPlanarOccluder();
osg::ConvexPlanarPolygon& polly = occl->getOccluder();
I have a scene with a large number of occluder nodes. Its a large city scene,
and most of the nodes are relatively small, like 10-50 meters wide, like 10-30
meters tall, in a database that is maybe 20 km x 20 km. I have 1000's of these.
They are basically extracted semi-automatically. Most of th
make some proof of
concept demo?
Time to shine!
D Glenn
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com
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The OpenSceneGraph 3.4.0 documentation will build (after adding
EXTENSION_MAPPING = "no_extension=C++" to the doxyfile).
However, the OpenThreads documentation will not build even with that additional
line.
Errors on Windows 7 include the following along with numerous additional ones
of the sa
I am using osg 3.4.0. I am in a position where I could switch to a newer build.
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Right now I having problems setting unique uniforms and num instances on a per
view basis (camera).
Right now I am using hardware instancing, with a scene with 1000's of
relatively complex objects, but only a handful of actual models. I was able to
encode index's to textures + position and rot
Instead of multiplying the modelview matrix by the inverse view matrix in the
vertex shader, does any one have a workable solution to get the model matrix
setup as a uniform to begin with?
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Is the GPU time spiking when not running the debugger? Basically are you
getting like 99% of your frames hitting your frame, then 1% that are taking 4-5
times longer than they are supposed to.
I suspect you may have some kind of threading issue. Its easy to see slightly
changing the timing of
FYI I forgot to mention this from OSG 3.4.0, looking at the git repo, I does
not look like anything has changed since with the plugin.
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o
I have an issue I have some nodes with day, night , dusk flags set. I need this
data for time of day control, as nodes set for night time have emissive
properties, that do not work for day time, and the converse is true, and even
worse is if both are active at the same time. I traced down into t
I have a number of scenes with a large number of old fashioned light maps.
These light maps are basically textures that are set with blending and I have
a number of issues with these.
I have 100's of these lights in the scene, but only a few a handful should be
active in a scene at a time. At
yes this is possible, but I am afraid its likely not going to be simple,
depending on how much integration between the two you are looking for.
Most likely the easiest path for you is to just create a OSG program, and
create your python program, and use sockets
(https://docs.python.org/2/howto
Greetings!
Subject OSG forum error:
Got message:
phpBB : Critical Error
Could not connect to the database
That is all!
David Glenn
Senior Graphics Software Engineer
TARIF Lab!
david.e.glenn@navy.mil
760-939-3291
smime.p7s
Description: S/MIME cryptographic signature
I would try to look at instancing. The OSG Forest is a good example.
Instancing is were you tell the GPU to draw an object X number of times, and
in the vertex shader you get a built in var gl_InstanceID, that tells you which
item it is drawling (i.e. if you are drawling 100 versions, this wil
k odd.
David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com
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osg-
Greetings Robert!
Just to let you know! I'm getting that message. Goggle it and I wound up here!
So, I guess that you all chose to ignore it or I'm doing something wrong and
the men in black are going to take me away! Bye!
...
Thank you!
Cheers,
David
----
rks quite well.
>
>
> Regards,
>
>
> J.
>
> --
> Post generated by Mail2Forum
Hay J!
in that OSG Oculus Viewer, have they gotten the chance to try or add the Touch
Controllers Yet?
Just wondering!
David Glenn
-
Thanks, this seems to mostly fix my issue. The texture filtering should have
already been set for the model, but it looks like along the way, things that
were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR.
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I having an issue with rendering models with mip maps, when I render my scene I
get some strange aliasing on text in the texture.
I am mostly using DDS files, some texture have mip maps, some do not. If they
do not have a mip map defined I am setting:
texture->allocateMipmapLevels();
So to t
Basically What you want is the situation where the peak of the cone is at
0,0,0, and the base is at your negative direction pointed towards the ground.
You may have to put transform between say the DOF node, and the cone. You might
also just forgo the OSG cone, and have a model where the peak of
How are you planning on doing the search light? Are you planning on doing it as
a semi-transparent cone? If so I would basically recommend looking at the DOF
nodes (osgSim::DOFTransform), and look to attach the DOF node to your aircraft,
and then placing your code under the DOF node.
As per l
What threading model are you using?
One thing you need to be conscious of is when you update/modify your scenegraph
and who is using it at that time. Some operations might better be served using
different callback mechanisms, such as using viewer->addUpdateOperation.
You might try switching you
display to OSG.
Oh! and I got a little home sick and thought I would drop buy and ask how
things are coming along! :)
Any Progress?
...
----
David Glenn
---
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www.dglenn.com
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yeah basically you want to use un-warped coordinates for your blending image,
and warped coordinates for your scene image. If not you would have to warp your
blending image, which may be easier for you depending on process.
As per passing your texture width, you can use the function textureSize
OK, I see it now. Taking a quick look at the code, it seems what you want to do
is to add a vertex shader, and pass the texture coordinates from you Mesh, into
your fragment shader. Then in your fragment shader use the texture coordinates
in this line:
"vec4 sceneColor = texture2D(sceneTexture,
Can you post your shader code? For testing you might try just rendering your
texture coordinates for the scene texture, and the texture coordinates for your
blending texture, they should be different.
If you are still using this:
" vec4 sceneColor = texture2D(sceneTexture, texCoord);\n"
" vec4
I am currently using a UniformBufferObject, to setup bindless textures. I have
a UniformBufferObject, that I am using to upload to bind an array of texture
handles. I added extensions, glGetTextureHandle, and
glMakeTextureHandleResident to setup the texture handles - UBO.
I have a class I hav
Can you send them to me as well?
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Two places where I have personally seen such issues, one from using code ported
using an older version of OSG, the other was shader/driver differences between
computers.
If I remember some methods for setting color were removed moving from version
3.0 to 3.2, and I had some code where the inco
The function I posted was similar to a function I called from my shader I ran
in my final pass. What you have is functionally the similar.
As per the inout, this states the parameter into the function is both an input
and an output. I set the version for my shader to something like 4.5 in
comp
Taking a quick look at the code, yes it seems like it is a good example.
So basically taking a quick read of this, you render your scene to a texture,
then render a dome basically setup to do your warping, with the results from
the render to texture, as its texture. You basically want to attach
You should be able to grab the state set in the pre-render callback and bind
your image for blending + add any uniforms you need there. You will want to
pick a texture level that you are not going to use rendering your scene. You
will also need to bind your shader the the scene as well.
One t
Its kind of tough to say without having a good idea about what exactly you can
do with your plugin. I can say what you most likely need to do is to bind a
texture with your blend map to your scene some how.
Ideally you would do this in a 2nd rendering pass. Basically you want to
perform blendin
I think looking at the osgblenddrawbuffers or osgmultiplerendertargets might be
a good start. Neither of these are really doing what you are aiming for, but
shows you how to add the color buffers and shaders.
You might also look at the OSGPPU project. It I think it has some more relevant
examp
There are a few ways of doing this. What you most likely want to do is to look
up information on high dynamic range rendering. This involves multi-pass
rendering where you use some kind of blur filter to make the brighest parts of
your scene bleed out.
This is a resonable example:
http://learnop
Thanks for posting the code it helped a lot. I did get the code to eventually
work. What I found was I needed to make sure the shader was active first, then
do the texture binds/ handle fetches. So what I found was I needed a top level
node with the shader activated at the state set, then a chil
if you are using windows you can use EnumDisplayMonitors, this will go through
your list of physical displays attached to your computer.
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what you can do is run the simplifier, then use osgDB::writeNodeFile() to save
the simplified result then load that the next time you run.
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_
Has any one implemented bindless textures? I am trying to add this to my app to
improve batching. I have a large scene, with lots of unique draw calls. We do
use texture atlas's, the number of small objects is limited. I would like to
further improve batching without having to redo textures. I d
Hi robertosfield,
Thank you for you reply.
This absolutley understandable. Every group can have it's own transformation
and so every group has it's own local coordinates. Quite clear.
So i guess there is absolutley no way to caluclate distances in
Worldcoordinates?
I admit, I don't understan
Hi,
I'm very sorry that i have to create a new post. I'm currently facing a problem
i can't solve on my own.
Im working on a single Model which has a lot of group nodes and geometry nodes.
This model is categorized in a few "main" groups.
In the beginning i worked only with one of this main
This is a pretty broad topic. It largely depends on what you are trying to
display.
If you are displaying a lot of the same thing, (say a warehouse filled with
1000's of identical boxes) you can use hardware instancing, there are a of
sources you can look up on the subject. The OSG forest exam
On 4/25/16 2:27 PM, Ben Woods wrote:
> Hi,
>
> Please see attached a patch which allows openscenegraph to build successfully
> against ffmpeg 3.0.x.
>
> This was obtained from ArchLinux.
>
> Cheers,
> Ben
>
Thanks, Ben. This patch, indeed, does the trick. With patch applied, both OSG
3.4.0
Hi,
MacPorts is in the process of upgrading from ffmpeg 2.8.6 to latest version
3.0.1. Currently both OpenSceneGraph build
fine with ffmpeg 2.8.6, but 3.0+ is a problem due to long deprecated API
(get_buffer, release_buffer) that has now been
removed in favor of get_buffer2 and friends.
See th
Hi Bruno,
You can choose many different ways. OSG is not a collision detection library
but it has some functionality you can play with. Also you can use bullet
physics which is a free physics library. Also this is a pretty easy detection
implementation and you can just do it on your own.
1. os
Hi Bemt,
i think you got something wrong in the beginning. There are 3 possible ways to
apply a color to a vertex:
- Material:
Materials define how the surface is interacting with lights.
Most times you are only intereseted in diffuse value.
osg::Material * mat =
dynamic_cast(geometry)->
Hi,
if you are working under windows you can cast a window to GraphicsHandleWin32
as far as i know:
osgViewer::ViewerBase::Windows wins;
viewer->getWindows(wins);
osgViewer::GraphicsHandleWin32* win32Window =
dynamic_cast(wins[0]);
if(win32Window) {
// windows.h
RECT r;
GetWindo
as pressed to 2D papper and then got wrapped
arround a ball.
Is this because of the geometryshader of the example?
Cheers,
David
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Hi osg-Forum,
I'm kind of stuck with a problem in how to combine a tesslation shader in osg
with a normal model right now. I really searched over google a couple of times
and over the osg forum. I can't find an answer to my problem. Normally i prefer
to not ask and just resolve it myself becaus
Hi,
I don't know who is in the LA area and is attending SCaLE 14x or going to
attend LAVR Winter Conference this weekend, but I'm planning to be at both one
way or another. If your attending, I might see you there!
Cheers!
...
----
David Glenn
---
>
>
>
>
>
> On Tuesday, December 8, 2015 8:50 PM, David Glenn <> wrote:
>
>
>
> Greetings All!
>
> Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try
> it out and there are still parts of it that I have not tried out yet
uses OSG, but it's not a VR Demo as it is just a way to test head tracking
movement.
...
Thank you!
Cheers,
David
----
David Glenn
---
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www.dglenn.com
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ut! I Figure that it might not be at
the level of Crescent Bay, but it can't be any worse than DK1.
That's about the level that I've been able to study at in given that I'm not a
AAA game developer.
FYI: My lone game credit in my resume was WWII-online!
---
Greetings All!
Is anyone experimenting with OSVR yet?
I know that there is some Oculus stuff that people have tried with some limited
success, but just wondering if anyone looked at it from the OSVR standpoint!
...
Thank you!
Cheers,
David
David Glenn
I have two separate issues with DDS textures. First and the most annoying is
after moving from OSG-3.2.x to OSG-3.4.0 my grayscale textures now show up
red. I did not change the source textures or models between versions.
I have another problem with mip mapped dds textures. I have a number of
dencies and immediately think to
use it for OSG
HTH
David
2015-10-21 12:11 GMT+02:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hey Björn,
>
> Thats fantastic news. I'll test them as soon as I can :-)
>
> Cheers
> Sebastian
>
> Chris Hanson wrote:
&
would like to do an illustrated
how-to video on YouTube if there is any interest in that subject!
For others that don't know, I have done a how-to for Virtual Planet Builder
that included how to compile the code in MS Windows using Visual Studio Express
2010.
...
Thank you!
Che
Hello Robert,
It is working fine now, I tested it on Linux and Windows.
Thanks!
David
On Mon, Oct 5, 2015 at 12:48 PM, Robert Osfield
wrote:
> Hi David,
>
> I have removed the InitRegistry proxy object from
> src/osgViewer/ViewerBase.cpp and introduced OSG_INIT_SINGLETON_PROX
y's constructor.
Regards,
David
On Fri, Oct 2, 2015 at 6:28 PM, Robert Osfield
wrote:
> Hi David,
>
> Curious bug. Perhaps another solution would be to call
> DisplaySettings::instance() at the start of main.
>
> An actual bug fix might be to put in a proxy object into
released already. It is easily
reproducible on linux with gcc. Removing the
osgDB::DatabasePager::prototype() = 0; line fixes the crash but I am not
sure about the intent of that line.
Regards,
--
David Sinuela Pastor
*Pix4D SA*
*EPFL Innovation Park*
*Building D*
*1015 Lausanne - Switzerland*
*Email
Hi Tony
Have you take a look to osg/src/osgPlugins/pfb/* source code ?
this plugin load pfb fie in osg, so I think many answers of your question
will be there.
HTH
David
2015-08-28 5:34 GMT+02:00 Tony Vasile :
> Okay today I am wondering which class replaces pfDCS in OSG? A Google
>
Hi,
I had modified the code to just ignore all loaded mipmaps in a few of the
plugins to fix it, but everything work in older versions of OSG. The code is
so different now, it's hard to tell what change triggered the problem.
David
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early two weeks.
Sorry for any mistakes or misspellings I made.
Hopefully the YouTube videos that I plan to make will cover all the questions
that you just can't cover in a BOF.
Using osgEarth is a lot of fun and I have found to be very useful!
...
Thank you!
D Glenn
----
Greetings!
I was hoping to work on osgEarth this year, but most of my efforts has been
diverted due to the demands of my handlers.
Mostly VR and Unity related stuff!
But I will be at SIGGRAPH this year!
D Glenn
David Glenn
---
D Glenn 3D Computer Graphics
tShadowMap)
and the same "floating point exception" error is obtained.
Thank you in advance!
Cheers,
david
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osg-users ma
upported.
Setting up osg::Camera::FRAME_BUFFER
Compiling FRAGMENT source:
uniform sampler2D osgShadow_baseTexture;
uniform sampler2DShadow osgShadow_shadowTexture;
uniform vec2 osgShadow_ambientBias;
void main(void)
{
vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord
I work at the National Advanced Driving Simulator, at the University of Iowa.
We running OSG on a 16 projector system, and one of the world's largest motion
bases. I think we are #2 at this point. And we also use OSG in single PC
simulators that we provide to a number of universities and other e
I did do a diff between 3.2.1 in Texture and Texture2D, but there are so many
changes it got muddy. I have a lot to do before next week, so unless someone
else finds it before then, I'll just have to stick with what I have until then.
Thank you all for the quick replies.
Hey,
You are a lifesaver. I took it out in the ive plugin as well, and between the
two, all my textures came back.
Thank you!
Cheers,
David
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