Hello Joel,
It seems apparent that I need to multiply the osg_Vertex vector in my vertex
shader with the model matrix for that geometry (via a uniform updated every
frame, or at least whenever the geometry is transformed). The only function
that I've found that may get the model matrix is
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Hi Michael,
This process would be made much easier if ocean surface only created a new
stateset if a previous one didn't exist. Is there a reason for recreating it?
No reason other than laziness. If any attribute that's being stored in
the stateset gets changed, rather than just changing
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and apply different textures on them. Remember to still
enable backface culling if you do this so that the backfacing triangle
won't be rendered, otherwise you'll get z-fighting.
J-S
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is the number of pixels the
quad covers), so as long as your processing shader is not costly it will
be fast.
J-S
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You can do it yourself, using the link at the bottom of all e-mails you
receive from the list.
Hope this helps,
J-S
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Hello ShenHelong,
Thanks for you attention!
when I used the function float height = getOceanSurfaceHeightAt(x, y,
normal ) to get the sea surface height, and then draw a point at
(x,y,height). But the point was not just at the surface of the scene,
maybe heigher or lower.
So how can I get the
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when no 3D apps are running, and speed when you need it.
But as it stands it's a bit inconvenient.
Thanks in advance,
J-S
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.
I got the same result (error saying my GPU doesn't support OpenGL 2.0)
from FurMark [http://www.ozone3d.net/benchmarks/fur/].
I think I'll write to nVidia to see what they have to say.
J-S
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that it needs discrete graphics, instead of having
to make a profile for *each* app, on *each* laptop, that would be better.
I've written to nVidia to see if they have some more info about this.
Thanks,
J-S
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-Sébastien Guayjean-sebastien.g...@cm-labs.com
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Hi Ryan,
The white paper on nvidia's site
http://www.nvidia.com/object/optimus_technology.html says these three
automatically power on the GPU:
DX Calls: Any 3D game engine or DirectX application will trigger these
calls
DXVA Calls: Video playback will trigger these calls (DXVA = DirectX
Video
Hello all,
I'll post this on a cmake forum to try and find solutions, but I was
wondering, has anyone used CMake 2.8.5 yet with OSG?
For me, when I try to generate VS 2008 projects, FindITK (called from
FIND_PACKAGE(ITK)) complains that it could not find a configuration file
for ITK, and
this helps,
J-S
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Hi Frank,
So, I'm sure it's probably not possible to create a render context without
having a window of some kind. My guess is that (in Windows, at least), creating
a render context requires a Win32 device context, and that getting a device
context requires an HWND. So, I suppose my only
Hi Justo,
PS: Anyway, I´m still curious with the missing texels problem. I´ve been
investigating about it and I couldn´t get anything... Isn´t there any way to make the RTT
camera to set the depth of this texel to the fragments one? Do you have any hint about it?
There aren't any missing
Hi Chris,
Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
Ironic, since I (not being a spammer) cannot seem to get to it at all
for the last
Hi Robert, Luc,
The shader supplied by this
technique doesn't implement any handling of multi-texturing itself so
it'll be up to the user to provide their own shaders to do this.
As a side note Luc, nothing forced you to use the
ShadowMap's own shaders and searchAndReplace... functionality.
Hi Frank,
I know that I can initialize the water with the same random seed. However,
there does not seem to be a way to synchronize the timing of the waves. Does
anyone know if this is possible? If not, I have coded a solution. It's a bit of
a hack, but I would be happy to clean it up and
Hi Héctor,
I am having some problems to load collada files into my project. I have
used the collada dom lib (libcollada14dom21) to build the plugin.
The line that is throwing the breakpoint is:
osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);
This line will be loading the
Hello all,
I would like to thank everyone who was able to come to the
OpenSceneGraph BOF this year. I think we had a good turnout, with people
piling up at the door to get a look at some point, and people seemed to
be interested in what we had to present.
I think the addition of a getting
Hi Paul,
You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for
pointing me to the revision that introduced it, and the CMake variable
as well.
No problem, I have a good memory for little insignificant details like
this (surprisingly, as my memory for other important things
Hi Paul,
Hi all -- I recently discovered that OSG v3.0.1 appends an 'rd' suffix
to the executable name when built using the Visual Studio
RelWithDebugInfo configuration. This was not the case in v3.0.0. I tried
to identify the revision number that introduced this change, but
couldn't find it.
Hi Peter,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
Hi Brent,
What happens if I attach a program shader to a group node and then a different
program shader to the child node? Are both shaders executed? Just one? What
order? Precedence, etc?
The same rule as for any other state applies here: a state attribute on
a child is inherited from
Hello Thorsten,
Has anyone successfully tested the anaglyphic mode with OSG 3.0?
It'd be interesting to know if that's a general issue or something
specific to our application.
I just tried this:
set OSG_STEREO=ON
set OSG_STEREO_MODE=ANAGLYPHIC
osgviewer cessna.osg
in both the trunk and the
Hi Thorsten,
Thanks J-S for testing! You're right, the actual anaglyphic effect seems
to work. But many surfaces aren't rendered correctly. I believe it all
shaders are affected (since all our clouds are gone and most of our
cockpit surfaces and instruments are black - and we use shaders in
Hi Robert,
I'll test out 3.0.1 tomorrow morning - checking out the 3.0 branch now.
I've set up an auto-build of the 3.0 branch on my machine (VC9, both x86
and x64). You can already see the result for the x86 build on
cdash.openscenegraph.org, and x64 is in progress.
Runtime testing shows
Hi Robert,
I have only checked in a couple of minor fixes since rc1, list of
Changes below. I didn't get any feedback on rc1 at all, so I suspect
that means that users are all on holiday or spent from doing
exhuastive rounds of testing We do need testing before we push
out a release, so
Hello George,
I want to inherit my class from osgAnimation::StackedRotateAxisElement but I
realized that there is no virtual destructor in the class. Why? Because it is
not needed because the class does not allocate anything from the heap? Or
because it is a bad practice to inherit from this
Hello Fred,
In few words I'd like to know how I can retrieve the depth texture
corresponding to a spot light so I could implement light occlusion and light
focusing.
Of course you can, that's how shadow mapping techniques work. You place
a camera at the position of the light, set it up so
K-S
Err, oops, that should be J-S... :-)
J-S (got it right this time)
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Hi John,
37 days till OpenScengraph BOF at SIGGRAPH 2011.
10 AM Wed 10 Aug 2011.
Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.
Sorry for not getting back to you sooner. Our presence at Siggraph was
not certain until pretty recently, and I didn't want to prepare stuff
Hi Robert,
Unfortunately I won't be attending this years BOF. Do you, or others,
wish for me to prepare a presentation, or perhaps coordinate with
another person to convey a few key points that might be of use to the
attendees?
If you want I can volunteer to present this. I know in past
Hi Issam,
i have deleted all the OSG Folder and tried with a new one, disable the GL3
fonctionallity and it worked
btw HOW GL3 extensions make OSG Better, and should i use it ?
Ah, I didn't remember you mentioning you had built OSG with GL3
enabled... That explains it.
OpenGL 3.0
Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the combine pass.
J-S
--
Hi Issam,
Thanks for the info, things seem in order in general...
and yes it produce this problem with cow.osg and all official OSG models too
Have you tried to make a non-static build of OSG, and test the normal
osgviewer? It may be a problem with osgstaticviewer.
J-S
--
Hello Issam,
here the exact warning i have when loading any model with osgstaticviewer
Code:
Unknown Chunk: ***UNKNOWN*** (0xA08A)
Warning: Material::apply(State) - not supported.
and it's completely white
the debug_info level didn't gave me more informations
here the complete output of
Hi Issam,
c'mon guys !!!
no one can help me !
Gordon Tomlinson replied, but his reply did not show up on the forum (so
it's even dubious if this reply will make it, if the mailing list to
forum gateway has a problem).
Without more details it'll be very hard to help at all. You could send
Hi Chris,
This is a shame.
Definitely. In addition to dropping Linux and MacOS X support, they
changed it to a Visual Studio plugin which currently ONLY works in VS 2010!
I don't even want to ask whether they will still support the low-level
counters in nvidia instrumented drivers...
Hi Chris,
I love it, but the automatic -/. correction gets confused about ref_ptr's
ability to
dereference the referenced object by - but access its own utility methods by .
I toyed with the trial version yesterday, and I found out the option to
disable this.
Uncheck:
VA options
Hi George, Sergey,
We run into same issue yesterday, and as far as i can tell, this changed
between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is culled
when it shouldnt for some reason. For temporary solution you can turn off
culling on geode with text or add some other
Hi Chris,
I threw in my two cents and pimped OSG in the Reddit comments.
http://www.reddit.com/r/programming/comments/icfw3/opengl_vs_direct3d_a_tale_of_missed_opportunities/
That was a pretty good write-up, though it stops when things start
getting interesting again.
And I agree with
Hi Wang Rui,
Could you please help test the .osgt reader under Windows and other
platforms to make sure it can work? It will be appreciated if there
are enough feedbacks and bug reports before I could submit the change
with security.
I can have a look on Monday, if that's ok with you.
Hi Chris,
I love it, but the automatic -/. correction gets confused about ref_ptr's
ability to
dereference the referenced object by - but access its own utility methods by .
I've seen this too when using a trial of Visual Assist. I would have
thought there would be a way to disable this
Hi Andreas,
With OpenSceneGraph-3.0.0, loading
OpenSceneGraph-Data-3.0.0/spaceship.osgt in osgviewer hangs in an
infinite loop in AsciiInputIterator::advanceToCurrentEndBracket. I
haven't been able to find the cause for this, maybe someone more
knowledgeable in these new formats understands
Hello Wang Rui,
The bug seems to be caused because of the modification in rev 12669,
which uses unget() instead of seekg() to solve the problem of unix
file endings. Roll back and convert the .osg file to .osgt under
Windows and you may view it smoothly. But the trunk version could
neither view
Hi Chris,
We might be changing our VC++10 to SP1 shortly, and I'm wondering if the
binaries from
SP1 are immiscible with non-SP1 the way VC++2008SP1 was? Basically, will I need
to publish
prebuilt binaries for both SP1 and non-SP1? Anyone made the switch yet?
We have not yet, and in fact
Hi Farshid,
If nobody has any strong objections, I will go ahead and remove the
divide by 9.99.
I agree with both your conclusions, at least from my perspective the
results are more consistent without that division. I was compensating in
my shaders, as I said, but being able not to do that
Hi Robert,
From your previous emails you reported sucsess, but you weren't
specific in which test this was. So just for cariity what happens
when you do:
osgconv cow.osg test.osgt
osgviewer test.osgt
If this works could you compare the cow.osgt in OpenSceneGraph-Data
and the test.osgt.
Hi Robert,
I can have a go at debugging this if you have no ideas. Clearly changing
all the files in OSG-Data to have Windows line endings is not a solution.
OK, debugging into this, it gets into InputStream::readObjectFields()
(src/osgDB/InputStream.cpp line 632 on trunk). Here as I
Hi Robert,
Thanks for the testing. It confirms that it isn't a problem specific
problem to Martin's system, and show's that we all haven't done enough
testing of all the different combinations of usage of the new
serializers.
Yeah, well this is the first time I've tried using .osgt files
Hi Robert,
I'm back online once more. Have you looked into this topic any
further? Unfortunately as I don't have a Windows box at it's a window
specific problem I'm rather stuck in debugging it.
Looking at it some more, the problem seems to be here:
virtual bool matchString( const
Hi Robert,
Could copy the cow.osgt to cow_76.osgt and then you ammend this files
so the top few lines read read
#Ascii Scene
#Version 76
#Generator OpenSceneGraph 2.9.17
And then attempt to run :
osgviewer cow_76.osgt
This didn't make any difference. The result is the same, only the
Hi Robert,
Thanks for digging into the problem. I find it difficult to believe
that tell, seek istream implementations are broken. It might be worth
putting a tellg before and after the seek to see what values it's
using.
I did this:
virtual bool matchString( const std::string str )
Hi Robert,
_in-seekg( filePos, std::ios::beg );
Still doesn't work for me, same effect... See my other message, and in
particular the fact that the tellg() calls returned the same values in
both the working and non-working cases makes me think this is not
reliable, so even
Hi Robert,
Argghghg unget it is. Could you send me the whole modified file
and I'll merge it with svn/trunk, do some testing and if it looks OK
check it into the OSG-3.0 branch for the release.
Argghghg is exactly the term I would use to describe this situation ;-)
Here is the file
Hi Robert, Jason,
Thanks for the checkin Robert, looks good though I would have been a bit
less familiar in the comment but that's fine :-)
Sorry I'm late to the thread, but I can confirm that seeking doesn't work for
files open in text mode in VC++. I ran into this with some of my
Hi Farshid,
Sorry, I've been busy lately. Should I still look into this or does the
existing behavior make sense now?
It's fine now, don't modify anything.
Thanks,
J-S
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Hi Robert,
The special characters were being mis-intrpreted by my editor of
choice Kate and by console app Konsole. I've pulled in the
AUTHORS.txt contents via the web browser and this fixes this. I've
updated the ThreePointZero with the correction.
Yeah, character encoding is easy to get
Hi Robert,
Thanks for the pointer. I've updated the Contriburtors.cpp to handle
the correct name and updated the AUTHORS.txt. I've not yet updated
the ThreePointZero page as I'm a juggling a couple of other tasks
right now..
Thanks, if that's the only thing left I'm glad to take that off
Hi Robert,
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG3.0
On this page, in the new features list, you mentioned user data... I
think you meant the new generalized metadata system, so I changed that
bullet point to better show this. After all, OSG has had user data for
Hi Nilton,
This test does not work properly and IF always return TRUE.
In addition to what Robert said, I'll add that the reason your test
returns true is that you're using the camera's bounding sphere. Since
the camera is the root of the scene graph, its bounding sphere contains
the
Hello Sergey,
I get exception - heap allocation error. The size that function tries to
allocate is ~ 3458768586 bytes (picture size is 4 KB).
Pre-complilated examples work well. Compilator VC++ 2010 Express.
It sounds like you're mixing debug/release libraries / executable. You
need to
Hi Sergey,
osgExp expects specular in range 0...1000, that is range you can set in 3ds max
for specular intensity. It's looks different in 3ds max then in osg though.
OK, that explains it, I thought the max was 100. I'll adjust my shaders
so the result looks the same in Max and in OSG.
Hi Paul,
This appears to have similar issues on Windows 7. No response from mouse
interaction, and also the 'esc' key doesn't cause the app to exit.
Same here on trunk, so it's not limited to the 3.0 branch.
J-S
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Hi Farshid,
I'm not sure who the original author of that code is, so I don't know
the reason for that division. You're probably correct about removing it.
I'll take a closer look at it and get back to you.
OK, at least for me removing the 9.99 divisor makes the result in OSG
look almost
Hi Basil,
I was expecting this to create a new trajectory each time and insert each one
into geode but it looks like it is just appending points into geom and extending the
trajectory instead of putting a new one in. I know the memory situation is a little bit
different with OSG vs. ANSI
Hello,
I am exporting an object that has a Blinn material, I have the
specular color set to almost white (230/230/230), Specular Level set to
64 and Glossiness set to 20. This gives a nice unpolished shiny
appearance in Max.
However, OSGExp exports this as specular color = 0.0576577
Hello,
I would like to be able to use a custom command to preview what is being
/ has been exported by OSGExp. The toolbar contains an Export and
Preview button, but would it be possible to specify a custom command in
the options? That way I could preview objects in a lite version of our
Hi Farshid,
I'm pretty sure MAXScript supports automating the export process and
executing arbitrary shell commands. You could write a script that
exports the model to the temp folder and then passes the model to your
application. I've never actually done this myself, but I'd be interested
to
Hi Farshid,
With help from my artist I was able to come up with a MAXScript that
automatically exports the scene and opens the model with a custom
application.
Wow, that was quick! And I can probably start learning from this very
script to adapt it to our needs. Thanks a lot! I'll let you
Hi again,
With help from my artist I was able to come up with a MAXScript that
automatically exports the scene and opens the model with a custom
application.
I've tried to modify the script to export to the current project's
export folder. It doesn't seem to export anything. So I tried
Hi Farshid,
Why does it print my variable 3 times? I assume the true is the return
value from exportfile? And (most importantly) why is there no test.osg
in the directory above?
Argh, sorry, for some reason I had unchecked Save file in the export
options...
All is well once again with the
Hello Basil,
Is there a way to give thickness to line segments?
Please start a separate thread for separate questions... Once you have,
I'll reply with a direct answer. It makes it easier for people searching
the forums or archives, and keeps topics better separated.
J-S
--
Hi Basil,
Thanks for starting a separate topic :-)
How can I give these line segments thickness and color? Also, is this the best
way to plot line segments?
You want to useosg/LineWidth for this if you're using the FFP.
Jeremy answered for thickness, I'll answer for color: Just set a
Hi Basil,
I run a dual monitor setup. When I run an OSG application, it uses the whole
display. When I switch to windowed mode, it still runs in two separate windows.
Is there any way that I can get it to run in one window only or to get it to
open in a window?
When you use viewer.run() or
Hi Micael,
I've been stuck with this issue for a while now and I really have no idea what
is causing it. I have a really basic scene that render just fine using the
basic OpenGL rendering pipeline but when I enable the
osg::Camera::FRAME_BUFFER_OBJECT tag with any osgPPU shader this is the
Hi Robert,
I have just checked in few more changes into svn/trunk that really
need a build test with other build platforms as I've only been able to
test Kubuntu myself. In particular I'd like feedback on the Windows
build.
If you wait until tomorrow you'll get my auto-build results (VC9 32
Hi Robert,
I would like to tag 2.9.16 today as I'm likely to be busy tomorrow.
OK, I'll kick off a build and tell you how it goes.
J-S
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Hi Robert,
I would like to tag 2.9.16 today as I'm likely to be busy tomorrow.
OK, I'll kick off a build and tell you how it goes.
VC9sp1 32-bit build (on Windows 7 64bit) done without errors. Building
debug now just for completeness, then 64-bit build will be next, but I
don't anticipate
Hi Basil,
I went into each project and physically changed each relative pathed lib file
to an absolute path
i.e. ..\..\..\lib\file.lib to D:\OpenSceneGraph\lib\file.lib
Now, about half the solutions will build but there are still build errors. This
leads me to believe that when cmake did
Hi Basil,
1. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277.7z
2. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277-PDBs.7z
3. OpenSceneGraph-trunk-VS9.0.30729-x64-release-12277.7z
This is your mistake. You downloaded a pre-built version of OSG and
dumped that in your source
Hi Basil,
I'd recommend downloading the proper pre-built OSG binaries from my site:
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
You can then set the include and linker include paths to that, and compile
your own program.
I don't see ANY
Hi Paul,
Hi all -- I've placed a short paragraph at the main OSG wiki home page,
which links to the press release here:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.5?version=1
Please review this when you have a second. If you spot any typos, please
don't hesitate to edit
Hi Brad,
I’m currently trying to track down a render-time application crash. What
I’m wondering is how to trace from a crash in the rendergraph to the
associated node(s) in the scene graph. Is there any straight forward way?
Once you've captured a crash in the debugger, you'll generally be
Hi Mohamed,
I am using :
* CMake 2.8.4 - x86
* Windows XP Professionnal - x64
maybe the 32-bit and 64-bit causes the problem ?
CMake is only a tool to generate project files, its bitness doesn't matter.
Also, your OS is 64 bit so it can run both 32 bit and 64 bit
executables. So
Hi Mohamed,
Hi Jean, thank you for your answer it really helps but, I forgot about
building OSG on 64-bit ( maybe later ), now on 32-bit :
* Cmake mention Visual Studio 9 2008 Win64 as Generator.
* the dependecies I'm using are 3rdParty_win32binaries_vs90sp1.
what do you think ?
Hi Basil,
I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these?
A morning filled with googling and trying to build them myself
Hi Basil,
If I were to look at one of the examples, which should I look at first?
To learn how to generate geometry and points on screen, a good start
would be osggeometry.
I do not see Visual studio solution/project files in a great deal of the
examples in the OpenSceneGraph/examples/
Hi Basil,
When I open in Visual Studio, I am getting scores of compiler errors. Lots of
undeclared identifiers. Perhaps its not finding the headers or something?
I made sure that under tools-options-Projects and Solutions-VC++
DIrectories that I included OpenSceneGraph\lib,
Hi Michael,
All the sample code that I've seen regarding usage of the StatsHandler is along
the lines of:
osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler;
However, in the 2.9.14 source (in the include directory), the osgViewer
directory does not have a StatsHandler
Hi Michael,
However, once I load in my scene, I still see all the bars and lines and
transparent rectangles, but all the text disappears. Has anyone run into this
before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its
way out or something like that, which would cause
Hello Basil,
First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.
Also, you seem to be going at this blind. Do you know about OSG's main site?
http://www.openscenegraph.org/projects/osg/
From there, you can follow
Hi Robert,
I have now checked the changes into svn/trunk so would appreciate
feedback on build and runtime of these latest changes, fingers crossed
the template and macros used won't introduce any platform portability
issues.
My x86 build seemed to go fine, as you can see on cdash. My x64 one
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