Hi David,
I'm using the MVPW routine to convert a point 3D perspective so I can display a
marker on to my Ortho2D heads up display camera:
Just wondering, do you use this:
hudCamera-setProjectionResizePolicy(osg::Camera::FIXED)
It all depends on how you've set things up and how you want
Hi Steven,
What I've done so far:
1. Dowloaded 3rdParty binaries from
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/
2. Installed 3rdParty files to3rdParty
3. set FREETYPE_INCLUDE_DIR_freetype2 to3rdParty/include/freetype
4. set
Hi Garrett,
I think you're original suspicion is probably right. It looks like the C
runtime libraries from VS2005 are still being loaded, though I can't figure out
where from... Hopefully once I resolve that the problem will go away. I will
update after that. Thanks for advice!
Hi all,
I am trying to improve our scene graph layout for some of our data, and
my first step is to improve our use of osgconv with various optimizer
settings. We've been using it for a while but never really examined the
results to see if it was doing what it was supposed to.
Starting with
Hi David,
I'm experimenting using the a scene graph projected in Ortho mode using the
setProjectionMatrixAsOrtho function on the camera and while using the
TerrainManipulator on the camera I noticed that the pan is working, but zoom is
not! In fact, the only way that I could affect any kind
Hi David,
I was just hoping (agenst hope) that someone had dealt with this before I -
since there are some planview's out there that i heard of that was done in OSG!
Well that doesn't mean no one has ever dealt with these issues, just
that no one has ever contributed a camera manipulator
Hi Paul,
I prefer to have control over both FOV and distance (yes, even in
perspective mode), as they clearly produce different results, and
sometimes I want one effect and sometimes I want the other.
I see your point, but I would say that depends on the expected level of
the users of your
Hi Garrett,
I recently moved from VS2005 to VS2010 and all of my MFC based projects now die
with the same memory access error in memcpy_s() when setting up the
manipulator. The osgviewerMFC example experiences the same issue. Has anyone
gotten an osg-MFC example compiled through VS2010 yet?
Hi Garrett,
As you suggested I double checked to be sure that I am compiling with the
correct library versions and everything checks out. Perhaps it's an MFC related
project setting that changed in 2010? Do you have an MFC-OSG app compiled with
VS2010 that works?
Err, no. Though I would
Hi Wang Rui,
After 6 months work, we would finally proudly announce a new OSG
beginners book: OpenSceneGraph 3.0 Beginner's Guide, written by Wang
Rui and Qian Xuelei, and published by Packt Publishing.
Congratulations! It's great to see this book come out and in the hands
of the users!
Hi Wang Rui,
Many thanks to your great technique reviewing work, without which we
couldn't make out this book and huge number of concepts smoothly.
It was a real pleasure to be part of the process, this book will really
help users (new and not so new).
Will the Packt send a copy of the
Hi Paul,
Is the book available electronically? Kindle, safari, PDF, etc? (Due to
my eyesight, I am no longer able to read print material of any kind.)
You can buy and download it directly from Packt in ebook format (I guess
it's PDF).
J-S
--
Hello Evan,
I've written a very simple application which should simply display a sphere.
The code compiles, but when the viewer runs, the sphere doesn't appear and I
get the message:
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
I have no idea what this means or
Hello Evan,
The default viewer camera position is at (0,0,0), which turns out to be
inside your sphere. So you just see the inside of your sphere (not a
very interesting view point to be sure! :-) ).
You have used the while(!viewer.done()) viewer.frame() method of coding
the main loop, and
Hello Bart,
I must be missing something obvious I guess, but for me it isn't obvious (yet).
Not quite obvious, I would say, but something you could have found out
by using the debugger or looking at the OSG code for the functions
you're calling. Both are tools you should learn to use when
Hi Joel,
Just for reference, the error is: Unhandled exception at 0xcdcdcdcd in
OSG-shader.exe: 0xC005: Access violation.
This error is a general error on Windows that means something bad
happened. Generally the something bad is a null pointer being
dereferenced, or something like
Hi John,
I did use this command format;
osgconv -O OutputTextureFiles aircraft.ive aircraft.osg
and an OSG was created but no textures.
That will generally mean that either the .ive file contains no textures
(I'll take your word for it that it does) or all the textures are in
formats that
Hello Zoran,
I'll just add a few details over what Chris said.
2. How does OSG handle windows? Is it built in or requires 3rd party sw?
I agree with Chris that your question may mean 2 things.
- We use OSG on MS Windows all the time, it's our primary platform. We
try hard to make sure that
Hi Torben,
The error output is about the min macro and invalid token right to '::' (line
70+)
Does anyone know what this error could be about? Has anyone used GL3
successfully on a windows machine?
I haven't built OSG with GL3, but when MSVC complains about min/max,
it's usually because
Hi Torben,
Perhaps moving this to the CMake files would make sense?
I just checked the root CMakeLists.txt, and it has a section:
IF (WIN32)
...
# Both Cygwin and Msys need -DNOMINMAX ???
IF(UNIX)
ADD_DEFINITIONS(-DNOMINMAX)
ENDIF()
...
ENDIF()
Removing the
Hi Werner,
I'm a little confused now.
How are things workingh together?
I have a ShadowScene and set the ShaderTechnique with my own class derived
from SoftShadowMap.
I wrote virtual methods for createShaders and createUniforms for support of my
shaders.
ShaderTechnique is having its shaders
Hi Werner,
If I understand right whatever ShadowTechnique is used the result when
reaching my scenes user root node (child of ShadowScene) there will be the
shadow texture which I can use in always the same way.
Since the shader code of StandardShadowMap seems to be very complete I could
cut
Hello Igor,
So, at each frame the camera's matrix is overwritten by a new matrix which is
taken from MatrixManipulator.
In the past few hours two people on this list told you that if you
wanted to use your own view matrix you needed to set no camera
manipulator... (Paul Martz and Mourad
Hi Sajjdul,
I used to know that the texture coordinate s,t,q all has to be between 0.0 and
1.0.
No, it does not have to be between 0.0 and 1.0. It can be any value.
For Texture1D/2D/3D, what happens outside the 0.0 to 1.0 range is
specified by the wrap mode (texture-setWrap(...)). You can
Hi Igor,
Yes, just found out the view matrix was wrong and the image was black because
the camera was inside some object or something, and i first thought i am
reading from a wrong buffer.
Glad to know you found the problem.
Sorry guys for bothering you with such simple stuff.
It's not
Hi Frank,
What I'd like to do is add a frustum test here, so I can avoid doing the
reflection RTT if the child sub-tree isn't even viewable by the camera. Is this
possible?
In your cull callback you can cast the osg::NodeVisitor to a
osgUtil::CullVisitor, and I think you can then call
Hello Werner,
Actually I'd like to be more flexible in the use of the ShaderTechnic and I
ask myself if it is possible to use the standard ShadowTechnics and attach my
Shaders to my user scene child somehow.
There is no problem with this, we do it ourselves.
The only thing to be aware of is
Hi Stephan,
Just set OSG_COMPILE_FRAMEWORKS to TRUE and
OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly. (If you want to
embed the frameworks within your application-bundle, use
@executable_path/../Frameworks, otherwise something like
/Library/Frameworks
Thanks, good to know.
J-S
--
Hello all,
I have a few questions about the MacOS X build. I believe now the build
all happens through CMake right? Can I build binaries of OSG that would
support both 32 and 64 bit intel?
I guess for this to work, I need all third-party libraries OSG links
with to be also 32+64 bit? Is
Hi Stephan,
Somehow I knew you would answer :-)
freetype is part of the system and should be 32+64bit.
I'd stick with one backend, namely Cocoa, as it supports 32bit and 64bit
out of the box. The carbon backend is deprecated.
ImageIO supports 32 and 64bit.
OK, seems I'm set. For OSG at
Hi Chuck,
I typically build with Makefile support, but the XCode generator works as well.
Interesting, so I could make CMake generate makefiles, build OSG that
way, and then inspect the makefiles to find out how to do the same thing
for our own SDK.
Thanks a lot for your help,
J-S
--
Hi again,
I just wanted to chime back, now that the OSG build is done. I am
surprised / delighted at how painless it was.
I configured for a makefile build, set the following as advised:
CMAKE_OSX_ARCHITECTURES = i386;x86_64
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
OSG_WINDOWING_SYSTEM =
Hello Alberto,
I don't think the accelerated branch is merged yet. Here is the call for
testing and the instructions for retrieving it:
http://cygwin.com/ml/cygwin-xfree/2009-06/msg00088.html
I'll take a look at this, thanks for the link, seems I didn't find this
info when searching myself.
Hi Alberto,
If I'm not mistaken, Android is a Linux ELF platform, so it would make
sense to build up a cross-compiler from a vanilla GCC linux version
instead than from cygwin's one, which builds Windows COFF
binaries. Maybe they are just taking advantage of the environment
(shell, unix tools,
Hi Barry,
This is a C++ question.
osg::ref_ptrosgText::Text theText = hitr-drawable.get();
should be
osg::ref_ptrosgText::Text theText =
dynamic_castosgText::Text*(hitr-drawable.get());
Then you should test theText.valid() to make sure it was really an
osgText::Text object and not
Hello Alberto,
Cygwin is aimed to be a UNIX layer to wich you can throw unmodified UNIX
source code, compile it, and run it on Windows. All the programs are
linked to the cygwin dll, which implements the UNIX API in terms of the
Win32 one as faithfully as possible.
That was my impression too.
Hi John,
So no one else has ever had to work with a .IVE file and modify the
images/textures??? A little help is all I am seeking. I don't know enough
about the software to easily modify the textures I am hoping some one here can
help.
Of course others have had to do this in the past,
Hi all,
I've got this thing, I like to find and fix build problems. I guess I'll
have to get checked by a psychologist sometime. :-)
Just for the fun of it, I tried to build OSG on Cygwin today. Has anyone
tried that lately, or is anyone using a Cygwin build of OSG regularly?
I was
Hello Oliver,
but I think the difference between our two systems is the osg version. I will
try to get the current osg trunk to work. In the mean time, could you test out
your altered pbuffertest.cpp with the offical 2.8.3 libs (VS2005) to verify if
this is the problem? You can find them
Hello Oliver,
With the pbuffer active, my WindowCaptureCallback is not called anymore. I used
osgscreencapture to create an image grabber derived from WindowCaptureCallback
but it looks like I have to use another approach with pbuffer (as done in the
example code). I was curious if I could
Hi Robert,
I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.
He could still be using an optimized build and setting breakpoints, as
debug information settings are separate from
Hi Oliver,
Great! You solved my problems before they appeared ;), I will try to get it to
work in 2.8.3. Thank you!
Hah, I'm just happy because it proves that what I wanted to do is not so
weird as it appeared to be when I did it :-)
Glad I could help,
J-S
--
Hi Keith,
I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.
Ah, so
Hello Keith,
That was it. Don't link to debug libraries on Windows -K
Well, not when testing performance, of course. When you want to do
actual debugging, you kind of have to (apart from in some specific cases).
Generalities like the above are most often wrong because so many
Hello Robert,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated. I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.
I'm in
Hi again Robert,
I'm in the process of building our simulator with OSG SVN trunk. I don't
expect any trouble. I'll let you know in the next few hours how it goes.
Just finished building, and ran a few scenarios to test, and everything
seems fine. I ran some pretty heavy scenarios and things
Hi Jason,
One of my favorite axioms:
All generalizations are false.
That's a good one, I'll have to remember it. :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Wang Rui, Robert,
The dotosg wrapper / serializer recognizes classes from there class
names. These should be defined with the className() method (or
META_Node macro) and the writing processor in osgDB will try to find a
wrapper corresponding to the name. If found, the node will be written
to
Hi Robert,
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
With yesterday's checkin of some OpenGL types the build now succeeds on
Windows
Hello Robert,
Might well be sufficient. Later you could add the read and write
functions for the OceanScene methods rather than let them be non ops
as done here with the NULL's.
Ah, nice, I'll try this out. With the third line in the macro (Object
Node OceanScene Group) it will write out
Hello Robert,
I tested your example and adapted it a little to add command line
options, and a CMakeLists.txt file to compile it. Zip file attached
so that others can test it out easily.
You need to add ${OSGGA_LIBRARY} to the TARGET_LINK_LIBRARIES line. Also
it was missing some things to
Hi again,
So I'll investigate a bit more as to why pbuffer is failing. We've not
ruled out a driver bug or an OSG bug here as far as I can see, it could
still be both, since all the OSG pbuffer examples I've tried have failed
in the same way.
I've tried an example that uses straight
Hi Robert and Wang Rui,
I made a quick test and found that osgparticle and osganimationviewer
nathan.osg work well on my computer. I'm working with VS2008 and a
really latest OSG version (updated about two hours ago :-)
Sorry, false alert. Once in a while some program I install alters my
Hello Robert,
It'll write it out as class named OceanScene but with all the contents
of a Group.
Works like a charm, thanks a lot.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hello Juan,
However, I've taking a look at the code searching for how contexts are
handled and I've found a fundamental difference between the X11 and
Win32 implementations of PixelBufferXYZ::realizeImplementation. In Win32
makeCurrentImplementation is called but not in X11. Maybe adding a
Hello Igor,
In many places people say one should use the same code as there is in
osgscreencapture which renders to a pbuffer is --pbuffer-only option is passed.
But the fact is that osgscreencapture doesn't work itself!
osgscreencapture.exe axes.osg --pbuffer-only 640 480
In another thread
On Hello Oliver,
I had to additionally include the osgGA.lib to make it work in Win32.
Yes, that was fixed by adding ${OSGGA_LIBRARY} in the CMakeLists.txt
file, I had included it in a previous e-mail.
My nVidia driver version is 6.14.12.5849 which should be 258 in your
nomenclature.
Hello Oliver,
I added to the pbuffertest.cpp directly after viewer.realize();
but I still have the same behaviour (-1 works, -f 1 gives the wglMakeCurrent
error)
Hmmm, seems you are tripping over something else on your hardware... I
just remembered you had mentioned in another post that
Hello Dominique,
This is a very simple piece of code and I don't understand why I having some
artifacts.
I am trying to show a transparent box around the loaded model.
This is a classic problem. In real-time graphics to get correct
transparency the transparent geometry needs to be sorted
Hello all,
I noticed when doing osgDB::writeNodeFile to .osg file with an
osgOcean::OceanScene in the graph, the written graph stops at that node,
i.e. that node and all its children (it is a subclass of osg::Group) are
not in the file.
I would think that even if no wrapper / serializer
Hello Mathieu,
It works, the geode becomes transparent.
But is there a way to see objects behind this geode ?
Juan gave you a good answer, but the short version is add:
Geode-getStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Just to be clear, the canonical way of enabling
Hi Matt,
Can you tell me what difference using that Camera should make? I figured there
would be no difference if I just set the Camera of the view with the
hudCamera...but it appears there is a significant difference.
Well, one difference is that a new osg::Camera would have its reference
Hello Anders,
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?
osgWidget works well for me, it's missing a few common widget types (in
your list above it's
Hello Sanat,
The version matrix in the vpb page tells me that I need vpb 0.9.10. However the
svn repository only has the latest which demands osg 2.9.5.
No. The SVN repo has tags for all versions from 0.9.0 to 0.9.11 (and the
trunk which matches OSG trunk). See here:
Hello Sanat,
That was very helpful. I got it built and running.
Glad I could help.
Just on a related note-
Does VPB store the terrain as a quadtree ? (the reason I am asking is because I
am trying to write an app to modify elevations in the terrain at real-time and
wanted to know the
Hello Alexander,
Is there a possibility to create a geometrical object bei subtracting an
object(or drawable or...) from another?
And how can i create a polygon with a curved surface. For example a cylindrical
surface.
In addition to Robert's explanations I will add that you could have a
Hello Manish,
Currently when I'm moving scene using mouse , light also move along the scene.
So how can i fixed light while moving scene ?
When you use the mouse with the default trackball manipulator, you're
not moving the scene, you're moving the camera. In the real world, if
you move
Hi Wojtek,
The whole idea of optimal shadow map is implemented in a series of
shadow camera projection adjustments. I saw you set up your
ShadowCameraTransform uniform in StandardShadowMap::aimShadowCasting
camera. This is initial setting of shadow cam matrices. MinimalShadowMap
and derived
Hi Wojtek,
I would expect DrawBounds may not work when others do. Thats because
last update of matrices in DrawBounds is actually done in almost hackish
way in the middle of render stage, I would expect that your uniform may
not get updated then. But if you got DrawBounds to work, other should
Hi Michael,
As far as I can see to implement a solution I'll have to duplicate a lot
of code from RenderStage/RenderBin, unless you can see a more elegant
solution?
A simple way could be to run two viewers, each one from a loop running
in a different thread? If there is a need to use
Hi Wojtek,
All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 +
0.5 ) to compare with shadow map. But you said you tried it.
Yes, * 0.5 + 0.5 seemed more correct but still only seemed to use the
first part of the possible range, so I think you're right that one of my
Hi all,
I want to do shadow mapping by doing the depth comparisons myself in
order to implement PCSS. In order to do this I modified the
osgShadow::DebugShadowMap and StandardShadowMap classes to not enable
shadow comparison modes (GL_COMPARE_R_TO_TEXTURE_ARB), and when sampling
the shadow
Hi Wojtek,
1: fix for a issue with MinimalShadowMap and
LightSpacePerspectiveShadowMapVB techniques ignoring minLightMargin
parameter.
I have tested your changes to LightSpacePerspectiveShadowMapVB in our
simulator, and it seems that taking into account the minLightMargin
parameter makes it
Hi Wojtek,
All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 +
0.5 ) to compare with shadow map. But you said you tried it.
Yes, * 0.5 + 0.5 seemed more correct but still only seemed to use the
first part of the possible range, so I think you're right that one of my
Hi Wojtek,
Duelling frusta can be really nasty.
I agree, but as I said, I seem to be seeing the issues even in cases
where the view direction is nowhere near the light direction...
However, minLightMargin should not
significantly affect precision of shadow map. It may affect performance
Hi Wojtek,
Change submitted. Let me know if it works for you, I tested this fix
some time ago, but hadn't really good test case because my DBs are not
well conditioned for ViewBounds and I don't use this mode very often.
That's great. I've switched to DrawBounds and it works better, though we
Hi Martin,
I create one GraphicsWindowEmbedded for all views. And I create a
special composite viewer with the functions setSceneData(),
setCameraManipulator() and setUpViewerAsEmbeddedInWindow(). And my
GTKViewer is a specialisation of the special composite viewer. That was
my first test after
Hi Wojtek,
There is a catch though. ViewBounds method has a bug
which basically ignores MinimalLightMargin parameter. I have made a fix
for this but it was not yet submitted, because its in the pack with
TrapezoidalShadowMap which is still in work.
Maybe I can will split them and send
Hi Anders,
What we do now is to reset the threadmask after setupViewer is called.
Then we get all the core-usage we want :-)
Just curious, could you share the code you use to reset that? Also,
since the code that sets the affinity is in
ViewerBase::setUpThreading(), I guess each time an app
Hello Martin,
I guess it wouldn't work, because I use the
setUpViewerAsEmbeddedInWindow(...)-Method of the osgViewer::Viewer. The
composite viewer don't have this function.
But that method is not magical, you can just copy the code from it and
do it yourself. All it does AFAIK is create a
Hi Martin,
I tried it and it works. Your tip was perfect.
Wow, that was quick, great to know you were able to make it work.
So, now you're using a CompositeViewer with 4 views and 4
TrackballManipulators? Are you creating one GraphicsWindowEmbedded per
view or only one for all 4 views? (I
Hello Martin,
I have try this way, but it doesn't work. I guess the manipulator needs more
information. For example, when I set the manipulator in the viewer via
addEventHandler(), it doesn't work. A manipulator must set with
setCameraManipulator().
Well I don't know much about what you're
Hi Axel,
(i don't know if there's an english translation for calcio balilla, i'm
sorry!)
Here in Quebec we call that baby foot
:-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Martin,
Maybe my problem declaration is unclear. Sorry about this. The goal is I
doesn't want to set the camera (master camera) of the viewer. That do the
CameraManipulator. I want use the Matrix (or inverse matrix) to set the view
matrix of another camera. I have 4 cameras (viewports)
Hello Martin,
Yes I know, but I won't to use the CompositeViewer. Because I will use this
feature in the gtk embedded viewer.
CompositeViewer and embedded graphics contexts are two separate things.
You can still use a CompositeViewer even if you use an embedded graphics
context.
In your
Hi Martin,
TrackballManipulator* tm = new TrackballManipulator()
tm-calculateViewMatrix(eventAdapter, ActionAdapter);
Well, inside your own handle(ea, aa) you can always call the
manipulator's handle(ea, aa). Is that what you mean?
And when you want the view matrix you call the
Hello Ted,
Gladly you included the code you use, which allowed me to know exactly
why you don't see anything. Look at this line:
matrixtransfm-setChild(0, geode);
Why did you use setChild(0, geode) instead of addChild(geode)? It is a
mistake. Look at the first few lines of
Hello Lee,
Hi forks.
I prefer to think of myself as a spoon. SPN! Sorry, I had to. :-)
1 When I run it via visual studio, I get information that can not load
island.ive. But I have download the oceandata and put it into resources
directory just like osgocean wiki told.
If you run
Hello Lee,
I think fork is more sharp :). Ha, I am sorry for the wrong words.
Hehe, it's fine, I didn't mean to make fun of your wording, it was just
a funny slip. :-)
Actually, I found that the 3rd part lib I download from osg office site
is not include the libpng(d).dll file.
It might
Hi Eduardo,
My OSG_MSVC_VERSIONED_DLL flag is on. My CMake is version 2.8.2. I'm
using Visual Studio 2008, Windows 7. I did almost no changes to the
default CMake configuration. I don't remember exactly what changes I
did, but I think I just enabled it to build applications and examples.
This
Hello Patrice,
I would like to test FFmpeg but i don't find release for VC++.
On Windows, FFMpeg compile only with MingGW. I'm not sure it'is compatible with
VC++... ?!
Yes, the ffmpeg binaries compiled with MinGW work fine with Visual C++,
this is what I use.
Norman has given you a link
be possible for to exist as
a separate library, but with so many shared shader effects it seems
silly to duplicate the code. Will definitely address this after this
release.
K.
On 13 October 2010 01:21, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com
mailto:jean-sebastien.g...@cm-labs.com
Hello Eduardo,
The problem is that both the application osgviewerd.exe and the dll
osgviewerd.dll are set up to generate the same pdb file. Consequently,
the pdb for the exe overwrites the pdb for the dll. When I try to debug
my code (my own viewer), it finds no symbols for osgviewerd.dll.
Hello Eduardo,
I'm not doing a static build, and I didn't intentionally disable SO
version prefixes. However my dlls don't have prefixes, except some of
them have the osgdb prefix. It's strange. For example, is it correct to
have a osgdb_osgviewerd.dll file? How could I check the SO version
Hello Holger,
I found a former thread with a quiete similar problem incl. response, to modify
the osg/shader* files. Won't be that easy right?
Well, in the past adding Geometry shaders when these became available
was pretty easy, it indeed just required modifying the Shader header and
cpp,
Hi Thomas,
Unfortunately as far as I can tell, this seems to load the first png-capable
library it runs across, rather than the specific one I'm looking for.
Ah yes, I should have thought before replying - on MacOS the Quicktime
or ImageIO plugins will be preferred... Then Stephan's way
Hello all,
I have not had any contact with Kim Bale, who had started and was
heading the osgOcean project, since at least a few months, despite a few
e-mails from me and questions from others in that time. His last
activity on osgOcean was in May of this year (see
Hi all,
Just a quick update:
First of all, would anyone have heard from Kim lately? I have no other
means to communicate with him than the e-mail address I was using all
this time, and I'm wondering if something may have happened on a more
personal level (other than just changing
Hi Kim,
Great to know everything is all right. I understand one can get burnt
out on a particular project after a while, you didn't go into specifics
and I totally understand that it may be a delicate subject but I'm glad
to see you back at it once again! :-)
So to your changes. The change
Hello Alexander,
First of all, don't worry about your English so much it is very good and
much better than my German! :-)
Second, I would like to request that in the future, you ask any
OSG-related questions directly on the osg-users mailing list or on the
forum at forum.openscenegraph.org.
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