Hi Michael,
No, you don't need to worry about this. How you use boost elsewhere is
unimportant, you should build Collada with the boost version it comes
with, it won't affect anything else.
But then if we distribute our app, we'll have to distribute multiple
versions of boost won't we? Or doe
Hi John,
I can't really help with the crux of your question, but I was wondering
about one thing:
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
id
Hello Zhang,
/unsubscribe/
...
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osg-users@lists.openscenegraph.org
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The link at the bottom of each message is the way to unsubscribe yourself.
J-S
Hi Kim, Chris,
I have a feeling that it might be to do with the number of variables in
the shader rather than the MRT though as I think Umit had the same
problem a while back.
That's probably the case, the 7 series cards support less uniform
variables per shader, and if I remember well we wer
Hi Cedric,
Sorry my first reply went to you directly...
I am not able to reproduce the crash on linux, even if i remove the
copy of the shaders directory in the current directory of examples.
I have updated my source tree to be synced with osg and osg-data, I
tried in debug and release to be su
Hi Jason,
Indeed. I actually talked with Robert a while ago about the possibility
of ditching the COLLADA DOM in the dae plugin. When I was developing my
reader, I looked at the DOM briefly, and quickly decided to just parse
the XML myself. Effectively, I created my own DOM implementation. It
wa
Hi Michael,
Thanks a lot for your answers, I'm going to have a look at compiling and
trying the Collada plugin now. One possible stumbling point is that we
already use boost in our software, so the Collada plugin would have to
be built with the same version, but I guess it should work.
with
Hi Michael,
I looked at the model you linked to and all the TransparencyFactor
values are 1, which according to the documentation in
kfbxsurfacelambert.h means totally transparent - the model has been
incorrectly exported.
Geez, can't trust anyone anymore, not even Microsoft
Seriously, thoug
Hi Jason,
I guess the nice thing about Collada being XML is that you can do diffs on it
:-)
Definitely. I'll have to revisit Collada I guess, in the past I've been
disappointed at how hard it was to get the plugin compiling and reading
files reliably.
How stable is the current Collada plu
Hi Jason,
Thanks for answering. As I said I'm looking into osgAnimation, the goal
is to see if it would fit our needs to do some basic character
animation. Our needs will probably grow with time, of course, which is
why I want to see if the content-creation pipeline would work for us and
also
Hi Paul,
It seems like the objects would only be invisible if blending is on. If
blending is off, then the alpha would essentially be ignored and
everything would be visible. I know osgviewer doesn't enable blending,
and I suspect osganimationviewer doesn't either. That means blending
must be en
Hi all,
I have been checking out osgAnimation in the past few days, and one
thing that hasn't been clear to me is whether it supports animation
mixing or blending, and how. For example, if a character goes from
standing to walking, then walking to running, can I set it up so that
the transiti
Hi Jesse,
I'll let others reply specifically about the threading, but I wanted to
react to one part of your post:
When I run osgviewerd.exe (debug) I notice that the stats reported are
very erratic.
Never do any performance testing in debug, especially using Visual C++!
An erratic frame ra
Hi all,
I've been looking at the FBX plugin over the last few days, and it seems
to me that it sets all material diffuseColor to have 0 alpha... So the
loaded objects aren't visible. This happens both when loading an FBX
file I created myself in Softimage XSI Mod Tool 7.5, and when loading an
Hi Adrian,
Since I don't have control over when things are rendered I guess it would be
easier to create a second camera which renders after the first one (setting the
ClearMask) and having my second scene for the second camera.
From what you describe, yes, that's exactly how you would do it
Hello Farshid,
Does anybody else notice these artifacts? Is there a downside to
changing the sizeAdjustment value back to 0? Any insight is appreciated.
Yes, it has been discussed in the past on the list, check the archives.
It was even stated by Jeremy Moles as the major reason why he develo
Hi Yanling,
After all
"fonts/arial.ttf" may only be valid on windows.
Why do you say that? OSG comes with a freetype plugin that loads .ttf
fonts on any platform, including Linux. In the OpenSceneGraph-Data
distribution we even include a few such font files.
http://www.openscenegraph.org/s
Hi Masoug,
How about:
"It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;."
Hehe, don't worry about it, I think the misunderstanding has been
cleared up. :-)
J-S
--
__
Jean-Sebastien
Hi Masoug,
However, running a debug binary on a machine that does not have the
same version of Visual Studio installed won't work in general (there
are ways to get it to work, but it's pretty complicated).
Sorry, I did not phrase that correctly. That was what I meant. I was in
a ruch when I wr
Hi Masoug,
Usually it is not a good idea to attempt to run things from "Debug" mode...
That's SO not true. As long as you're running on a machine with the same
version of Visual Studio installed, the debug binaries should run fine,
and running in debug is the best way to (gasp) debug your
a
Hi Danny,
however I beleive that this problem happens beause of line 545
in operator()
filename<< _filename<< "_"<< context_id;
it will add context_id even if SetPolicy is set as OVERWRITE .
I beleive this is bug. Isn't it?
Ah, so the incrementing number was not indicating increasin
Hi Chris,
We're using GeForce 7900 GS on XP and Nvidia driver 196.21.
In the past I had to "massage" the osgOcean shaders to work on 7xxx
class cards. Perhaps recent changes (in particular the transparent ocean
you so covet) have broken this again. Unfortunately, I don't have such a
card an
Hi Robert,
There are two recursive call in the osg::Texture header which I don't
think are intended:
void glTexParameterIiv(GLenum target, GLenum pname, const GLint*
data) const
{
glTexParameterIiv(target, pname, data);
}
void glTexParameterIuiv(GLenum target, GLenum pname, const
Hi Bruce,
The phrase gets thrown around a lot, and there seems to be an assumption
that everyone knows exactly what it means in this context. I'm new, I
don't, and searching doesn't seem to solve the problem.
You're right, when we talk about shader composition it's what we're
labeling our att
Hi Bruno,
So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll
have shader composition...
J-S
--
__
Jean-Sebastien Guay
Hi Ufuk,
i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the
.osg file but i could not get any image.
You can convert the .ive to .osg while keeping the textures by using the
option -O OutputTextur
Hi Danny,
I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML
page. First time when I'm loading it and each time I'm taking snapshot, I'm getting
"test_0.png" and each snapshot overwrites this file.
When I'm pressing F5 or reloading page using IE address ba
Hi Robert,
This fixes a small problem in .osg files, where inline shaders would
have an extra newline per line:
Shader {
type VERTEX
code {
"#version 120
"
"#extension GL_EXT_geometry_shader4 : enable
"
"uniform mat4 o
Hi Robert,
Given the repeated problems I face, and the lack of active usage of
osgIntrospection out in the community I am ready to move
osgIntrospection out of the core. It has long been a real maintenance
problem for me and I really know my own productivity will improve with
moving osgIntrospe
Hi Shayne,
My question is, is adding and removing the views during runtime the way
to go or is there a more efficient/elegant way of turning my views on
and off? Is there an equivalent of a switch node for managing views in a
composite viewer?
To add/remove views at runtime you have to stop th
Hi René,
The re-factored manipulators do make the implementation simpler. I made
some subclasses for customization ( and a more model/view like approach ).
There are only a few small remarks regarding the manipulators. The line
segment intersectors don't intersect with the cylinders when
viewed
Hi Danny,
I would like to do the following:
1) To disable static counter on the output file name and alway overwrite the
last file.
2) Save this file in custom path on hard drive.
How can set these option to ScreenCaptureHandler?
If you look at the osgViewer/ViewerEventHandlers header, you
Hi all,
I just wanted to mention for the sake of closing this thread, that the
problem was caused by the shadows and the skydome both having a texgen
state on the same texture unit. This caused two things I could observe:
1. No shadows at all when the skydome's renderbin was set to a negative
Hi Wojtek,
Look inside the
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method.
ComputeBoundingBox visitor has node mask set to cast shadow bitmask
before visitor is run on ShadowedScene graph. I did not mean more than
this.
Hmmm, changing it to use the ReceivesShadow mask d
Hi Wojtek,
I don't think such backporting should be an issue. Practically recent
fixes were cosmetics, improved precision in first iteration of shadow
camera projection setup and better handling of spot lights.
One more thing came to my mind: StandardShadowMap forces RenderBin
override on all no
Hi Wojtek,
That looks like the problem with boundingBoxVisitor called inside
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds()
because it takes node mask as an input.
Can you elaborate?
Btw I started to suspect that there is an error inside above method.
Possibly not involved
Hi Wojtek,
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() is
good place to start looking. Check what are the dimension of returning
volume. Good hunting ;-)
Thanks for the hint. I'll look there. In the mean time I did more
testing and found that even now that I've changed t
Hi again,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I should have mentioned that this is using the view dependent shadow
classes from OSG 2.8.x backported to OSG 2.
Hi all,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I had set up my skydome in renderbin -100 to make really sure it was
rendered before other things, and set its no
Hi all,
Back from vacation, glad to see progress has been made on this thread. A
few comments:
o Porting the website for MediaWiki, are there any tools that might
help this?
This page on the official MediaWiki site has one pointer:
http://www.mediawiki.org/wiki/Manual:Importing_external
g curve is very hard. And people need to be objective and see the
downsides as well as the good points.
J-S
On 2/23/2010 3:45 PM, Paul Martz wrote:
Jean-Sébastien Guay wrote:
Hi Chris,
I am very hesitant about changing our wiki and VC hosting. While what
we have is not
perfect, it works
Hi Raymond,
Is there a way to let the osg open just 1 window that spans accross the
2 monitors?
You can modify osgviewer to create the context in any way you like. By
default when using run() it will call one of the setUpView*() methods,
in this case setUpViewAcrossAllScreens(). You can chec
Hi Chris,
I believe we could introduce a issue ticket tracker without cost to you.
I'd be curious to hear input from other significant OSG developers about
whether they
use an issue tracker in their work, if they find it effective and useful, and
if they
believe it would be similarly us
Hi Robert,
After a long slog tending to some very meaty submissions, and
similarly taxing bug fixes/feature refinements, and can finally say
that 2.9.7 is here. Yay!
A bit late to the game this time, but I just wanted to tell you that
I've compiled one of our simulators with OSG 2.9.7 and apa
Hi Chris,
I am very hesitant about changing our wiki and VC hosting. While what we
have is not
perfect, it works 99% of the time, and is mostly under our control. Changing to
a new
platform involves MORE work, not less, and we don't really know the reliability
and
performance of the new pl
Hi Raymond,
I hadn't noticed this because I always start up osgviewer fullscreen on
my second monitor only, or in a window.
And about this, I think this new problem might be related to the weird
behavior I and others have noticed with OSG apps before:
- Start fullscreen on screen 0 : the ap
Hi Mathieu,
Quick Start Guide :-)
Yes, thanks! :-)
If your the of TortoiseSVN sort
I am :-) thanks.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Raymond,
I get a black window on my 2nd monitor when I use osgviewer
without arguments (and other programs that I tried). The second window
is rendered ok when the first window does not have focus, i.e. when
another program is on top of it.
I get the same on Windows 7 64 bit with nVidia 196
Hi again Mathieu,
I'm testing svn import into github at the moment, it might take some
time (if it succeeds) importing those 11000 revisions :
http://github.com/mathieu/OpenSceneGraph
Nice, I'll check it a few times to see if it finishes.
I just noticed the github pricing, this is what they
Hi Mathieu,
I'm testing svn import into github at the moment, it might take some
time (if it succeeds) importing those 11000 revisions :
http://github.com/mathieu/OpenSceneGraph
Nice, I'll check it a few times to see if it finishes.
Then, any suggestions of how to go about checking it out? Tu
Hi Robert, all,
OK, so I leave for the night and come back and there are tens of new
messages in this thread, perhaps I should work in GMT hours so I'd be up
during the same hours as many of you! :-)
I think the discussion is rolling nicely, we've got a few good leads on
what to improve. Her
Hi Chris,
I'll revisit this if anyone thinks of anything else to try, but for now I'm
going to give up on osgEarth (since it seems osgOcean may be more valuable to
us) and try VirtualPlanetBuilder to generate terrain that IS compatible with
osgOcean.
From your screenshots, I don't think it'
Hi Torben,
What is the issue with the server and repository?
Our hosting is provided at AI2, Universidad Politecnica de Valencia,
Spain by Jose Luis Hidalgo (see the footer on openscenegraph.org). In
the last few months there have been various outages and server problems,
some of which were
Hi Robert,
And updated the dev release page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
But you didn't update the news on the front page...
I'd offer to do it but no one other than you has access to that...
J-S
--
Hi J.P.,
PS. I've come across this great lecture series (with videos) from Andrew
Tridgell (of Samba fame). Lecture 7: FOSS Governance might be of
interest (in the sense of being informative, not prescriptive).
http://cs.anu.edu.au/students/comp8440/lectures.php
Thanks for sharing this! I've
Hi Robert,
Of course you had to know that I would be one of the first to reply :-)
_My situation : just keeping up, but only by dedicating almost 100% of
time to unpaid project work, which is not sustainable_
[...]
Right now
I am clearing the submissions backlog but slower than I'd like, and
Hi Robert,
You know full well I meant commit access to the core on svn trunk. That's
the main point right now.
No I didn't know you meant something other than what you said. You
said something that wasn't true so I corrected it. Don't forgot that
you're not the only one reading this thread.
Hi David,
I will keep playing with it to see if it is dropping the u,v coords as you
suspect. Worst case scenario I just remove the ability to apply a texture at
run-time for a mesh and make them specify it in the mesh file.
Or, just map a dummy white 1x1 texture by default, so that the obj
Hi Robert,
The fact is that right now, there's one person with commit access.
Errr no. This is not fact.
There are several developers with commit access to svn/trunk and
svn/branches. In the case of svn/trunk those with commit access are
for specific portions that they are the lead author t
Hi Robert,
Scaling up developers with write access to svn is much harder to do.
I don't see that. Both things are mutually exclusive (testing and write
access), and if there are people you have confidence in to review
low-risk submissions then the trunk can be opened up to a few others.
The
Hi Robert,
After a long slog tending to some very meaty submissions, and
similarly taxing bug fixes/feature refinements, and can finally say
that 2.9.7 is here. Yay!
Yes Yay! Congrats and thanks for all your hard work, hopefully this is
the start of the steady ramp up to 2.10/3.0!
J-S
--
__
Hi Martin,
When using viewer->run() my scene appears ok and the camera/view appear to
be outside of the cow, but when updating my scene manually using
viewer->frame() I end up viewing inside the cow, how do I set my camera or
view position when updating the frame manually, does viewer->run() ca
Hi Robert,
I am angry because of your attitude towards me, accusations of
un-professionalism - something based on my inability to live up to
your expectations on just how much work I can personally take on.
These expectations *are* unreasonable, so I will never be able to live
up to your expecta
Hi Paul,
Just replying on principle, don't take anything personally.
Regarding "you break it, you fix it," generally, it's more efficient for
the person who just committed the change that broke things to create the
fix, because it's fresh in their minds. This is how it works on every
software p
Hi Paul,
Paul, finding which header is missing from the places where you get
the errors would probably not be too hard.
I often do provide fixes, but I'm under the gun to get demos out the
door in a few days.
And Robert's under the gun (perhaps his own gun) to get a dev release
out the do
I hate being the one to get between you two, but I think this is getting
out of hand. As is often the case in these heated arguments, you're both
right, and you're both wrong.
Paul, finding which header is missing from the places where you get the
errors would probably not be too hard.
Rober
Hi Nick,
I changed the code from:
Code:
_eventQueue->frame( getFrameStamp()->getReferenceTime() );
to:
Code:
_eventQueue->frame( getFrameStamp()->getSimulationTime() );
Instead of changing osgViewer itself, why don't you just set the
framestamp's reference time to be equal to the simulatio
Hi Nick,
I see the class you are talking about, do you know of any examples that uses
this feature?
Not really, but it should be pretty simple... Before viewer->frame() in
your frame loop, get the frame stamp using viewer->getViewerFrameStamp()
and call setSimulationTime(getSimulationTime()
Hi Nick,
The reasoning behind this is that I want to capture flyover video and have
reproducibility of my captures. Using the current APM, the captures would be dependent
on the FPS performance of my machine and if it varies during capturing, my video will
look "off". If I interpolate based
Hi David,
In addition to what Paul said, I have this to add:
... I want them to be able to move together in sync like they where sharing the
same camera manipulator.
Your intuition here is good, you actually can give both views the same
camera manipulator! Basically try out each solution an
Hi Akilan,
Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully.
But viewer is saying couldn't find plugin to read .png, tif of 3ds files even
if osgdb_freetype.dll is in path and created from compilation.
What needs to be done?
Why do you think osgdb_freetype.dll
Hi Brett,
I know a lot of OSG users are building things in the ModSim space and I
know that two of the bigger industry conferences are ITEC (Europe) and
I/ITSEC (USA). I was wondering how many people from this list go to
either of those and if there is any interest in a OSG Users Group
meeting?
Hi all, hi Robert,
It seems to me that the OSG site has not been very reliable in the past
few months. We see these kinds of posts pretty often (maybe once every
two weeks?) and the problem often lasts for a day or more, and is most
of the time corroborated by multiple posters so it's probably
ive reliable results, obviously...
J-S
Philip Lowman wrote:
On Sat, Feb 13, 2010 at 3:48 PM, Philip Lowman wrote:
On Sat, Feb 13, 2010 at 1:11 PM, Jean-Sébastien Guay
wrote:
Hi Philip, Paul,
Does this happen with anyone else's builds?
I'm pretty sure it's a widespread issue, my
Hi Andrea,
I just wanted to share with everyone this experience...
Yes, absolutely, thanks for sharing the resolution, it will probably
help others in the future!
Glad you found the reason, as I agree that it was quite a weird problem.
J-S
--
___
Hi Philip, Paul,
Does this happen with anyone else's builds?
I'm pretty sure it's a widespread issue, my builds seem to suffer from
the same problems. WHITESTAR and both Skywalker builds on
cdash.openscenegraph.org are mine.
J-S
--
__
Jea
Hi Fausto,
Sorry to bother again.
I've got some improvement and in fact the problem was in the trails
setup. But it's not perfect yet, and I was wondering if you could send
your QOSGWidget code, at least the part concerning the context creation,
just to see if there are other settings that I
Hi Andrea,
Sorry Jean-Sébastien, I reversed the key commands while typing :)
Heh :-)
But the behaviour is as described: I get faster performance when running the Release build with the debugger attached.
And much slower performance when run without the debugger (Ctrl-F5) or the same when dou
Hi Andrea,
If I compile my application in Release build and launch it through VS2008 with the
"Start Debugging" (Ctrl-F5) command, the performance is good and close to what
I was expecting:
...
If instead I launch the same application with the "Start without Debugging"
(F5) command, the p
Hi all,
I just wanted to mention that unless I'm mistaken, there's a pretty good
OSG presence in the January/February issue of IEEE Computer Graphics and
Applications. Two articles have been co-authored by members of this list:
Dynamic Terrain for Multiuser Real-Time Environments
Christopher
Hi Fausto,
I've read your post regarding this problem, and I was wondering if you
found the solution because I have the same problem when I try to embed
osg into a Qt application.
It works fine in simple tests, but when a more complex Qt windowing is
concerned I receive the same error as yours
Hi Paul,
I've found the problem.
So you confirm that the fixed function fragment stage will not do
anything special when texgen is active, i.e. that it will only do:
vec4 col = texture2D( tex, gl_TexCoord[1].st );
?
Seems this was not correct, I had to do a transformation:
vec3 texCoord =
Hi Paul,
Or better yet:
gl_TexCoord[1] = texGen * gl_Vertex;
There is a lot of overlap between the object plane equations and the
texture matrix. Originally, the thinking behind the object plane
equations was that you might only be concerned with s and t, so it was
more efficient than us
Hi all,
I'm trying to replace the fixed function texgen for a given effect by a
shader in order to remove the back projection problem. But I'm
struggling a bit to even get the texgen to work with shaders (once
that's done removing the back projection will be a cinch).
The original (fixed pip
Hello Ernie,
Given your two symptoms, which are:
I place both: $(OSG_LIB_PATH) and $(OSG_INCLUDE_PATH) into the necessary fields
when i am configuring my project, like it says in the above tutorial, but i get
errors when i include them [...]
and
When i try to run the program by pressing F
Hi Luigi,
What about having a repo of "working recipes" where people who "have the
itch and have successfully scratched" can share the recipe in a somehow
formalized way.
In my previous mail, I' m suggesting use of Cmake external projects as a
way to formalize download,unpack,patch,configure
Hi Adrian,
does someone have for all existing openscenegraph plugin build the 3rd
party library and is willing to share them.
There is 3rdParty_Win32Binaries_vc90sp1.zip on this page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
Though it probably doesn't contain th
Hi Kevin,
My project is throwing an occasional "unhandled win32 exception" error and I've been trying to figure out why. There is no consistency in the timing so I assume that I have a dangling pointer somewhere.
I doubt you're on the right track with changing standard pointers to
ref_ptrs in
Hi Miguel,
Is the feature I want is possible with the MatrixManipulator of OSG or should I
implement my MatrixManipulator ?
I think you should subclass osgGA::NodeTrackerManipulator or just modify
it in OSG to add a new TrackerMode to it that would do that. It falls
within its scope of func
Hi Paul,
Huh! Even though it's the _same_ day in CET...
Yeah, well, it only knows about its own local timezone... Makes sense I
think.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://w
Hi Paul,
Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past
midnight) CET, and that was Feb 4 16:05 local time. Immediately after
the build completed, I saw the results posted to the dashboard. Then I
took the evening off and went to sleep. This morning 15:45 CET (7:45
loc
Hi Chris,
By removing those two directories from the additional includes, osgOcean builds
correctly.
Oh, and I forgot to mention - great work tracking this down, it was
certainly not obvious what the problem was when considering only the
compiler errors you posted :-)
J-S
--
_
Hi Chris,
In the osgOcean project settings, the additional include directories includes
the osg header directories, including osgDB and osgText. These are put there by
CMake, which demands those paths in order to generate the project files.
osgText has its own String class based on std::strin
Hi Chris,
Here's hoping someone has figured out this problem in the last 6-7 months since
this thread was active... Because I'm stuck.
I've used VS2005SP1 to build osgOcean and have been doing so
successfully since the start of the project... What version of OSG are
you building osgOcean ag
Hi Ted,
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single osg::Group below
the MatrixTransform that contains the MatrixTransform's old children).
For some reason
Hi Ted,
Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single osg::Grou
Hi Paul,
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult.
...and it just completed and published. The system name is UTAH.
Perhaps you should change the name so it reflects it's a GL3 build
(something like "UTAH (GL3)"). You can do th
Hello Ted,
thanks very much for any insights, suggestions, help--
Sending the same message three times won't get answers quicker...
I have never tried the code you're referring to, so other than suggest
to trace into the code (or place breakpoints where the OSG view matrix
is updated and in
Hi Chris,
Do you guys have any special tips on setting up a nightly build environment?
Or just --
go at it and see what happens.
See the wiki page here:
http://www.openscenegraph.org/projects/osg/wiki/Build/CDash
If all you want is to build nightly (as opposed to publishing the build
res
Hi Alberto,
I found that the reports were likely bogus at least for me
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html
so I stopped submitting my results for a while. I think that having bad
information is worse that not having any at all.
Yeah, you're right abou
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