Hi Rick,
Well, which Plugin directory am I supposed to add? If I add a
particular plugin directory with a given name, and then I do an update
and the plugin version changes, then the folder name is not the same
anymore. Do I add the new plugin folder and delete the old one?
Perhaps use
Hi Rick,
History is not all that helpful anyway since they are binaries.
I didn't mean the diff between files, but the update history. It's
useful to know that this file was updated from OSG 2.6 to OSG 2.8 on a
given date. That way if you started having problems with a given loader
on a
Hello Fabian,
Same problem here...
Any clue on how to solve this problem? Or maybe another way to load different
scenarios?
I have not been able to reproduce the problem in a self-contained
context (for example, by modifying an OSG example). It's still visible
in our simulators sometimes
Hi Rick,
It seems like there is all this effort going towards just keeping people
from picking up the wrong version of the DLLs. How often does that
happen anyway?
Until these mechanisms were put into place, every week there would be
several reports of crashes and other weird behavior that
Hi Rick,
I don't think I quite communicated what I meant to say in the end
there. I am not super bothered by the whole naming thing, just a bit
irritated and in my organization I think it causes more problems that it
is worth. I was hoping that perhaps with the power of CMake that
someone
Hi Rick,
I just want to be clear: I am not saying the way it is now is the only
way. I'm just saying that it works well enough for lots (and lots, and
lots) of people. I don't want to start a tug of war of whose way is
better...
The fact is, in my personal situation, the version numbers on
Hi Rick,
So for the examples, is there any way to set the Working Directory for
debugging? It is actually pretty easy to select all of the apps and
examples and then set properties for all configurations at one time, so
that is not such a big deal, but I was curious.
I don't know of any
Hello Rick,
Once you've run the ALL_BUILD target (or INSTALL, which depends on
ALL_BUILD) then the examples will find the plugins just fine, you can
run them with F5 no problem.
I am not finding this to be the case. When running with F5 or Ctrl-F5,
VS runs the example from where it
Hi Bruce,
For some odd reason I am getting links error from gz and ive plug-ins for
various methods that are in the zlib123 libraries. I have tried both
zlibstat.lib and zlibwapi.lib and get the same errors both ways. If I open the
libraries in the debugger I can see the strings (i.e
Hi Paul,
You don't have to be on this list very long to see the same question pop up
multiple times. I'm guilty of it myself. :-)
Sure, but I prefer to remind people that the archives exist, while at
the same time giving answers to their questions, rather than let it
slide. I figure it's
Hi James,
Again with the black background and black text in your message... very
hard to read. I thought you'd fixed this? :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi John,
For all who love OSG and think it deserves the attention of others,
please nominate OSG for the SourceForge Community Choice Awards:
Nominate projects here:
http://sourceforge.net/community/cca09/nominate/?hash=bd16e9d6c082d92d092395b34b83c0cf
I added a link to the OSG main page
Hi Paul,
Tried that but it always gives the parent node of the first instance.
If that's the case, then you're probably using getParent(0) to go up in
the graph, instead of using the intersection's node path.
Remember, the model can have a whole hierarchy inside too, and the
intersection
Hi Paul,
Yes, i am going
osg::Node* node = hitr-nodePath.back();
if (node node-getNumParents() 0)
{
node = node-getParent(0);
...
}
Yes, well no wonder you're always getting the same parent... :-)
now im trying this but its crashing:
What you want to do is walk the path up from the
Hello Suyang,
1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured.
Hello Brian,
It makes the building appear to be all white, since the texture is turned off.
Is this correct? I tried disabling that part of the code, but now the backfaced
outlines are not enough to make the object stand out. What I would really like
to do is outline the object in a striking
Hi Serge,
I've put it in a sibling directory of OSG and set the FFMPEG_DIR env
variable to this directory. But the FindFFmpeg.cmake script can't find
the include and libs files. Any idea on what I am doing wrong ?
Perhaps you need to delete your CMakeCache.txt and start fresh? Or you
can
Hi Robert,
For a point of reference, I'm using a ATI 4760 card right now and all
the shadow techniques work fine. I'm using ATI's latest linux
drivers.
Did we ever do anything about the texture coordinate inversion in ATI
drivers on our side? If not it would mean that it was fixed in the
Hi Robert,
I recall you sending such a hack last year, but I don't think I merged
it. I can't see any ATI or Radeon references in osgShadow.
OK, good news then, less hacks is better code :-)
J-S
--
__
Jean-Sebastien Guay
Hi Robert,
And that's why I'm typically so resistant to platform
specific/hardware/driver specific hacks. Driver quality comes and
goes but we have to live with our code forever!
Well, we can always change it back... With a check for driver version so
it still works for those who haven't
Hello Rodrigo,
My first name is Jean-Sébastien (J-S for short) :-)
Yes, I'm using an ATI card. In fact, I've searched for past discussions, but
didn't find answers, that's why I've posted a new topic. Maybe my search wasn't
that good! Thanks for the hint, I'll try with a NVidia card. If it
Hello Rodrigo,
Oh, I thought everything was integrated. Thanks a lot, I'll pay more attention
to the mailing list.
Well all posts from the forum go to the mailing list and inversely, but
not all history (archives) were imported to the forum when it was
created. So if you want to search old
Hello Alexandre,
What you're proposing is to copy slave camera view matrix into master
(default) camera matrix each frame, am I right ?
Isn't it another way yo avoid this copy ? isn't it a little expensive ?
No, I'm proposing to copy the slave camera's view matrix into an
osg::Uniform each
Hi Abhinav,
i am trying to read an iv file but its not being read. the code i am using is :
***
SoInput sceneInput;
if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) {
QMessageBox::information(mInventorGrid[3],
Hi JP,
and make two primitives.
By two primitives, do you mean two osg::Geometry objects sharing the
same vertex array? (as opposed to two PrimitiveSets in the same
osg::Geometry, which is what he was trying to do...) Yes, that's true
and clever, I hadn't thought of that.
Thanks for your
Hi Alexandre,
something isn't right with the last thing I said, when creating a new
osgViewer::View a main camera is created by default, so it's not
possible to have 2 slave cameras only and no main camera, am I right ?
Of course, an osgViewer::View will always have a main camera. This is
Hello Guy,
I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera.
You have a few
Hi JP,
Sorry, primitives is a bit vague. I normally make separate (sometimes
to set e.g. renderbin number on each) osg::Geometry, each with single
addPrimitiveSet. I have not tried multiple addPrimitiveSet on single
geometry, but think/hope it should also be OK and share the vertex array.
Hi Alexandre,
In my resize implementation I directly update the projection matrix from
the slave camera and I don't update the _projectionOffset wich for me is
useless.
Why don't you update the projection matrix of the master camera? If both
slave cameras render to the same GraphicsContext
Hello Alexandre,
Well apparently I did achieve to set up my application with 2 slave
camera, but there is one last problem, I'm using a shader for my sky
sphere wich isn't working when using 2 slave cameras, has anyone already
had trouble with shaders and slave camera ?
Do you mean that
Hi Philip,
I also note that previous discussion about why the VRML plugin couldn't
be updated to a newer version of OpenVRML centred on the boost
dependency. I'm sure that thats much less of an issue now that we have
boost binaries for most Linux distros, plus Windows and Mac.
That, and the
Hello Cory,
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I think it should probably be
distributed with the example, or the example should be removed from the
Hi Robert,
Good to see you're feeling better.
After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4. You can download it from:
Hi Cory,
I'm thinking about adding a handler for GUIEventAdapter::FRAME to my
event handler callback and move the eye a fraction of the way towards
the destination. Successive FRAME events would eventually get the camera
in the right place and it should be a smooth move. Is this a reasonable
Hello Dwight,
Thanks for the info Skylark. I got it working today and made a blog post about
the process in extremely simplified terms:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/
A few notes on your blog post:
1. At step 5, you could have just copied the contents of the
Hi again Dwight,
I've added a link to this tutorial on the tutorial originally giving
me problems, so hopefully it will help others in the future.
About this, I just spent a few minutes updating the tutorial. I tried to
make it clear in the first few lines of the tutorial that this is only
Hi Philip,
Does anyone depend on the OSG_ROOT, OSGDIR, and OSG_DIR environment
and/or registry session variables in the non-OSG related CMake find
modules in CMakeModules?
I don't think so, it would be a bit weird wouldn't it? What was the
rationale in using those in those modules in the
Hi Paul,
const osg::MatrixList m = node-getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node-accept( cbv );
osg::BoundingBox bb = cbv.getBoundingBox();
osg::Vec3 minV = bb._min * m.front();
osg::Vec3 maxV = bb._max * m.front();
osg::notify( osg::ALWAYS ) minV
Hello Jesper,
Thank you very much, I suspected it was something like that. Do you know if
there another standard way of making high resolution renderings via OSG that
isn't hit by the graphics card texture size limitations?
You can do tiling - take multiple screenshots, each using the
Hi Chris,
Paul suggested using multiple Camera objects in the Scene
and playing with the heirarchy, reference frame and identity matrix to
make a sub-camera track its parent.
That's probably what I would have tried too. It seems weird to me that
the ClearNode clears at the start of rendering
Hi Sebastian,
My previous post addresses exactly this problem in efficient way.
Yes, I saw your post after I sent mine. Sorry about that.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Moji,
So is there any specific reason for using ref_ptr instead of
observer_ptr in definition of osgViewer::View::EventHandlers?
The viewer owns the event handlers, thus ref_ptr is the right choice.
The normal usage of an event handler is:
viewer-addEventHandler(new MyEventHandler);
Hi Paul,
Ah. The OP didn't specify axis-aligned in the initial post (or if it was
mentioned, I somehow missed it... Either way) my apologies.
Well, osg::BoundingBox is axis-aligned (xmin, xmax, ymin, ymax, zmin,
zmax) so I assumed. You didn't assume, which ultimately is better... :-)
The
Hello Guillaume,
I am trying to use a LineSegmentIntersector and want to specify start
and end points in world space coordinates. Aditionally, the Drawable I
want to intersect has parent nodes with transformations (translate /
rotate / scale). How can I achieve this ?
When you use your
Hello Cristina,
I am using a LineSegmentIntersector to determine all the intersections in my
scene. In the osgUtil::LineSegmentIntersector::Intersections multiset, is the
first intersection in the set the closest to the startPoint?
Yes. The set automatically orders based on Intersection's
Bonjour Kévin,
I try to create a cubeMap on a sphere. It works but all my images (.bmp) on
cubemap's faces are flip ...
You can flip images with osg::Image::flipHorizontal() or
osg::Image::flipVertical(). I don't know why they come out that way by
default though. Perhaps your BMPs assume
Hi Chris,
I will expand on the abstract explanation, and then reveal my optimal
solution -- which
is a bit of a hack, but is still the most elegant.
[...]
Wow, yeah that's a nice setup and good solution to it. I'll probably be
able to use a similar technique in our simulators. Thanks for
Hi Christian,
my geometry has 9 vertices - i thought if i use a drawElement index with index
swaps to revist a vertex, this would give me the opportunity to use more than
one normal per vertex (there are reasons why i need this ;-). i now think the
truth is, only real vertices in the
Hello Petr,
4) Update position line
[...]
5) Check intersect
if ( intersectorGroup-containsIntersections() )
{
...
intersection.getWorldIntersectPoint();
//interscetion point is still the same(!) 33.0f, - 23.0f, 0.0f
//i thought that correct point must be 33.0f, 23.0f, 0.0f because
Hello John,
Thanks ! :) It helped to use the TextureVisitor to disable
unrefImageDataAfterApply.
Glad I could help.
Have you tried to share the OpenGL context
between the widgets to avoid several instances of all object
resources.
I have not tried it, no. It could help, but I think then
Hello Petr,
Thanx mery much Skylark,
here is the correct code, the Blue color is update.
So I assume it works for you now?
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Jesper,
In both cases this occors when the screenshot
is larger than 2048x2048 pixels. The lower-left 2048x2048 pixels of the
screenshot are always correct, but the rest is black.
I'd guess you're hitting a texture or FBO size limitation in the
graphics cards your clients are running on.
Hello Ruiying,
I've been playing adding a camera call back. But I can't figure out why I can change the background clear colour, yet I can't set the view matrix of the camera?
Do you have a camera manipulator on your View? If so, the manipulator's
calculated view matrix will override
Hello Alfonso,
I don't know how to do it. I want to disable this option because when
these road textures are first seen by the camera, the program stops
for a moment to scale them to the power of two and it is quite rough.
You have a few options, and not all of them are disabling that
Hi Alfonso,
I have turned the .ive model into a --compressed .ive model and now it
works perfectly. It is certainly the most simple solution.
Good to know it was an acceptable solution and worked for you.
I'm sorry but
at the moment I don't have enough knowledge to write the
Hi Martin,
Some of this I can do with stateattribute so that eg. a gridline is always
drawn with no lighting but for things like picking the intersector visitor must
explicitly know to ignore a grid.
The point was to make a distinction between real model elements and
'decoration' elements -
Hi Keith,
I want to set up an initial view matrix that looks down the Z-axis, approaching
a 2D mode. I can currently do the effect I want but I have to use the mouse to
reposition the view. This is not that big a deal but would be some help in
manipulating the current view frustum. What is
Hello Lee,
What does it take to get display culling of objects based on NodeMask
values? I'm setting the NodeMask on nodes (Geodes) in the scenegraph
and calling view-getCamera()-setCullMask(value) but I'm not seeing any
change in the geometry displayed. Is there something I need to enable?
Hi Hartmut,
it will have bindings to two different C
runtimes. Intermediate manifests are forcibly linked into your binaries.
What? I thought the runtime version issues only affected the C++
runtime, not the C runtime? At least with VC++ 2005, pure-C libraries
had no issues with runtime
Hi John,
I have, however, problems with textured models and the composite
viewer. When I add a new view after initalization (application has
entered the frame loop), the new view (within an QOSGWidet) does not
show the textures. It the views are added before entering the frame loop
there are
Hello Dwight,
Most of your problems seem to stem from relative inexperience with the
tools/environment, which we can hopefully help you out with. It's just a
matter of learning. We've all been there.
Topic by topic:
1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results
Hello Alena,
I'm a newbie in osg, and I was wondering if there is any working example
for 3D Text. The only thing I could find is osgtext3D example (build of
osg source) but that doesn't work. I tried some code modification by
myself, but no luck so far.
The osgtext3d example works for me.
Helo Dwight,
However, as I suspected, one can develop using the precompiled binaries. My only problem is that I don't know how to do that. At least not with a project this large. One library maybe, but OSG is huge.
Well, there are two parts to your question: how do I use OSG (i.e. what
Hi Art,
Very nice! The presentation is great too, have you ever been part of the
demoscene before? Those demos are in similar style...
http://en.wikipedia.org/wiki/Demoscene
1. http://www.tevs.eu/project_siggraph07b.html
Demo was created with osg 1.2 (very first release of osgPPU)
sorry,
Hi Robert, Hartmut,
The changes seem sound, I'd like to see if there
are any side effects though, so I'll test the changes in a fresh build
linked to a small application tomorrow. I'll let you know what I find out.
Change #1 (refer to the original e-mail from Hartmut) is ok, it's a
small
Hello Wojtek,
The code is simple and its basically one class named VirtualProgram. Its
derived from osg::Program. It does what its name implies - virtualizes
program and shaders in osg::Program similarly to C++ method overloading.
Wow, very nice! This indeed fills in one rather large gap
Hi Wojtek,
I am glad I have Your support. Honestly, I was counting on You ;-) I am
not that fluent in English as I would like to be. Writing such posts
usually take me much longer than in may native polish, I often realize
that some ideas got lost in the midle of batlle with proper
Hi Robert,
Hartmut submitted some Windows specific build changes to the OSG and
called for feedback, and I follow up with a request for feedback on
these changes. Alas not a single reply
I've been very busy on my side so I haven't followed this thread as much
as I would have liked. The
Hi François,
Good to see you've got your issues sorted. That's the power of a large
community, more testing and more eyeballs means fewer bugs!
Aberdeen, nae as bonny as Montreal
I've had a laugh at all your signatures, you have a vivid imagination to
come up with a different one each
Hi Kim, Dimi,
Not even sure what ccmake is to be honest. Perhaps someone that speaks linux
can help me out on this.
ccmake is the CMake text-mode (curses) interface to configure a CMake
build, similar to cmake-gui or cmakesetup on Windows.
Dimi, you should probably set osg-DIR to the
Hi Dimi,
This is what I did but it specificaly asks for this osgConfig.cmake file.
On a note I use cmake 2.4 patch 6 with which i compiled osg-2.8.
Is it possible that only cmake 2.6 and up is working on osgOcean builds?
It's possible, someone who knows CMake more than me will have to
Hi Umit,
Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough.
I am trying to update to 3.0.
Whether or not your driver supports OpenGL 3.0 won't make any
difference, OSG does not use OpenGL 3.0 at all (you need to explicitly
create an OpenGL 3.0 context in order to use
Hi Kim,
This is actually one of the problems that I tried to address with the half finished DynamicShader class in amongst the code.
I came to the conclusion that it might be better to have a huge uber shader and
block out bits effects code with #defines or add constant variables such as the
Hi Roger,
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done.
I think we need to take a step back here. At the moment I am tending
toward the view that we should spend effort on improving the current
Hi Umit,
As you said I know there will not be any difference for OSG in OpenGL
3.0 but I have tried to upgrade to make my GLSL support to 1.3 or
upper(1.4).
GLSL 1.4 is part of OpenGL 3.0 so won't make any difference either.
But as I said, if the card supports OpenGL 2.1 then it should be
Hi Miriam,
I would need to change the height (at runtime) to the forms
(osg::Capsule) .
I must to force the update of shapes.
How can I do?
An important part is that if you have something based on
osg::ShapeDrawable and you need to change the properties of the
underlying shape, then once
Hi Umit,
Great works. Congratulations. I have tried to install but have some
problem on FFTW library on compiling VS2003. I will try to compile it by
MinGW very soon. I think you are using Linux environment.
You can use the precompiled FFTW DLLs from here:
Hi Kim, Brian,
FFTW is GPL. Are you concerned about this?
Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
(.dll or .so) does it still carry with it the implications of the GPL on
everything it's linked to? I admit this is a blurry area of my
understanding of the
Hi Art,
Believe me or not, but this possibility is already there. There is some kind of
template message appearing whenever you want to write a post through the forum.
So users don't even need to type something extra, it is already there. The
template looks like:
---
Hi,
...
Thank you!
---
Hi Robert,
I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than rolling our own
xml parsing.
Hi Adrian, Robert,
I tested out what Adrian was reporting, perhaps it can give a bit more info.
osgviewer avatar.osg
I get these messages printed constantly on the console:
TransformVertexFunctor Bone arm_r not found, skip the influence group arm_r
TransformVertexFunctor Bone Back.004_R.002
Hi Sergey,
found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )
http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419
Yes, that's one of the tested libraries in the FFTW benchmark:
Hi Robert,
Boy you spot everything that come and goes :-)
:-)
Something that I found interesting about the quick XML parser code was
that being done in C++ it was much more convenient to use than
libxml2, when I ported Present3D across from being libxml2 based to
osgDB/XmlParser based the
Hi Riccardo,
don't you think TinyXml (or its close relative TinyXml++, that also
support iterators, templates, exceptions and other c++ friendly
features) would be a nice alternative?
Considering it took me all of about a day to write, and it was my own
code (i.e. I didn't need to learn to
Hi Martin,
Err we have a wiki do we not ?
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
a) you could always edit it, you just (in the past) needed to log in
with the username and password that were given (user:osg
Hello François,
Nice to see you on this mailing list :-)
I can't comment for SDL or WxWidgets, it's been ages since I've compiled
those at all.
But in general, manually tweaking the makefiles won't help long term,
you need to find out why CMake is generating the makefiles that don't
work
Hi Chris,
Why not:
bool CommandManager::disconnect(Dragger dragger)
{
osg::ref_ptrDragger localDragger(dragger);
_draggerSelectionMap.erase(dragger);
_draggerConstraintMap.erase(dragger); // may be deleted at this point
return true;
}
or just:
bool
Hi Don,
There's a significant new clue here. Two of my three systems that crash
with
osgviewerQT --QOSGWidget cow.osg
are multi-processor systems. The third is a very fast single core Xenon.
All they systems where there's no crash are single processor systems.
Is anyone else able to run
Hello Zhi Yuan,
What
I want to do is that I want to draw the model once at the first
frame,during the other frames,I just keep the model drawn at the frist
frame(do not redraw the model ).
First of all, one of the basic principles of real-time rendering is that
you actually want the scene to
Hi Art,
And as in the another thread of Jean-Sebastian about ffmpeg-streams, we could
even stream to osgmovie directly ;) Of course, only if the plugin run well.
Heh, I'll send an update about that in a few minutes :-)
J-S
--
__
Hi Don,
Updating the driver fixed the problem on two systems. I don't have access
to the third system yet, but it's likely that a new driver will fix that
one
too. It's not always practical to install new software on other peoples
systems.
Yeah, I know. That's one of the problems with
Hello Michael,
I've recently encountered this same problem myself. My experiments show
that iterating over a vector with an iterator is ***TEN TIMES SLOWER***
than with iterator debugging disabled. In release builds!
I'm somewhat skeptical of this claim. What experiments were they, and
are
Hi Tanguy,
For the same reasons Robert explained, I'm not in favour of changing OSG code
to make it faster with checked iterators. But I can definitely understand why
one would want to disable checked iterators.
Well, you certainly have control over that, disable them if you want.
But if
Hi Robert,
Yet despite all this people still want to use VisualStudio :-)
Well, on Windows platforms and despite all that, C++ code is faster when
compiled with MS's compiler (compared to gcc - either mingw or cygwin).
Plus, Visual Studio is much more than just the compiler.
J-S
--
Hi Tanguy,
My little finger tells me that most mistakes done in VC7/8/9 and its
libraries are probably due to the technical incompetence of a few rather
than an MS global conspiracy to eliminate native C++.
I think it might just be a misguided corporate policy that has very bad
ramifications
Hi Simon,
[...@vis MINI X-Wing]$ osgviewer MINI\ X-Wing.dae
Warning: dynamic library
'/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so'
exists, but an error occurred while trying to open it:
Hi Emmanuel,
I guess I could also implement this behavior with a cull callback, no ?
Yes, but that is a design consideration. Personally, if there's a
solution that does not require a callback, I'll prefer that solution,
since then I don't have to remember that there's a callback on a given
Hello Patrick,
no replies yet :(
We use LISPSM here with textured .flt, .ive and .osg models and don't
have any of these problems. The fact that the same problem exists with
your models when you load them in the osgshadow example is weird. Could
you place one small model that exhibits
Hi Emmanuel,
I haven't try that yet, but according to my previous tests I'm pretty
sure this won't work: if I use the ABSOLUTE_RF I will loose the camera
rotation (ie the stars will really be fixed on the camera) and that's
obviously not the desired effect: the star points must be influenced
Hi Robert,
This does sound like an OpenGL object clear/reuse issue relating to text.
Any chance you could create a simple example that demonstrates this
issue?
I'm doing that right now (both to check if it's reproducible in a simple
form and as a possible test case to send).
Well, I
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