HI Markus,
I've just checked in a fix for this, I can't compile the quicktime
pluign myself so could you try out the latest in svn/trunk to see if
it's now compiling cleanly for you.
Cheers,
Robert.
On Mon, Dec 14, 2009 at 5:23 PM, Markus Lacay markus.la...@gmail.com wrote:
Hey, I would also
Hey, I would also like to add that I couldn't compile against OpenGL 3 without
changing Plugins qt references to GL_BGRA_EXT to GL_BGRA. It seems GL_BGRA_EXT
has been removed completely from the latest GL3.h header.
--
Read this topic online here:
I don't build the qt plugin,, so I'm not surprised. The GL3 stuff is
pretty leading-edge; expect to find things that need to be changed. I
think I speak for Robert when I say submissions are always welcome.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Congrats!
Robert, just one question.
4. Shader composition support integrated into the core scene graph.
Could you please give some thoughts on this, timeframe etc?
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Thu, Dec 10, 2009 at 3:59 PM, Robert Osfield
Hi Nick,
On Thu, Dec 10, 2009 at 2:30 PM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
4. Shader composition support integrated into the core scene graph.
Could you please give some thoughts on this, timeframe etc?
I'll not go into details here as there other threads from the last
couple
Hi Robert,
Excellent work to all who contributed, but especially to you since most
of the grunt work on the big features (ports, texture pools) was done by
you. I hope you're taking a bit of time to relax now before diving into
something else...
One quick question, given the amount of new
Hi J-S,
On Thu, Dec 10, 2009 at 3:47 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Excellent work to all who contributed, but especially to you since most of
the grunt work on the big features (ports, texture pools) was done by you. I
hope you're taking a bit of time to relax
I wrote:
My short list for remaining features to developed for 3.0 are:
1. IPhone support
2. osgViewer::GraphicsWindowEGL support under Windows
3. osgViewer::GraphicsWindowX11 support for OpenGL3.x
4. Shader composition support integrated into the core scene graph.
5. Fixed
8 matches
Mail list logo