Hi Robert,
I just added a nightly build scheduled task on my machine, and ran it a
few times to see how it ran. You can see WHITESTAR is me. (incidentally,
I changed my site name to WHITESTAR_jean-sebastien_guay at one time, but
didn't change it the next time - anyone know how to remove an
Hi Cory,
It seems like I really do want a Group node with geometry. I guess my
choices are to do something like your HandNode (probably using object
composition rather than inheritance) or pair every Geode with a Group node.
I think the image you sent is a logical arrangement. A Group (or a
Hi Morné,
The other approach might be to create an empty View that does nothing,
has no scene, but at least has a Camera with the GraphicsWindow
assigned to it. It's viewport could be zero sized so would be litte
more than a non op, and you have have the GraphicsWindow do the clear
each frame
Hi Cory,
In my mind, I'm equating the thing with the thing's geometry. And so
if something is attached to the thing, I want the data structure to
mimic that.
I can understand where you're coming from, but I think keeping things
separate (at least conceptually) makes them more flexible.
Hi Morné,
Thanks again for your help!! You saved me a lot of debugging headache :)
You're welcome, we have to stick together when we're doing similar
projects so we all move forward much faster!
PS. Do you want me to submit a modified osgviewerQt example with these
fixes/workarounds?
Hi Robert,
If those don't CDash builds (as well as everyone else) move across to
using this branch as the base for testing the OSG-2.8 release series.
Quick question about this: Since the Nightly build is still called
Nightly in the 2.8 branch, it will replace any result of a nightly
build
Hi Robert,
Yes, move across to making the builds from the 2.8 banch till 2.8.0 is
out.
OK, I've disabled the nightly build of the branch for now.
Even after 2.8.0 is out, there is some value in having periodic
builds of the 2.8 branch as there may well be a 2.8.1+ later released,
although
Hi Tanguy,
I wonder, why have I not seen this problem with my OSG builds? Is it
that the default optimization options are lower than what generates this
bug? (sorry I've been speed-reading this thread and may have missed
mention of this)
J-S
--
Hi Robert,
I've tried really hard to fix all these Windows warnings, while most
seem now fixed/workaround/suppressed some have resisted my attempts to
remotely fix them, we me doing several unsuccessful attempts at this
last persistent warnings.
As I said on my other post, I don't seem to get
Hi Robert,
Does this sound like a good idea?
Definitely! :-)
(when did you turn into a marketing mogul?)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi all,
I have a question about OpenGL materials. From what I can see, if I
disable GL_LIGHTING in the stateset of an object, then that object is
rendered with the colors specified in its color array only, i.e. the
material has no effect. Is there a way to change that?
The effect I want is
Hi Cory,
I built everything with Visual Studio 2005 on XP with no build problems.
One minor glitch that may be my fault- when I ran the built the INSTALL
target, it copied the executables to C:\Program Files\OpenSceneGraph
rather than C:\Program Files\OpenSceneGraph-2.8 (I specified this in
Hi Cory,
Yeah, I started wondering if I built the wrong source tree. I started
the whole process over again and should know pretty soon.
You could have just re-run the CMake GUI to see the value
CMAKE_INSTALL_PREFIX was set to...
Even on a
4-core machine, it takes a while to build
Hi Sukender,
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 express,
all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.
I guess most are in the wrappers? I don't build the wrappers at all...
Hi Sukender,
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1
express, all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.
I guess most are in the wrappers? I don't build the wrappers at all...
Hi Gordon,
(sorry, sent before I had finished typing...)
No Lighting = No Material
Hmmm, and any way to make it so that lighting has no effect (even though
it's on) for a given object? I thought about putting a 1x1 texture with
in GL_DECAL mode, but then I would need a texture for each
Hi Bryan,
Couldn't you just disable color arrays when you want the scribe/outline effect
(see osg::State::disableColorPointer(); would require a DrawCallback, though)?
Interesting, I didn't know you could do that, I'll look into it.
Thanks for the suggestion,
J-S
--
Hi Roger,
Here is a probably worthless suggestion written without a proper review
of the thread. I you want a material that looks the same as the unlit
colour just set the materials emissive colour to the same as the vertex
colour and set all the other material colours to black.
Well,
Hi Shayne,
This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task?
I think glColorMaterial is the opposite, i.e. it will place whatever
glColor is set as (i.e. vertex colors for example) into the current
material. What I (thought
Hi Paul,
Hi all -- I've seen a couple of posts now implying that the next stable
release after 2.8 will be called 3.0. I wanted to open a discussion on
this so that we can get some clarification.
I don't think this is the case. Robert has only referred to 3.0 when
talking about introducing
Hi Umit,
System : VisualStudio2003, Cmake2.6, OSGLastSvnTrunk, XP SP3
You're getting a lot of warnings in the standard headers, and the only
time I've seen these was back when the aggressive warnings flags were
set to /W4 /Wall... Now /Wall has been removed, but maybe it's still in
your
Hi Umit,
Thanks for quick explanations, I am holding building directory separated
from source directory and before building always I delete all files in
building directory, but I get same result after 3 try :( I don't
understand as you.
Yes, it's very weird. If we don't get to a more
Hi Robert,
One thing that might help would be to make sure the exploration phase
consisted of several small tasks that were doable in a couple of weeks
of development. The outcome would be small demo and the key part -
knowledge about this new domain. Such projects could easily by
managed as
Hi Robert,
FYI, I have disabled this warning via a pragma in include/osg/Export
as it was just consuming our time far beyond the worth of the actual
warning. This is now checked into svn/trunk and OSG-2.8 branch.
Yeah, I saw that, and I agree, as long as it was just a few classes it
was not
Hi Nick,
GForge was created by some of the original SF team and is really good -
free to open source projects.
http://gforge.org/gf/
Yeah, that's what I meant, not exactly the same software but it looks
like it's exactly what we'd need to make an open OSGForge.
J-S
--
Hi,
http://gforge.org/gf/
Yeah, that's what I meant, not exactly the same software but it looks
like it's exactly what we'd need to make an open OSGForge.
Hmmm, I just noticed that GForge only supports CVS? Is that true?
Perhaps there's an SVN plugin or something?
Anyways, I'll
Hi Sukender,
Okay.
BTW, I don't find where to download SourceForge... I said it is open source...
or *WAS* is?
In the GForge documentation it says that the public CVS repository for
SourceForge had not been updated for more than a year, so they made a
fork of it (which is GForge). It's
Hi Robert,
Jose is actually setting up a virtual server for us, this should allow
us to add external users to have admin rights for helping maintain the
server. Once the server is set up, and the dust has settled after
2.8.0 we can look at exact what services we want to provide from the
sever.
Hi,
Okay.
BTW, I don't find where to download SourceForge... I said it is open
source... or *WAS* is?
In the GForge documentation it says that the public CVS repository for
SourceForge had not been updated for more than a year, so they made a
fork of it (which is GForge). It's possible
Hi Robert,
Thanks for the warning fixes, I've merged about 2/3rds of them, but
will record some of the other ones. The server isn't accessible
right now so I'm not able to check in right now. I'll have bash
tomorrow morning.
The server is back up and I've been able to do an update. All
Hi Robert,
For specific headers I think push/pop is barely tolerable, but for a
.cpp I think it's a real waste of lines of code. Were are talking
about suppressing a warning in an example, and warning that is pretty
bogus w.r.t helping us detect and fix bugs.
That's your opinion but you
Hi Cedric,
In theory the idea is cool but if people dont fill the current wiki why
they will take energy to fill a forge ?
I think it requires no more energy than hosting your project on your own
site, or a site like SourceForge or Google Code. The difference is that
it would be
Hi Robert,
push/pop adds a lot of extra syntax to headers for just one single
platform, it's not cross platform in any whatso ever.
I see things from the opposite perspective: if OSG wants to be used
multi-platform, it has to work well on each platform, the way that
platform works.
Hi Robert,
Just because we use VS doesn't mean that we have to do everything the
MS way. The MS way is to code everything for Windows and Windows
only, cares for portability are very much against MS's strategic goals
of vendor lock-in. Play their game and you end up tied to just a
single
Hi Sukender,
About GForge: it supports SVN,
Yes, I saw that the document I was reading was quite out of date. It
also supports a wiki, and 4.7 (which is in RC right now) has support for
MySQL (I would prefer the server to run only one database engine, and
I'm more familiar with MySQL than
Hi Adrian,
i don't understand why we should rewrite the whole openscenegraph core?
Is the good old openGL and openscenegraph that faraway from openGL
CL/openGL ES/..
OpenGL ES and OpenGL 3.0 will drop the fixed pipeline. So OSG's core
functionality (state attributes for each fixed pipeline
Hi Adrian,
Ok, i see. The OpenGL 3 API will completly change. And for this, we will
have to rewrite the OpenSceneGraph core.
Well, the API will change but the old API will be deprecated, not
totally removed. The problem is that we don't know when the fixed
pipeline will be removed, once
Hi J.P.,
* If I keep doing exp build will it keep on creating new entries? I
thought they would at least be grouped by Site?
* Can I delete entries?
From what I've seen in the past few days (since I started submitting
builds myself) they're removed from the list every night automatically.
Hi Joseba,
Your mistake seems to be in your shaders. Let's examine:
// Vertex Shader
varying vec2 Texcoord;
void main( void )
{
gl_FrontColor = gl_Color;
gl_Position = ftransform();
Texcoord = gl_MultiTexCoord0.xy;
}
So here you're putting your texture coordinates into a
Hi Robert,
Sigh. I have worked my bollocks off trying to reduce the number of
suppressed warnings in include/osg/Export. We have got as far as we
are going to get without holding back the release for many more weeks,
and without modifying many hundreds of files, needless changes too,
then
Hi Robert,
osgKeyboard... When I press the Alt-Gr key, the display shows the
Left-CTRL key as being pressed.
Do others under Windows see this?
I just checked. I assume Alt-Gr is the right alt key, is that correct?
- Left Alt works
- Right Alt doesn't do anything, though the console prints
Hi Casba,
No, they aren't really removed, of course. The default page only shows
the entries for the current day, but all entries can be accessed via
the menu (calendar-previous-current-next).
Yes of course, I meant they're not visible on the main dashboard page. I
should have been more
Hi Robert,
Are we good to go on OSG-2.8-rc2?
I think so from here.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Art,
The main things is now to find out, why the StateSet is NULL although it is
defined in the cow.osg. It could be that there is a bug in the .osg loader,
however the bug could be also in the given example. I am looking forward to
solve it ;)
Perhaps the osgUtil::Optimizer is removing
Hi Robert,
Things have settled down on the issues reporting and fixes, I'm a
happy bunny, so have tagged rc2.
I've just built 2.8.0-rc2 here, built fine, only the PDB warnings
remain, and I've tested a few examples which all ran fine. Vista SP1
32-bit, vc8sp1.
J-S
--
Hi Sukender,
OpenGL 3 specs says that nothing has been removed (just features that become
deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without new
features)... isn't it?
Relying on deprecated features is bad practice, since by definition
deprecated features may be
Hi Jose,
Any doubts?
None at all, be assured we will all hang with you as this migration is
being done. If you need help with anything just ask, and take the time
you need as we all know it can be difficult and getting everything
working right is important.
Good luck, and let us know how
Hi Jose Luis,
The migration is beta-completed, we need now to test it and fix the
errors that surely will arise.
Do we need to test on beta.openscenegraph.org or just plain
www.openscenegraph.org?
Thanks a lot for all your efforts,
J-S
--
Hi Cory,
Can anybody recommend a Windows-based memory tracking tool?
I have not found any tool on Windows that gave me useful results.
Perhaps that was through lack of Google-skills or whatever, but I ended
up changing osg::Referenced to keep track of where objects were
Hi Robert,
Stable Release 2.8.0, release candidate 5, released 10th February 2009.
Please test this release candidate, and report success/failure to the
osg-users mailing list.
Built and runs fine on Vista SP1 32-bit, VC8 sp1.
Haven't had a chance to test in our apps yet, and I really would
Hi Sukender,
1. Both debug and release packages contain generated documentation (So you have a
Overwrite file? prompt from the unarchiver une unziping both). Do you think
we should disable the inclusion (or building) of the doc when in debug, or is it safer to
keep as it is?
I would vote
Hi Robert,
the only exception has been the addition of VS library versioning
information that has made it into the svn/trunk which I deemed it too
experimental to make it into the OSG-2.8 branch.
Just curious, what was the motivation of this change? Wasn't the
osgXX- prefix enough? Or does
Hello Neil,
I note that recently the OSG pages were updated to welcome over 2000
subscribers/users to the mailing list. I think that's wonderful, but I can't
help thinking that as that number grows, more and more will be developers on a
Micrsoft platform, and whose first attempts at using
Hi Robert,
I think the svn/trunk is working under Windows again, although it
won't have been tested by as many users of late as OSG-2.8 should have
been.
Well for your favorite early adopter (me :-) ) this has certainly been
the case. Building trunk now, should show up in the dashboard in a
Hi Cory,
I don't think anybody has questioned the design of OSG.
Yes, Neil has said that perhaps we should consider restructuring to
avoid the false positives. This comes down to changing the design.
I also agree with you that making code concessions to accommodate tools
is unfortunate,
Hi Robert,
Well for your favorite early adopter (me :-) ) this has certainly been the
case. Building trunk now, should show up in the dashboard in a few minutes.
Thanks.
Done, 0 errors 0 warnings. osgversion reports 2.9.0 though...
J-S
--
Hi all,
I am delighted to announce the long hours of testing and refinement
are over, I have just tagged the 2.8.0 release ;-)
Congrats to all involved, and thanks to all testers!
Let's get to building packages! :-)
J-S
--
__
Hi Martin,
I think I've seen a response from Robert these days. He's been
proposing to declare stuff like PNG, JPEG and TIFF as defaults and to
put every uncommon (TM) plugin like Collada, XUL and more into add-on
packages.
I think uncommon is probably not the right term... There are some
Hi Sukender,
BTW, JS, did you already compiled uploaded VC8sp1 32 bits packages to the
FTP? I'm beginning the process, and unless I get an answer from you I'll upload
them.
Not yet, go ahead if you have the time right now :-)
J-S
--
__
Hi Paul,
In the past, Windows binaries have traditionally not included Debug builds;
the thinking was, if someone wants Debug, they are developers (not users)
and can therefore build their own. Removing Debug will dramatically reduce
the size of the package.
As Sukender noted, this has been
Hi Sukender,
Is this text okay?
Looks good to me!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Hi Sukender,
Great. Unfortunately I don't have write access to this page. Do you?
Nope. Perhaps now that we have user accounts on the wiki it could be
opened to some? What do you think Robert?
J-S
--
__
Jean-Sebastien Guay
Hi Philip,
There is another option. People who submit reports to the dashboard
should create accounts on the OSG dashboard, set themselves as site
maintainers and claim ownership over their sites (typically
hostnames). This can allow CDash to send them emails if their build has
a large
Hi Philip,
In your CTest script set the following command:
I'm not sure, do we use CTest?
SET(CTEST_START_WITH_EMPTY_BINARY_DIRECTORY TRUE)
If we do use it, this could perhaps be made an option in the CMake
config for the project? I think since it's a nightly build, building the
sources
Hi Philip,
I really haven't been monitoring the status of the OSG for quite a while
now so I'm not extremely familiar with how you guys are kicking off your
nightly builds.
Our nightly builds are just additional projects in the VS solution /
makefile. So we do either
make Nightly
or
Hi Jeff,
Thanks... I'll take a look.
Because I don't really have a solid format, I can probably write my scripts to output in
whatever format would be the easiest to work with in OpenSceneGraph. Perhaps the
.osg. I'm just trying to understand the format. Perhaps the VRML importer
would be
Hi Cory,
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.
When I try to run any of the exe's, I get a message that says:
The application failed to initialize properly (0xc0022).
Hi Cory,
2. I untarred with cygwin's tar. Perhaps that does something funky with
the permissions?
Perhaps... Can you try with another tool? For example 7-zip, which is F/OSS.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Jeff,
Another solution could be to use scripting directly with OSG. Look into
osgLua, osgPython, osgSWIG, ... which will allow you to create scripts
that generate/manipulate OSG objects without writing and compiling C++ code.
I'm familiar with Python, so which would be the best wrapper to
Hi Philip,
Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have
the following files placed in the bin folder so they work
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without
anyone having to install the MSVC runtime crap.
IMHO, installing the MSVC runtime
Hi Philip,
I'll defer to others (Robert) for the decision, but I don't agree with
your point of view. I think the redist is as close to a set of system
DLLs as it can be without being on the actual Windows installation CD,
so I think there's no point in putting copies of it everywhere on your
Hi all,
I think I'll bow out of this discussion, we're not going forward at all
and instead concentrating on relatively uncommon use cases.
I think the big picture is the case where the binaries are used either
to evaluate OSG for an upcoming project or to use in an existing
project. In
Hi Gerwin,
As far as I can tell, both the original PyOSG and osgPython by
Miguel Escriva et al. haven't been updated since early 2007.
I'm still actively using (and maintaining) osgSWIG, with Python being
the main target (see http://code.google.com/p/osgswig/).
Hah, so I had it backwards,
Hi Sukender,
Is that okay for everyone?
Looks good to me. But putting all this text on the download page is too
much.
Instead, I've created a new page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/VisualStudioBinaries
Robert, can you please add a link to that page next to
Hi Art,
ok, forum is now active also on this subdomain.
Nice! This makes things more official :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Jose-Luis,
The Community News and News From Around the Web pages don't seem to work
correctly.
http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews
http://www.openscenegraph.org/projects/osg/wiki/News/Feeds2
I don't know if this is a known problem or not... Just thought you
Hi Robert,
This is a good solution, and I've update the download pages with the
requirements link.
Great, thanks.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Bonjour Jean-Claude,
I tried to download the pre-compiled dependencies for VC9 SP1
(3rdParty_Win32Binaries_vc90sp1.zip, as mentioned in the email below).
I can't find it on the osg website. Did you forget to update the website
or am I looking at the wrong place?
(I looked at Dependencies-VS9
Hi Guy,
The texture is a simple square wave (vertical black and white bars).
When I move the textures the bars become jagged and disrupted – which
looks like tearing. Is the problem that the texture coordinates are
updating asynchronously (i.e. not on a vsync boundary)? Is this
Hi Robert, Glenn,
Could the mime type simply be mapped to a plugin name? If so then all
we'd need to do to set up a alias list for mime type in addition to
the current extension aliasing that the osgDB::Registry holds.
I've seen lately, MediaWiki keeps a mapping of MIME type to extension
Hi all,
This is not directly OSG related, but since many here know Creator very
well I presume, I thought I'd ask.
I have a model which the modeler has scaled, and as we can expect it
exhibits the classic symptom that the normals were scaled as well -
lighting is wrong. In Creator I can
Hi Sukender,
On this subject I won't offer much input, because IMHO on Windows it's
up to the application developer to make sure their app can find all its
dependencies. How you do it is up to you.
One option I'd like to point out that you didn't seem to have in your
list is that there
Hi Philip,
The release of CMake 2.6.3 includes a new find module which makes using
the OSG from within a project of your own much easier to do. There is
also version support available should you want to specify the minimum
(or exact) version of the OSG that is needed to build your project.
Hi Vincent,
I use 3 lights in the scene, but sometimes there is some lighting strange
behavior, depending a very little camera orientation change...
From the screenshots I can't say if this is your problem, but I have
sometimes seen some cases where moving the camera just a little bit
Hi Jonatan,
thanks for the help. If anyone needs my compiled files, or has a place to
upload it, please let me know.
I think you can upload them to ftp.openscenegraph.org (user OSG, pass
OSG) and Robert will move them to the right place on the site for others
to download. Just zip them up
Hi Robert,
Unless you move the mouse no new events should be generated. Could it
be that you are just getting the last event state? The only event
that should be generated per frame without any other changes is the
FRAME event.
I've seen this before too. Our event handler was being called
Hi Paul,
Hm. Perhaps this is an appropriate time for me to unveil my discussion
forum, in which I have a blog stating my own opinions of OpenGL versus D3D:
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2
Nice post, I agree. That Tom's Hardware article was buying into
Microsoft's
Hi Vincent,
I don't know anything about multi gen creator... it is not an OSG plugin
right ?
It a free one ? google give me answers but I don't see anything about a
free product.
Is there any equivalent in OSG ?
Hehehe... No, Creator is a 3D modeling software. What I was saying is
that
Hi Vincent,
I'll have a look if I have someting to edit/generate normals. maybe 3ds
max can give a good result ...
I imagine that any modeling software should have a tool to
generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic
functionality. In Creator it's called
Hi Paul,
Hi -- I'm attempting to download Mattias's prebuilt 3rd party deps for
VS9. When I click on the link:
3rdParty_Win32binaries_2005_05_10.zip
http://www.openscenegraph.org/downloads/dependencies/3rdParty_Win32binaries_2005_05_10.zip
...my browser displays the Oops! This link appears
Hi Paul,
Thanks, J-S -- Should I just go ahead and update the Downloads page
accordingly?
You probably mean the Dependencies page, since I got that link from the
Downloads page already... I think Robert will have to update the
Dependencies page since it seems locked.
J-S
--
Hi Paul,
If there's no reason to keep this around, as the file has permanently moved,
I'll update the page accordingly.
I don't even know how you got to Mattias's dependencies. The attachment
has been deleted from his page, and it has the same link I sent you.
What we should really do is
Hi Robert,
I've adjusted the dependency page to link to Mike svn for 7.1 + 8.0
and the appropriate directory for Mattias's VS9. Could you have a look
at the page to double check things.
That looks good, but while we're at it you might want to remove the
section where specific versions of the
Hi Paul,
Any idea why the non-standard name for the 3rdParty dir would cause this
failure?
This is an issue that has been there for a while but that no one
bothered to fix until now because there's an easy workaround.
The workaround is to open up CMake, and show the Advanced variables.
Hi Robert,
Since the there is a table mapping dependency to links to the 3rd
party projects there probably isn't a need for linking to specific
version - so I've just removed this set of misleading links.
Let me know if there is still something amiss.
Looks fine, thanks.
BTW, I've asked
Hi Robert,
Anyone any ideas
about what platforms this Unknown are likely to be?
Well, some people disable the sending of OS information by their
browser, so it's possible that a number of those actually would fall
into the other categories (Linux, Windows etc.)
Perhaps this strong
So...
could we even deprecate the xine-lib and Quicktime plugins completely?
One question is does the ffmpeg plugin support streaming (from a web
site or from a local/remote webcam) for example? I think that's an
interesting feature of the QuickTime plugin.
J-S
--
Hi Mattias,
I just posted on osg-submissions a fix for this.
Excellent, another bug bites the dust (sung to the tune of the Queen
song with a similar name :-) )
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Sukender,
Supporting OpenGL 2 + OpenGL 3 first sounds fine to me. We should however keep
in mind future plans when designing :)
Of course, but targeting *all* *possible* future plans, even those that
have small probability to actually happen, is not useful.
Note that I forgot OpenGL ES
Hello Per,
Now I am trying to hide an object (using a osg::Switch) in one channel
and show it in the others.
What I normally do to get this effect is add the object directly as a
child of the camera(s) where you want to see the object, but not as
child of the others.
This doesn't solve
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