Hello Luc,
Is someone successfully running osg2.6.0 with these 3rdParty Plugins and
Visual Studio 2008?
This has come up already in the past. Visual Studio 2008 is VS9.0, and
Visual Studio 2005 is VS8.0. So the 3rdparty binaries in that repo are
for VS8.0sp1 (= VS 2005 sp1), not VS9.0 (= VS
Hi Matthias,
I just asked because I
liked the idea af the binaries in a branch beside his branches where
people are used to go. Also - I used his scripts to build it so
they're to his credit more than mine.
Well, it would be nice to have an independent place where this could be
done. Perhaps
Hello Robert,
No problem, reply when you can, it's not a really high priority subject
at this point as we're just discussing options...
I don't have a problem with hosting binaries on openscenegraph.org or
the svn, it seems a natural fit.
I really like Mike's setup on the osgtoy svn, so
Hi all,
We've been discussing the best way to distribute the Visual Studio 2008
dependencies binaries in another thread, and we'd like to have a general
solution, so I thought it was time to move the discussion to its own
separate thread.
What I'd like to suggest is to put these on the
Hi all,
We'll probably be using Qt for our next GUI project with OSG, and so I
started looking into the osgviewerQT example.
First of all, it seems to me that the most powerful way to use it is
using QOSGWidget (as a base) instead of AdapterWidget, since the latter
uses
Hi Jeremy,
Qt as the application's encompassing GUI or are you going to use Qt
somehow to also create GUI widgets in your GL scene? I've seen a lot of
traffic about this lately and have begun to wonder if I'm
misunderstanding. :)
Yeah, in my case I'll have a widget in my app that does OSG,
Hi Matthias,
As I already asked Luc off list - please mail problems if found and I
will try to fix them, but know that I have the Express version of MSVS
and will not upgrade to professional in a near future.
As far as I've seen through my using it for about a year on my Masters
project,
Hi Ulrich,
Is the use of DDS files the only way to use custom mipmap images?
If so what's a good tool to author custom mipmap DDS files (or any DDS file for
that
matter) on Linux and/or OS X?
As far as I know, it's the only widely accepted format that has this
functionality for textures
Hi Gordon,
Others include
I assume you mean other formats that can include mipmaps? (Why hasn't
everyone caught on to the advantages of replying inline nowadays? :-)
NITF
Found NITF on Wikipedia, it seems to be terrain-specific like GeoTiff or
am I getting the wrong impression?
Jpeg
Hi Matthias,
nice to hear that we share that beleif. My zip lacks the mfc dlls and
LDAP support in curllib. That's it.
Yes, well you can't do MFC with the Express versions of course, so
anyone who wants/needs to do MFC will already have the Professional
version which includes it, so there's
Hi Robert,
Your suggested scheme looks reasonable to me. I think in the case of
Linux we might want to use something like linux_x86, linux_x86_64 as
potentially one can build the OSG on non x86 platforms (such as
Itanium). In the case of OSG binaries we'd also need to version them
in the
Hi Robert,
I'm no QT or Windows expert so I'll just have to guess at what might
be up. The pixel format error sounds a bit like what was an issue in
the early days of osgviewerMFC - in that the pixel format of the
underlying window has to be created specifically to support the pixel
format
Hi Ulrich,
I found that before but wasn't sure if it supports custom mipmaps.
Now I know that it definitively doesn't do that (which is a shame)
Yes, it definitely is, especially since it seems to do the reverse
(extracting existing mipmap levels into separate layers on load)...
And yes,
Hi David,
we´re unable to load png´s right now, which is a little wierd cause i
can see in the visual studio output window that the right osgdb_png.dll
osgbdb plugin is being loaded
Since you're using VS 2005, the 3rd party deps are OK so you at least
pass that frequently asked question
Hi David,
Look in the archives for similar questions, I had a similar problem in
the past which is that even though osgdb_png.dll is loaded, it depends
on libpng12.dll, and if the version of that DLL that it finds is
different than the version that osgdb_png.dll was compiled with, it
won't
Hi Guy,
I'll look for this IF(MSVC) and try to remove it so it will always...
You're aware that's not really a fix... First of all you might need
something different in your case, instead of always or never... (for
example I'm reasonably sure the compiler options will be different)
Hi Guy,
I'm compiling osg2.0 on visual studio. The project was created with CMake.
I changed the compiler to intel compiler, and now nothing compiles.
I get the errors:
1CMake Error: Error required internal CMake variable not set, cmake may
be not be built correctly.
1Missing variable is:
Hi Guy,
Anyway, in this case the IF(MSVC) didn't do the trick but setting the size of pointer value, did.
This setting should normally be automatically set by CMake (it compiles
a small test program using your configured compiler at the start of the
generation process). If that didn't
Hi Jeremy,
I'd like to quickly post a message here about (another! yikes!) NodeKit
I'm working on that ties closely with osgWidget and my original
intentions a year ago when I started working on osgWidget in my free
time. :)
Very nice! Is there anything you can't do? :-)
I'm curious about
Hi all,
Thanks for testing, this confirms that you can't reproduce the problem.
So I'll continue looking on my side.
Yeah, this ended up being a mistake on my end (of course), when checking
in OSG 2.6 to our repository at work I checked in all subdirectories but
not the files in the
Hi John,
Someone, please copy and paste the _stripTextureFilePath( false ) line
into the second constructor and add a comma after _lightingDefault(
true ). Don't forget the comma :)
You could have just sent the whole modified file to osg-submissions...
That way no one would have to copy and
Hi Paul,
John -- Please post it to osg-submissions...
See the CCs in John's message :-)
Thanks for sending it in, John.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Claudio,
is it possibile with osgUtil::IntersectionVisitor, know what is
intersected polygon (example the number 2 or the named ad32) and which
texture is mapped to this polygon?(the name of file which contains the
texture)
See the documentation of
Hi Ben,
I am trying to load a VRML file, but I get the error message:
Warning: Could not find plugin to read objects from file “foo.wrl”.
[...]
I compiled OSG 2.6.0 from src on Debian Etch. I am using OpenVRML
version 0.14.3. Do I need a newer version of OpenVRML? (I set the path
to
Hi Ben,
Thank you for the tip. That environment variable flag helped me see that OSG
found the osgdb_vrml.so plugin, but then failed when loading the openvrml.so
library. I added that dir to my LD_LIBRARY_PATH and all is well!
(I don't seem to have the osgdb_wrl.so plugin by the way, but
Hi Art,
in deed, svn-ports seems to be closed on some proxies. I am currently working on moving osgPPU to another server with enabled svn through apache support.
Perhaps GoogleCode could be of help here? Jeremy already uses it for his
projects, apparently with some success :-)
I would hope
Hi Bill,
Are there any file formats that natively handle floating-pt RGBA values?
In addition to the modified TIFF reader and the ad-hoc reader that J.P.
linked you to, the .hdr format is readable out of the box by OSG, and
there might be an OpenEXR reader somewhere (not sure).
Hope this
Hello Christopher,
we want to switch between the shadow techniques at runtime. Sadly some
shadows doesn't work correct. Would be cool if someone can help me with
this.
In general, shadow techniques in the OSG are very much in their infancy
and are probably not production ready for the most
Hi Serge,
Anyone has already seen such a problem ? Or anyone has some success with
multi-monitor on WinXP and NVidia cards ?
Search the archives for multi-monitor, Windows XP, NVidia. You'll find
extensive discussion in the past few months, with great investigation by
Wojtek Lewandowski.
Hi Ben,
Hardware: Intel Integrated Graphics G965
Driver: The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.
Yeah, integrated graphics generally don't fare well with FBOs or
pbuffers. Hopefully it shouldn't crash though, it should tell you it's
not supported
Hi all, especially Jeremy :-)
I've been looking forward to trying out osgCairo for a while now, and
now that osgPango has been released (at least in its first version), I
figured I'd give it a try.
Unfortunately, it looks like it will be a bit difficult to get them to
compile on Windows,
Hi Jeremy,
In the hope that my wandering will help someone in the future...
Incidentally, I thought this info would be useful to other potential
users of your nodekits on Windows, but I can't find an add page button
for the wiki on osgpango.googlecode.org... Do new pages need to be added
Hi Vincent,
No one never profile his OSG code ?
I think everyone has different ways of working. I tend to evaluate
performance with the Stats Handler and try out different variations of
algorithms to see which one performs better. I've rarely needed to do
actual profiling.
When I did
Hi Adrian,
I updated my working copy to latest SVN version (8900) of OpenSceneGraph.
I am wondering way the performance (more fluid) for pagedLOD models has
changed, its more fast / fluid while paging under windows vista.
what did we change, threading?
Perhaps it's the matrix
Hi Serge,
My application uses a CompositeViewer with different osgViewer::View for
each window, I'll try different setups to see if it still crash.
If osgviewer (or osgcompositeviewer) itself does not crash, and your app
crashes, you could try to start with osgviewer.cpp (or
Hi Gordon,
In the resultant vcproj files created many(most) projects end up with
both osg.lib and osgd.lib and some with osgGA.lib and osgGAd.lib and
those the use OpenThreads
Now I'm quite sure it is something we ( meaning me ) has screwed up some
how/were ;), as I said I'm a newbie when
Hello Ben,
I am seeing strange shadow artifacts on my model when I use a ShadowMap.
These are not strange, they're quite expected when using a straight
shadow mapping algorithm. It's simply shadow map aliasing. See this page:
Hi Ben,
I would like to detect if the user has the appropriate openGL extensions
in order to do shadowing. However, when I do:
glGetString(GL_VERSION)
glGetString(GL_EXTENSIONS)
They return null. How can I get a list of the available extensions? Is
there an easy way to get this info from
Hello Stephen,
Can any give insight into the benefits of the different means of getting a
screen capture that can be transferred back to CPU/main memory?
The app uses OSG to model a camera on the network and streams jpeg images
at a target of 30Hz to client nodes.
I don't know the details,
Hi Martin,
But I get a window with no toolbars, not sure if this is related
Does the osgviewerQT add any toolbars? I didn't see anything either, but
looking at the code I don't see it adding anything to the window other
than the 3D display widget.
J-S
--
Hello Martin,
I will create a fuller QT sample, in line with the MFC sample, showing a
toolbar and buttons etc.
That would be nice, though a case could be made from the point of view
that an OSG example should not show how to program QT, just how to
integrate the two... So if you do decide
Hello Forest,
I added a pickhandler to vivewer,when something is picked ,I showed
a dialog.The problem is when the dialog is closed,the osg scene moved
with mouse move.I must click left mouse button to stop it.You
know,normally when we move our mouse ,the osg scene will not move.So,how
Hi John,
Can anyone point me to something that would be useful in OSG for solving
the problem of making a set of contour lines similar to those seen on
maps? I'd like to provide osg with a plane and get the shape created by
the intersection with the plane.
I'm sure others can provide more
Hi Serge,
Just a quick message to show you two applications we've just made thanks
to OSG :
Wow, really cool stuff!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
I'll beat you all:
up!
left!
Right!
Frustum!
Ha! I got all your answers and 3 more!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Ralf,
It should be possible to
put the 12 in another thread, but I was vondering if it would be
possible to do the same with part of the glReadPixels call using PBO's.
Check out the osgscreencapture example, I think it does exactly what
you're thinking and will show you the details.
Hi Ralf,
It should be possible to put the 12 in another thread, but I was
vondering if it would be possible to do the same with part of the
glReadPixels call using PBO's.
Check out the osgscreencapture example, I think it does exactly what
you're thinking and will show you the details.
Hi Paul,
Is anyone else getting can't connect to openscenegraph.org messages
when trying to do an svn update?
Yep, even the web site and wiki (makes sense if they're on the same server).
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Dimi,
Can you anything else which might prevent the merge by examining the osg file?
If you want to try it out yourself you can replace the 2 lines
file Priene-Stadio_Ground.rgb
and change it to any texture file on your path.
You could also find out yourself: Place a breakpoint in the
Hi all,
I admit I don't know what causes osgdem --terrain to take so little time
to generate the same terrain that would take hours without that option.
I suspect that's part of the answer to my question. But I'd like to know
a few of the details if possible.
I was wondering why, when I
Hi Robert,
The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.
[...]
The key thing to remember with --terrain databases is that since the
Hi all,
This is probably just a sign of my inexperience in using gdal and
GeoTiffs... I'm getting this error message when trying to convert a
GeoTiff to UTM (in meters):
gdalwarp -t_srs +proj=utm +zone=32 +datum=WGS84
Hi Glenn,
J-S, from the looks of the coords, your original file may have already
been in UTM to begin with. When you ran gdal_translate -a_srs WGS84
file.tif file.wgs84.tif you assigned a WGS84 projection to what appears
to be a UTM tif file. Can you double-check this?
Hm, interesting, all
Hi Glenn,
J-S, if you know it is UTM 32N, you can assign that CS with something like
gdal_translate -a_srs +proj=utm +zone=32 +datum=WGS84 +units=m
file.tif file.utm32.tif
OK, thanks for the tip. Slowly learning these tools and file formats...
J-S
--
Hi all, Hi Wojtek,
I've been working on deploying the new LiSPSM in our simulators. While
fixing a totally unrelated problem today (when viewing from inside the
cockpit, the cockpit geometry was being clipped), I added some
parameters to control the nearFarRatio on a camera.
I have no idea
Hi Wojtek,
I guess that for this computation I may somehow use
default clamp callback nearFarRatio. Put a breakpoint in line 255 in
MinimalShadowMap.cpp. This is the line where clampProjectionMatrix is called
and check what is the nearFarRation inside this call. Let me know what you
find. I
Hello Wojtek, Adrian,
Lets imagine following case: suppose that such the
same light will get used by lighting and shadow computation. It may
bring some discrepancies if happens to be preceded by some
trransformation. When used with lighting it will be premultiplied by
inverse model view but
Hi Robert, Alejandro,
I haven't personally worked with non earth data yet, but it
should be possible to add better accounting of non earth data,
although I can't say without reviewing the data more closely how
transparently we can archive this. Perhaps a --geoecentric-moon etc
could be done
Hello James,
It's such a fundamental aspect of a scenegraph. From all the example's
I've seen in osg, everything is put on the root level. There's no
concept of a local coordinate system based on some (root) object.
Of course there is.
MatrixTransform:
Hi Ben,
GL_ARB_fragment_shader
In order to use the shadow fragment shader, you need this one too. If
it's not supported by your card, osgShadow::ShadowMap (and most shadow
techniques) can do a fixed function fallback. To see if this works for
you, you can call shadowMap-clearShaderList()
Hi Gordon,
Unfortunately, OSG does not directly support what you want as osg'S
bounding box, is as you have seen is a axially aligned min/max LL/UR
That is not true. OSG's bounding box supports separate xmin/xmax,
ymin/ymax, zmin/zmax values, so it can represent boxes that have
different
Hi Gordon,
I disagree :)
You need 8 vec3's to do that, you need the 4 corners of any 2 opposite sides of the bounding box in order to have every side a different size
The osg::Bounding box only supplies 2 vec3's which effectively gives you 2 corner points and you cannot get the 8 corner
Hi Brett,
I'm wondering, if you suspect that ProxyNodes (and thus PagedLOD nodes
as well) would be a problem, why don't you just run a visitor that would
find those, and change their extension to eive (or whatever you want)?
Then if you write the top-level file, it will write the referenced
Hi Brett,
As expected, the visitor goes and changes the names of all the
referenced files. Then the top level file is written out. The proxy
nodes try to write themselves out but since the files they reference
(referencedFile.eive) doesn't exist, nothing is written out.
I don't quite know
Hi Robert,
These methods should call dirtyBound(). I'll go have a look at the code.
That's what I would have thought. Then again, no one ever complained
about it, and I think that code has been there for a very long time...
I assume if you go look at the code, I don't have to submit
Hello James,
I placed 2 cylinder objects in a scene and rotated 1 of the 2 objects 90
degrees from the other (using radians). The 2nd object was rotated
about the barycenter instead of the beginning position of the object.
Is there a global variable I can set to force rotations about an end
Hello James,
I suffer the curse of wanting to be lazy.
Hehe, I understand all too well. :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hello James,
Thanks to all...
3 days ago I started looking into OSG to solve my latest computing
problem. After looking the examples and getting a few answers from this
e-mail service, I want to thank all who are responsible for this and for
helping me.
It's great to know you were able to
Hello Justin,
I am attempting to switch my application over from Viewer to CompositeViewer.
My application has multiple views, and each view has independent control over
scaling entities and turning individual entities on or off. I would like to
know how I can accomplish this.
The classic
Hello Justin,
I am using node masks for some node types; however, my application contains
hundreds of entities, and I need the ability to turn each one on or off
individually. There are simply too many instances to do this with a node
mask.
Also, the node mask does not help me with scaling
Hi Justin,
Are there any ideas as to what I am doing wrong?
I've never seen this myself, so the only idea I'd have is to
double-check which view you're assigning your handlers to... Perhaps
you're not assigning them to the view you think you are.
Sorry I can't help more,
J-S
--
Hi all,
I just noticed something that made me laugh. It seems like the
osgUtil::Optimizer is very effective in combining similar statesets...
If you start the osgmanipulator example with no arguments, it creates a
default scene with a bunch of objects with manipulators on them. If you
then
Hi all,
I wanted to see what the graph for a file looked like, and I remembered
the osgdot tool that Paul Melis had made. I got it off Mike's osgtoy
SVN, and I quickly did a few modifications which I'd like to
recontribute. Mike, would you care to integrate my changes?
* Uses second command
Hi Robert,
This bug suggests that either the osg::Material's are updated
dynamically and the osg::Material aren't set to be DYNAMIC, or that
the relevant part of the osgUtil::Optimizer is not recognizing these
Material's as being independent.
I'll try flagging the materials as DYNAMIC.
As a
Hi Bryan,
Another improvement I'd be interested in seeing applied is:
http://sourceforge.net/tracker/index.php?func=detailaid=1866010group_id=139833atid=744686
Yes, I saw that, I just wanted to keep the modifications small w.r.t.
Mike's version of osgdot.cpp in the osgtoy SVN. But I agree,
Hi Robert,
I'll try flagging the materials as DYNAMIC.
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did the
trick. Will send the fixed file to osg-submissions.
As for you not seeing anything when you start osgmanipulator without any
arguments, I have no idea what's
Hi Robert,
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did the
trick. Will send the fixed file to osg-submissions.
As promised on osg-users. The modification is in the base class so it
applies to all draggers.
J-S
--
Oops, sorry folks, wrong list.
Jean-Sébastien Guay wrote:
Hi Robert,
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did
the trick. Will send the fixed file to osg-submissions.
As promised on osg-users. The modification is in the base class so it
applies to all draggers
Hi all,
* Fixed the casting pointer to unsigned int issue by using uintptr_t.
Hopefully this is supported by all compilers and works on 64 bit
machines, I don't have one to test on...
I had overlooked a few places where this was used. Now fixed.
J-S
--
Hi Bryan,
I just didn't want my patch to be forgotten, and thought this was a good
opportunity to bring it up :)
Don't worry, I often have trouble with my memory so I'm a big fan of
searching the archives, and I spotted your messages on that thread. It's
on my todo list :-)
J-S
--
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068 0.886959 -0.0813922, -1.78078 0.471588 -0.0661082, -1.78498
Hi Roger,
I would like to render a scene that has some nodes in it that should not
receive a shadow, and also some nodes that should neither cast nor
receive a shadow but still be rendered.
Not that I want to curb your enthusiasm to fix a percieved problem, but
there are ways to achieve
Hi Cedric,
I already notice this problem for my usage i fixed it (for the osg 2.6).
Check in the file as attachement for USE_RECEIVER_MASK
I recommand you to search in the mailing because we already talk about
that before, and it could give you more informations.
Was this submitted for
Hi Cedric,
This code is not submitted because it's just a work around, not a clean
way to do it, i make it when i tried shadow.
Well, doing two traversals is pretty much required if you don't want to
change the shader. This may have a large performance hit however. In my
experience, using
Hi Cedric,
I am not very confortable with the uniform because it
could not work if you use a more complex shader, or you will have to
take care about the shader you use and reimport the uniform in your
shader to manage this case, it's maybe not a problem but you are right
it's probably
Hi Wojtek,
Nope, receivesShadowMask is generally ignored in ViewDependentShadows.
Exception in MinimaDrawBoundsShadowMap but there it is used only to
approximate shadow volume which is later additionaly refined.
OK, thanks for the clarification.
Problem is that implementing
Hi Paul,
Now that I think about it, perhaps making self-referential svn:externals
isn't such a great idea, hmmm :)
You mean an svn:externals that points to some other directory in your
repository? No, that's fine. It's the way the SVN book advises to
replace the modules functionality. You
Hi Robert,
I am planning to make a 2.7.3 dev release tomorrow morning, there have
been plenty of changes checked in since 2.7.2 so there is potential
for build breaks so I'd appreciate testing across platforms of
svn/trunk.
If you have a clean build or a build failure please post your results
Hi Robert,
Once the the OSG-2.7.3 dev release is tagged, I follow up with a
VPB-0.9.8 dev release. So... I'd also appreciate testing of VPB
svn/trunk which requires OSG svn/trunk. Once both of these are out
we'll have a paired release for VPB/OSG once more.
Just call me Speedy Gonzales. :-)
Hi Roger,
Thanks for the suggestions. They may well be my only option, but I am a
bit limited in what I can do as I am adding shadowing into an existing
application, which also limits me to the OSG 2.6 branch for production code.
I can relate, as I am also working on an existing framework
Hi Paul,
What's more, switching of the threading model with 'm' does not always
seem to happen. Sometimes when I press 'm' the threading model doesn't
change, only when I press 'm' again.
FYI, the ThreadingHandler checks that it doesn't receive multiple
change threading model events within
Hi Richard,
I have written an osgDot some time ago, maybe you can use it as a base for
yours. It's designed as a plugin, contains the cmake makefiles and uses the
visitor concept.
Curious, is this a similar tool you wrote yourself, or is this my
original tool completely restructured? It's
Hello Björn,
I am building OpenSceneGraph 2.6.0 from source on a machine running SUSE 10.2.
When running cmake script I get the following warnings.
...
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Failed
-- Performing Test
Hi Robert,
Builds fine on Windows Vista 32 bit, VC++ 2005 (VC8), CMake 2.6.1. Ran
osgviewer and a few other examples (to verify that the recent changes
were merged) and all looks fine.
Just FYI, I thought I'd build and test again in light of the changes
that were checked in in the last few
Hi Renan,
switch(ea.getEventType())
{
case(osgGA::GUIEventHandler::DRAG)
{
// Here I'd like to check if a key was pressed -- how can I
do it?
}
}
You would need to handle the case where a key is pressed and released,
and keep some state in your event handler
Hi Renan,
Yeah, that was the kind of approach I was thinking in the beginning. I
thought there would be something else. OK, then.
Nope, that's it, and it works well. :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi again,
Weird, I didn't get that message though I'm on osg-submissions... I also
didn't get Richard's first message about osgdot the other day (the one
where he said he had an osgdot that's a plugin with cmake files) - I
only got the second one (where he said it was based on your idea)...
Hi Paul,
I think I saw Richard's submission come in on osg-submission today...
Weird, I didn't get that message though I'm on osg-submissions... I also
didn't get Richard's first message about osgdot the other day (the one
where he said he had an osgdot that's a plugin with cmake files) - I
Hi Björn,
The application that fails linking has been successfully compiled and linked
against the following computers.
Intel Core 2 Duo running Windows XP sp3, Visual Studio 2005 sp1.
Intel Pentium 4 running Ubuntu 8.04, GCC version 4.2.3-2ubuntu7
Both have OSG 2.6.0 built from source.
Can
Hello Björn,
Just as you we put OSG under source control, although only the include files.
But the OpenThreads/Config file is NOT under source control.
Ok, just as I suspected.
I have built OSG with CMAKE out of source and if I check the
OpenThreads/Config file on each computer I can
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