Hello all,
To reproduce start the osgkeyboard example, press a few modifier
keys (let's say Ctrl and Shift) and while keeping them pressed
switch the desktop (e.g. on KDE) or minimize the window. Release
the modifier keys. Now, when you switch back or open the minimized
window, you'll see Ctrl
Hi Paul,
Yes, the increase in size would be a downside. But disk space and memory
are fairly cheap these days. I suspect only a small number of plugins
would increase (jpg, png, tiff, jp2).
I think we need to quantify it. Then we can evaluate if it's significant
or not.
If I have 16 OSG
Hi Paul,
I wasn't suggesting that _apps_ link statically, merely that the plugin
DLLs link statically against their (non-OSG) dependencies.
Ah, I hadn't seen it that way. It would in that case increase the size
of plugins that use the same dependencies (zlib is used by multiple
plugins I
Hi Robert,
So if you want to go static link of external dependencies under
Windows then guys, you have my backing.
I agree, Paul's idea is a great one for the initial user experience on
Windows. Though I would keep it optional, just default to static, since
there are cases where you'd want
Hello Michele,
Don't know if it is an already known issue and have no idea what the
message means but compiling OSG 2.4 using the latest CMake 2.6 (under
XP) I get the warning that you can see in the attached image right
after pressing Ok in the CMake gui (CMakeSetup.exe, not the new beta
Hello,
there is the osgpick example.
Also the osgmanipulator example for manipulators.
I recall it took me a while to get my head around the manipulators too,
the design of these classes is a bit complex, but it works well in the
end. Check the osgmanipulator example and trace through it,
Hi Robert,
So pretty please, could you do svn update and build across as many
platforms that you can so we can get a clear picture of how the OSG
code base is holding up. Once things look fine across platforms I'll
tag 2.5.3.
Updated and compiling on both Windows Vista (native) and Ubuntu
Hi John,
I have classes that I instantiate that use GLSL, but are not
automatically enabled on the scene graph.
Is there a way to use RTT and PIXEL_BUFFER setup that won't break
osg::Fog? What I mean is, if I don't instantiate the GLSL objects, will
osg::Fog remain intact in this type of
Hi Eric,
I have named the files so that the hypen
character (-) should be replaced by the slash character (/) when
placing in the OSG source hierarchy. This was necessary as several of
the changed files all have the same filename, just different locations.
You could have saved yourself the
Hello,
as a general rule, if you're using ref_ptr correctly, you should
never have to call ref(). I've written much OSG code over the years,
and have never had a need to call ref() directly.
I agree with Mike, if calling ref() (apparently) fixed your problem then
there is a deeper
Hello Alexandre,
I know that the community isn't really appreciating windows and MFC but
I'm not sure to reproduce the bug in an other example, I'll give a try
and you will hear from me if I succeed.
I wouldn't interpret what Robert said as the community isn't really
appreciating Windows
Hi Mike, Paul,
I see the same, though this exact same code compiled OK in the 2.5.2 dev
release, so I imagine this new issue is caused by a change to the cmake
config files.
Strange, I'm not seeing any of this (SVN rev 8492, Windows Vista, CMake
2.6, VS 8). Everything builds fine for me.
Hi Paul,
Hm. The OpenThreads\Config header (in this directory) #defines a symbol that
results in the inclusion of windows.h within OT's Atomic header. I wonder
if this could be why std::max is giving us grief?
Hmm, I think you're right, there should probably be the classic #define
NOMINMAX
Hi Paul,
Thanks for taking a look. At some point I'd like to understand this change
and why it was required, but right now I don't feel like wading through ~40
emails to understand it.
I actually followed the e-mails related to this and *still* don't
understand why a Config header is
Hi again,
The problem is probably something else. I'll check it out.
I'm well on my way on a new build, which seems to be going well. I just
changed the Atomic header to set the defines which are commonly set to
avoid windows.h polluting the namespace with lots of junk, i.e.:
#if
Hi again,
I'll let you know how it goes.
Still a no go. I'm turning in for the night, but I'll try something else
tomorrow.
I'm considering splitting Atomic into a header and a .cpp file, so that
windows.h can be included only in the implementation and not the header.
That would fix it,
Hello Mathias,
Thanks a lot for the explanation of the Atomic stuff. Regarding the
Config header:
The config header is just a way to tell the atomic integer class which
implementation to use. This is basically due to the lack of an atomic type in
the c++ standard (which is addressed in the
Hi Mathias,
Probably we should either
* define nominmax on win32 in any case or
* change the code not to use variables called min or max and include
algorithm which should provide std::min and std::max and makes msvc 8
indeed compile the code (does this also work for other msvc's??).
No
Hello Mathias,
I actually followed the e-mails related to this and *still* don't
understand why a Config header is required! ;)
Well that is somehow orthogonal to the windows.h include.
Yes of course, but since both (the Atomic header and the Config header)
came in because of the same
Hello Mathias,
Alternatively, cmake povides an 'install' target on unix builds. I do not know
if this is also available in win32.
Yes, and I always use it, and it works (copies the Config header). So no
problem there.
I see that problem.
Appologies for not testing that stuff on windows. I
Hi Mathias,
Will you or should I?
I have done the offending change so, I can make sure that it works again?
I just want to avoid duplicate work.
Yes, go ahead. I had started, but it's more logical that you do it.
Send the changed files on the list when you're done and I'll check them
out
Hi Mike,
I believe the simple tokens near and far are keywords in the VS compiler (a
legacy of the distinction between the near and far pointers of the x86 architecture way way back
when)
They're not keywords, they're #defined in a header that's included when
you include windows.h. Since
Hi James,
I'm going to hold off on getting the latest until Mathias has a chance
to checkin some fixes with windows.h
Probably a good idea, then we can check if there are any other
outstanding issues.
BTW, did you set your e-mail message's background to black or am I
seeing a bug in my
Hi James,
Is there a reason the destructor for the Shader object is protected?
Like all classes derived from osg::Referenced, you're not supposed to
create them as normal variables. You use ref_ptr and new, like this:
osg::ref_ptrosg::Shader shader = new osg::Shader(...);
The destructor
Hi Paul,
near and far are not reserved words in standard C++. The variable names
should remain as-is.
Sometimes you need to pick your battles, and I like Mike have learned to
avoid using near and far as variable names, to avoid problems. But what
you say is true, and if the root problem is
Hi Paul,
There are a few exceptions to this rule. NodeVisitor, for one, derives from
Referenced but declares its destructor as public.
Interesting, I never noticed that. So what was the intent, do you think?
Why would NodeVisitor derive from Referenced in the first place?
J-S
--
Hi Bob,
what fun would this list be if someone (lucky me) didn't get to stick their
foot in their mouth from time to time. :)
I assume you got some personal replies to your message, as I haven't
seen anything on osg-users that reacted to it in any way, so your own
reaction is a bit
Hello James,
I think you're mixing things up. There are three different issues here:
1. The choice to use Config headers.
2. The fact that the Atomic header includes windows.h.
3. The fact that your version of CMake chooses the wrong configuration
and does not generate the Config header.
Hi Glenn,
Bottom line: if you use VPB to build a terrain in UTM zone 32 (or
whatever), you will need to do no coordinate conversion.
I'm currently doing some tests with some data I got from
http://www.ngdc.noaa.gov/mgg/image/2minrelief.html (pretty low res, but
I'm just testing). The
Hi Glenn,
From the looks of your coordinates, UTM Zone 40N would be a good choice
for a projected SRS.
It should actually be UTM zone 32V, unless I made a mistake somewhere.
It's the tip of the Norwegian peninsula.
The -a_srs argument will accept many things
including PROJ4, WKT, or a
Hi John,
I have a camera postdraw callback on a View's camera. I want to do some
OpenGL drawing via glBegin()/glEnd() and then take a screen capture. The
screen capture works but the custom drawing isn't in there. It's on the
screen though. I try to do glDrawBuffer( GL_BACK ) to force it into
Hi Glenn,
Also, I am an idiot, because I meant to say gdalwarp, not
gdal_translate. gdal_translate -a_srs will just assign an SRS, not
reproject the data.
gdalwarp asks me for -s_srs and -t_srs, if I just specify -t_srs
+proj=utm +zone=32 +datum=WGS84 it says that there is no source
Hi Norman,
What should I specify as the source coordinate system?
-s_srs EPSG:4326
Or the convenient shorthand
-s_srs WGS84
Hmm, that doesn't seem to work either:
gdalwarp -s_srs WGS84 -t_srs +proj=utm +zone=32 +datum=WGS84 32V.tif
32V_warped.tif
Then I generate a terrain from that:
Hello Martin,
I change the run function into the animation loop, like your example. Is the
idea to use the camera node as the root node the mistake?
As Alberto noted, the viewer already has a camera. When you were
creating a new camera and adding that to the viewer, you effectively had
two
Hi Jeremy,
Why does the WindowManager have to know anything about cameras?
I have the same question, but with different results: unless I've missed
something in your description, why does anyone need to know about the
camera? If you get your click events (which you act upon to get
Hi Robert,
I forgot to mention that this is running with OSG as compiled yesterday
afternoon after an svn update.
It's interesting that opening up the windows at the start allows
things to run, this suggest that it's allocation of new OpenGL that is
problem - which is something that the
Hi all,
As I said before, I'm working on a modeling-type application. To give
feedback of which object is selected, I'd like to outline it in white
(or any color).
I've currently got two implementations of an outline effect (using
osgFX::Effect), one of which uses the stencil buffer, the
Hi all,
Forgot to mention the timings below are with a release mode build of our
application. I'll see if I can transpose the results in a basic
osgviewer-based app using the same technique... Perhaps there's
something screwy with our scene graph.
In any case, if anyone has any comments
Hello Art,
I would propose to use post processing outline technique.
Interesting technique, but unfortunately, integrating osgPPU into our
framework and doing all rendering through it would be too much work for
a simple outline technique.
That being said, I am planning a complete redesign
Hi Robert,
I presume that you won't be selecting too many objects in the scene,
so it's not like you'll be doubling the cost of the whole scene, and
if there is only one object in the scene that you select you are
unlikely to be breaking frame...
Well, that assumption is one I can't make...
Hi all, hi Cedric,
In my opinion the main issue is windows, I tried to build an
openscenegraph environment on windows, and it's not as
easy. The dependencies are to be rebuild if not up to date (i get visual
express edition 9 and not binary are available),
so i get the work from mike on the
Hi Robert,
Another step would then provide a community mechanism for uploading
the resulting binary/headers/source packages that others can
leverage. Using the svn repository has been discussed as possible
location for this.
Some open repository would be useful, sure, but it would increase
Hi Robert,
I am overloaded with my existing work so I can't take on any of this
work myself, I'll happy cheer on from the side lines though.
I've never met you personally, but I just can't picture you as a
cheerleader with pom-pons and such... ;-)
J-S
--
Hi Renan,
Either way, I really wanted to learn how that particular particle effect
was generated... How can I do it?
Examine the osgcool.osg file, it's a direct dump of the scene graph to
.osg file (the same thing you get whenever you use
osgDB::writeNodefile(*sceneRoot, file.osg); ) so you
Hello Stephan,
We have created a few new videos about our terrain generation software
Trian3D. Maybe some of you like to see what we are doing with OSG.
Very nice stuff. I've looked through your sample databases, and it looks
very good. I have a few questions:
* Is the representation of
Hi Robert,
One couldn't have a totally open system for uploading. Only
maintainers would be able to upload. We could include a number of
maintainers for each platform. Testing would need to happen of
course, and perhaps a holding area for proposed packages would suit
this phase. Once a
Hi Robert,
I've just put up a wiki page to coordinate suggestions for packaging
names/contents/dependencies. Feel free to add to/amend.
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
Looks good to me.
For Windows:
* I haven't built COLLADA, OpenVRML or Coin on Windows
Hi Robert,
I'm now pretty well on top of submissions, so am looking towards
making a dev release tomorrow morning. Could users check out the
latest version of the OSG to see how things build and run on your
platform.
I did an update this morning and built to test the wldap32 addition, it
all
Hi Robert,
I did an update this morning and built to test the wldap32 addition, it
all built fine then. There are a few updated files since then so I'm
running a new build, but I don't expect any surprises.
Windows Vista 32 bit, CMake 2.6.1, Visual C++ 2005.
Confirmed, builds fine.
While
Hi Robert,
I run OpenSceneGraph/runexamples.bat as my base test. It does have
all the examples, but does have most. We've added quite a few since
it was last updated, for instance osgwidget and osganimation examples.
Perhaps we could devise a more minimal set of examples which cover the
Hi Art, Gordon,
Sorry Opengl does not provide any such function or capability, you have to
track this on your own I'm afraid
OpenGL doesn't, but if you install nVidia's instrumented drivers, there
are a large number of counters you can query for low-level things like this.
I'm not sure
Hello Stephan,
I see your point. In general this quad should not be seen at all, as it
is only displayed when the last LOD is switched out. Normally there
should not be anything, but we needed a dummy object so that the pager
would start his work. We don't want to put the low-res LOD in the
Hello Morné,
Just as another datapoint, I also implemented outlining in a similar
way to osgFX::Effect. All times stay the
same except draw which triples. In my application, this doesn't
affect me too much and I still make 60 fps if an object is selected or
not, so I don't mind the jump that
Hi Art,
As far as I was bale to find additional info there is no such method in GL specifications ;( Hence my solution is just to compute the size based on internal format and resolution, using the implementation from osg::Image. For my purpose this seems to be enough.
It was not clear to me
Hi Robert,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another round
of testing before I can tag 2.7.6. Assistance on this much
appreciated ;-)
Builds fine on Windows Vista, VC++ 2005, CMake 2.6.1.
J-S
--
Hello Dusten,
From what I
understand about OSG's implementation of occlusion culling however, this
can't be accomplished with a single, large model used for the static
world geometry--as the camera is always within the bounding box.
OSG's culling is hierarchical, so if you organize your
Hello Dusten,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what I'm
aiming for is the ability to load in a .3ds model (or otherwise) for
level geometry and let the user place various prefabs such as crates,
Hello Richard,
I am trying to provide multiple views of an OpenSceneGraph scene within
a Qt window.
[...]
But I am still not clear how to render each view. The examples use
composite_viewer-frame() in the paint event but for me this only
renders a single view and leaves the rest blank.
Is
Hi Robert,
I'm getting a linker error in the osgparametric example since my SVN
update as of this morning:
45osgparametric.obj : error LNK2001: unresolved external symbol
public: virtual void __thiscall
osg::BufferObject::unbindBuffer(unsigned int)const
([EMAIL PROTECTED]@osg@@[EMAIL
Hi Robert,
I'm getting a linker error in the osgparametric example since my SVN
update as of this morning:
I just tried to rebuild the osg library (as a start) and I'm getting this:
1..\..\..\src\osg\BufferObject.cpp(736) : error C2065:
'GL_ARRAY_BUFFER' : undeclared identifier
Perhaps we
Hi Vincent,
Skybox in second or render first is the same result...
See the article Andreas linked, it's not the same. Visually it is, but
not in terms of z buffer.
Plus, if you have expensive shaders on your skybox, rendering it first
guarantees that they will be run for the whole screen,
Hi Robert,
1..\..\..\src\osg\BufferObject.cpp(736) : error C2065:
'GL_ARRAY_BUFFER' : undeclared identifier
Perhaps we need to add that define to the top of the BufferObject header
like GL_DYNAMIC_DRAW_ARB and others?
Looking closer at the BufferObject header, I see there's a
Hi Robert,
Using GL_ARRAY_BUFFER_ARB in the constructor would be a perfectly
reasonable fix.
OK, great.
The server is currently unresponsive so I can't check in any fixes right now.
OK, I'll send the modified file anyways just to make sure it isn't lost.
J-S
--
Hi Gordon,
Mattias You can edit the wiki page .. :)
Search the wiki site for the password its on there
Nope, the downloads page is locked and can only be edited by an admin.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Sukender,
IMHO your tone is too confrontational. Nothing is gained from this tone,
as no one here as far as I know has any control over these issues.
Stupid question #1: Why use VC9? For me there is *absolutely no improvements*
that I'll use. May we wait for VC10?
If you don't need it
Hi Sukender,
Wow... this was absultely *not* intentional; sorry if you found it that way. I
was just aking some questions that maybe other share...
OK, good to know. I may have misunderstood as well, but it did seem that
way to me.
Well, I was talking about Express (free) versions. I
Hi Paul,
I'm using VS 2008 and I've confirmed that wldap32.lib is indeed installed in
the directory C:\Program Files\Microsoft SDKs\Windows\v6.0A\Lib.
Regardless, the osgdb_curl build fails with the message:
LINK : fatal error LNK1181: cannot open input file 'wldap32.lib'
May I ask: How
Hi Vincent,
My goal is to set this state in a callback, to allow changes when camera
is near the plane : the culling is good without cheating... when camera
is far from it, the culling/zbuffer makes stranges things, so I would
make the necessary things to set the plane always visible...
Hello David,
I will repeat what Robert already said, please use the Reply button in
your mail client instead of starting a new message each time. This helps
people keep track of what has been said before, and also allows you to
keep the relevant parts of the previous message to give context
Hi Sukender,
Well, this can easily happen with mails, since we often write quite quickly (or
well, at least *I* do answer often quickly, and I suppose that's the same for
many!)...
That and we're missing some vital information to be able to ascertain
someone's tone (facial expressions,
Hi Robert,
Can we stop all the kiss and make up nonsense
Hey, come on, we're just trying to be friendly...
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Robert,
Once we have a pattern of what is cmake versions/platforms this
problem we can post an advisory on the wiki, and perhaps see if we can
get the repositories updated.
We could also show a warning on Configure if we detect that the CMake
version is one of those that cause the
Hi Vincent,
Using a HUD-like system seems to be a extrem solution for me... I am
just looking at a way to set a node always rendered...
I did not suggest a HUD approach, Ralph did. It's one possible solution,
but see below for what I'd suggest.
For the moment, using the .osg format file to
Hi Vincent,
I implement a new manipulator, with a way to set a node as reference.
The expected effect is that the camera will stay motionless relative to
the node (translation and rotation)
In other words, it will follow the node? You could try
osgGA::NodeTrackerManipulator...
Hi Vincent,
My Earth model is already divided into lots of groups/drawables... So
when I put the normal COMPUTE_NEAR_FAR_MODE, the plane and the Earth are
well renderd... But, the frustum near plane is too far... because, even
if I can move in spatial mode... I need to go into the plane too,
Hi Vincent,
I will have a look one time more on NodeTrackerManipulator... but last
time I read the sources... I do not understand how it works...
The benefit of using a library is that you don't need to understand how
it works. You can just use its services. In this case, it looks like
Hi Vincent,
But, this was working well weeks ago. So repair the bug is more simple
than to rebuilt half the code to adapt it...
Do you use source control? If so you can just compare your code from a
few weeks ago when it worked to the code now, and see what changed.
J-S
--
Hi Andreas,
It is working now (see picture below), and I will be OpenSourcing it. I
just need to add a way to pass filenames to the plugin.
Nice work, though using the URL in the image doesn't work for me (I
guess because you didn't put the plugin online so that it can be
automatically
Hi Dusten,
is there some way to remove -all- children that
share the same reference pointer? By executing removeChild( ptr ), it
only removes the most recent addition.
Well, removeChild() returns a bool indicating if it removed a child or
not. So just remove the child until it returns
Hi Vincent,
When I set the PAT as Tracked node... is PAT is rotated and
translated... camera do not follow it...
Does your PAT have geometry under it? Or is it just a PAT in space
without any children?
We had a problem like that before, where if a transform (for us it was
an
Hello Morné,
Calling getRotate() on the matrix can give unexpected
results if there was also a scale transform involved. The correct way
is to call Matrix.decompose(..) to get to the contributing parts:
I was going to point that out, and it's even in the osg::Matrix header
doc comments for
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have provided the plugin-url
in the embed-tag, the plugin does not download when clicking on the
icon. The link below (Hier Plugin, means plugin here) does work though.
Yes, that's
Hi Andreas,
That´s a mistake. Look at the page source, it should load a model. If it
does not, it means that something is missing. Probably, as I fear, a dll
that my system has and yours don´t.
I´ll have to look into that.
Well, all I get are a few message boxes (I guess those are
Hi Andreas,
You find the plugin and a demo here:
http://raumgeometrie.de/testplugin/gallery.html
You should mention that people who tried installing the previous version
should uninstall it in Tools - Add-ons, restart Firefox, and then
install the new version.
After doing that, I'm
Hi again Andreas,
You find the plugin and a demo here:
http://raumgeometrie.de/testplugin/gallery.html
I forgot to mention:
- The middle button does not seem to get through to the viewer, so we
can't pan... Is that a known issue?
- Can you add some event handlers? The standard ones would
Hi all,
Quick question. Say I want to make a headlight (like the light source
that's added to the viewer by default if no lights are in the model),
where should I add it in my graph?
Say I have a single view with a single camera, I tried adding an
osg::Light to the camera's stateset. That
Hi Dusten,
Has anyone implemented a picking solution that uses OSG's selection
algorithm -without- utilizing viewer? I use sdl to handle window
management and input, and bullet for physics (which could be fine for
selecting objects in-scene later, but this it would be quite a hack to
use
Hi Scott,
I've been trying to use the ViewerQT portion of osgviewerQT example.
Has anyone been able to get the ViewerQT class to work when the
threading model is set to osgViewer::Viewer::ThreadPerContext instead of
single threaded?
ViewerQT subclasses AdapterWidget, which uses
Hi Robert,
osg::View by default has a head light so you could just use this, or
if you wish to use a LightSource in the scene graph then use the
LightSource::setReferenceFrame(osg::LightSource::ABSOLUTE_RF) to put
the light source in eye coordinates.
I cannot use osg::View's headlight
Hi Andreas,
Please: Those people who didn´t see the lower three models, uninstall
the old plugin, install the new one and try. Note that that function
(named SetDllDirectory ) is only available from WinXP SP1 onwards, so
this plugin won´t work with older windows versions. I think that only
Hi Vincent,
To make a little update : I've made my own nodevisitor to clone the
shared stateset, and it work well and fast.
Be carefull : the osgUtil::optimizer share duplicated node/stateset by
default...
The Optimizer will only share state sets which are not marked DYNAMIC.
We had this
Hi Renan,
Assuming that this is right, I ask one thing: how to use the mouse
coordinates to create a line that will intersect the drawable upon which
the mouse cursor stands?
I answered another question about this yesterday:
// In an event handler's
// handle(osgGA::GUIEventAdapter
Hi Vincent,
I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
include path. If I don't I have the following error :
There is no src/Xcode directory in the OSG source tree anywhere. See
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src
Or
Hi Vincent,
I already have this config file in my build directory.
...
But, I still need to put this path in my configurations... that seems
normal, isn't it ?
You only need to add that path to your project if you build
out-of-source (good) *and* you don't install (build the INSTALL
Hi Vincent,
In my checkout, I have a Xcode directory...
I checkout from http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/
That's what I'm saying. Your checkout seems to be in a bad state. Your
checkout should be a mirror of what's in that link. Click on src, and
you'll see there
Hello Andreas,
The 3rdPartyLibraries are installed and can be found. When running our
application, we only see some small fonts, there must be something wrong with
the freetype-library.
Then, I set OSG_NOTIFY_LEVEL=debug an run the application again.
Here's the interesting output:
Hi Robert,
I have just made my last check in that I plan to do before tagging the
OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do
a build and test and let me know if any problems arise/or if the build
works fine for your platform.
I'll be testing as soon as I can, but it
Windows XP pro SP2, VS2005 SP1
Compilation (without example and wrappers) is OK.
Thanks Vincent, that was fast :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Vincent,
Sorry to make an update, but no one use osgManipulator ?
I use osgManipulator extensively, but as Robert said we all have work to
do. I'll test your code in a few minutes, but please keep in mind that
some of us are in different time zones than you (+6 hours if you're in
Hi Vincent,
Sorry I could not try out your example code before you found the
solution yourself... I was totally swamped. I'm glad you found the
solution though!
To solve the problem, I set my CommandManager ref_ptr as a private
member in my class which launch the frame loop.
...
So now
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