Hi Cedric,
I guess it's because there are two examples in the same directory. I
could split it if necessary.
I'll try that locally and see if it makes things better.
A few other problems:
___
In include/osgAnimation/Export:
#if defined(_MSC_VER) |
Hi Cedric,
I guess it's because there are two examples in the same directory. I
could split it if necessary.
I'll try that locally and see if it makes things better.
Yep, that worked. The error is gone. Could you do that please?
Thanks,
J-S
--
__
Hi Cedric,
I fixed the issue it compiles fine on my plateform. Can you try on
windows ?
Good preliminary result:
1>osgAnimation - 0 error(s), 0 warning(s)
:-)
Waiting for the examples to compile, I'll check back in with the results
soon. Thanks,
J-S
--
___
Hi Cedric,
Waiting for the examples to compile, I'll check back in with the results
soon.
There's a missing OSGANIMATION_EXPORT on the
osgAnimation::Bone::UpdateBone class.
With that added, all compiles correctly.
Running
osganimationviewer osgAnimation/example.osg
gives a window with
Hi Cedric,
In order to see buttons in osganimationviewer you need to unpack
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of
osg-data (or in the same directory of the .exe) else you will not see
the buttons. So it's normal, it will be not a problem when commited in
the
Hello Kim,
So, I was wondering what would be the best way to go about this. The
code comprises of a range of effects such as god-rays, particle systems
for floating particulate matter, seabed silt and bubbles, many shader
effects (single and multipass) and an FFT ocean simulation.
I'm very c
Hi Jeremy,
Everyone asks about this, so I'll try and put a comment in the code
somewhere to explain it. The bottom line is that it simply isn't
possible to create a pixel-aligned 2D interface in OSG without at least
initially forcing a window size. Sure, I could rely on whatever size the
user se
Hi Jeremy,
viewer.setUpViewInSingleScreen(50, 50, w, h);
Yeah, that's no problem. :) I can add this easy.
OK good, that's at least a good start.
As for letting the viewer set itself up, there should be ways of getting
the size of the window after viewer.realize():
That's the key thoug
Hi Jeremy,
What is happening is that both animations are being played
simultaneously and mixing over each other; for the time being, you have
to explicitly "stop" any existing animations (if you want to just see
one at a time).
When multiple animations are mixing, should the stop button stop t
Hi Eric,
hiding the mouse pointer is not supported
osgViewer::GraphicsWindow::useCursor(false) should do that... Though
you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly?
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Kim,
Right blimey, I didn't expect so much interest.
Hehe, yeah it's a pretty interesting feature to have, and seems
applicable to many different fields. Thanks a lot for the detailed
explanations and the list of features. This is very useful.
I look forward to seeing your code and tryi
Hi Sukender,
However, the first problem still exists and *exists on others configs* (!): changing from "OPAQUE_BIN" to "DEFAULT_BIN" removes a strange behaviour.
You mentioned earlier in the thread that your objects did not have a
color array. This is exactly what would happen when that's the
Hi Rick,
We are looking for text book kinds of materials. Do you have
recommendations in that regard, perhaps something you and Bob have
already written? Like I mentioned, I would really like to start off
with OpenGL and then show how OSG helps.
Hehe, you do know that Paul wrote OpenGL Dis
Hi all, Hi Jeremy,
As I mentioned a little while ago, I stopped trying to get osgCairo and
osgPango working on Windows because of time constraints (it was just for
a personal project, so it didn't have much priority)... Well I've gone
back to it tonight, and have some progress to report.
Fir
Hello Andrew,
I hear that the OSG now supports BSP tree capability.
Perhaps what you heard was that OSG now supported intersection testing
with a *kd-tree* structure? That would be true, but not BSP trees (yet).
I was wondering
if this included functionality for tagging metadata onto the i
dy uses it on Windows yet, it shouldn't
be much of a problem...
J-S
The following random bytes came from Cubicool's keyboard :
On Sat, 2008-11-08 at 00:20 -0500, Jean-Sébastien Guay wrote:
Hi all, Hi Jeremy,
Hey, I can't e-mail through work on the weekends, so I have to use
Hi Ed,
After reading "osgViewer::Viewer vs osgViewer::CompositeViewer", I think
I might need to use CompositeViewer at some point in the future of my
project, but not at the outset. Should I begin with the
CompositeViewer, or make the necessary mods later? How difficult is it
to change from
Hi Robert,
Getting
this libs working under a Linux distribution will be trivial as most
modern distributions will have them all precompiled with dev headers
in the repositories only a click away, for Windows and OSX we'll have
to explore how easy it is to build. J-S's work on getting osgPango
a
Hi Jeremy,
So, are you able to notice any difference in font quality under Windows?
Versus what, normal osgText? Or the osgfont example?
I'll check that out when I get home tonight (unless you've already
merged my changes? :-) )
Each glyph should be sharp and crisp, with absolutely not vi
Hi Jeremy,
So, are you able to notice any difference in font quality under Windows?
Each glyph should be sharp and crisp, with absolutely not visual
anomalies of any sort. This is harder to do than you might think, so it
was always the most important (and the reason for writing the kit in the
fi
Hi Robert,
Yeah... but have you got the OSG ported to the Wii yet... :-)
Hehe, judging from his recent efficiency (in number and quality of
nodekits if nothing else) I wouldn't put it past him to take you up on that!
J-S
--
__
Jean-Sebasti
Hi Robert,
This very much looks like a driver bug so we'll need to contact NVidia
and get them on to. Anyone with a hotline to NVidia?
The driver devs I met at Siggraph said that sending to
[EMAIL PROTECTED]
was our best bet when we found bugs in their OpenGL implementations.
They also add
Hi Jeremy,
Merging now!
I haven't updated from your SVN yet to see if anything has changed, but
compiling osgPango with the osgWidget branch of OSG has revealed a few
more changes needed for the osgpangoguiviewer and osgpangoanimation
examples. I've attached the patch file (without the othe
Hi Art,
thank you for the patch. Currently I have submitted only the CMake part,
because the SSAO example is in progress.
OK, that's what I figured. Thanks for applying.
As to the installation path for the examples, you are probably right. We need
something kind of same mechanism as for th
Hi Jeremy,
I just noticed something: osgpangoanimation is the only example in
osgCairo and osgPango that sets a fixed window size/position. Why is that?
As far as getting the OSG viewer
resolution is concerned, I'm probably more prone to just fixing the bug
outright rather than working around
Hi Robert,
Here's a couple of tests that I'd appreciate it if users
could run and report back results (along with platform/hardware info).
I think there's something wonky on the Windows side for your example,
because here are the results I get:
___
Hi Jeremy,
These will be in shortly; osgCairo is done, the osgPango patch was
harder because I had an ungodly amount of changes in the works. :)
I just updated. Most changes are in, but I think you missed the last
patch I sent for osgPango (which was in addition to the first one I sent
Sunda
Hi Jeremy,
Ah thanks. :) I had changed so much in osgPango without committing I had
to do the initial patch by hand (though I prefer that way anyways so I
can see what's going on. :)) Looks like I missed some.
No problem, yeah there were quite a bit of changes in osgPango...
Thankfully I just
Hi Robert,
Looks like the vista drivers are doing much better on window/pbuffer
and fbo allocation.
Here are my results, Core 2 Quad 2.4GHz, 3GB memory, NVidia 9800GTX+,
Vista SP1, Driver 178.13
_
1) osgmemorytest --window -c 1000
At 112 I st
Hi Robert,
If you get things working under Windows or OSX could you
please write in with what you had to do to get things installed.
I'm working on it. I've got Cairo from the gtk+-bundle:
http://www.gtk.org/download-windows.html
Not sure about Poppler. It seems to only be available as sourc
Hi again,
If you get things working under Windows or OSX could you
please write in with what you had to do to get things installed.
I'm working on it. I've got Cairo from the gtk+-bundle:
http://www.gtk.org/download-windows.html
Not sure about Poppler. It seems to only be available as source
Hi Judd, Vincent,
view->GetCamera ()->GetOSGCamera ()->accept (*mIntersectionVisitor);
I think that may be essentially what the problem is with your code
Vincent, you need to start your visitor from the camera so that the
billboard can be rotated to the eye correctly. Is this what you're doi
Hi Robert,
I ran the tests on my PC at home, and got some pretty weird results for
the last one. See below. I think we're seeing that video card drivers
are very inconsistent across versions (which we knew from experience,
but now we can quantify it).
AMD Athlon 64 X2 4200+, 2GB RAM, Vista S
Hi Ed,
Am I expecting too much from OSG?
Without knowing more about what exactly you wish to render at more than
1000Hz, it's hard to give a definitive answer. I will just say that if
it's possible in raw OpenGL, it's possible with OSG. Depending on your
scene, you should even get higher pe
Hi Ed,
Thanks for clarifying, your situation is interesting even though you
can't divulge too much (we always like to know the cool new ways OSG is
being used!)
For example, I need to add a callback to my viewer, or
where-ever it is appropriate, that will be called between the final
render
Hi Ed,
I have just read the thread you started on overriding
swapBuffersImplementation() and the last post I saw was written 38
weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane),
Wow, I'll give you this: you're thorough :-)
at which time,
it appeared that you had not completely and
Hi Shayne,
// shader code done at setup time
tgpProgram = new osg::Program();
...
emptyProgram = new osg::Program();
First, I don't know if you meant not to put the type here, but I hope
you're storing these in ref_ptr. Otherwise, you create the
program (refCount = 0), then you attach th
Hi Shayne,
At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be "newing" the same way I'm doing below (i.e. new
osg::Program).
As long as you're using ref_ptr, that's fi
Hi Shayne,
It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).
Yeah, always store pointers to reference counted objects in ref_ptrs if
you intend to keep a pointer to it around. The OSG examples create nodes
and other objects as raw pointers, but
Hi Alessandro,
If you change this:
rendering_hint DEFAULT_BIN
to this:
rendering_hint TRANSPARENT_BIN
and then load the file in osgviewer, does that work?
The two things you need to get proper transparency is enabling GL_BLEND
and giving the TRANSPARENT_BIN rendering hint
Hello sdb? (please sign your posts with a real human name, this goes a
long way in making the mailing list discussions more friendly)
Thanks Wang, I think that the solution for me is TriangleFunctor.
Do you known if there is some example that I can found on internet?
As Wang noted, see osgUti
Hi all,
We're currently creating a new app where we need to be able to create
new views, each of which needs to have a separate graphics context
(because they need to be attached to Qt windows - so each needs to get a
unique window handle).
When adding views, I'm hitting what seems to be a t
Hi Robert,
My experiments with vnc, pdf and ubrowser are just that, experiments,
very much bleeding edge. There isn't any docs on all dependencies
other than the source code/CMakeLists.txt files themselves.
Also, the packages are all found using pkg-config in the CMake files
right now, which
thing wrong in a more general sense.
Thanks in advance,
J-S
Jean-Sébastien Guay wrote:
Hi all,
We're currently creating a new app where we need to be able to create
new views, each of which needs to have a separate graphics context
(because they need to be attached to Qt windows - so eac
Hi Robert,
I will probably be writing a FindXUL.cmake macro from CMakeModules as
even the pkg-config usage is not quite sufficient - have a look at all
the extra paths of xul-runner headers I have to manually include.
OK, that's fine for XUL, but for cairo and poppler too it would be nice
to
Hi JP,
ran it under Linux Nvidia 177.82.
First time freeze on adding 3rd extra view
2nd time freeze on adding 5th
3rd time freeze on adding 7th
4th time freeze on adding 4th
Thanks for testing. Seems to corroborate my findings, so I'm probably
doing something wrong in general, not related to
Hi Robert,
I've just used the pkg-config functionality to get things up and
running quickly. I have no objection to us creating find macro's like
we have for other dependencies. The pkg-config functionality in CMake
makes it dead easy to use but it's rather too much of black box
solution.
I
Hello John,
No answers, but I have seen in my own work that adding a new view to an existing (and running) CompositeViewer causes a crash when the CompositeViewer was running in anything other than single-threaded mode when it tries to stop the thread to add the new view (inside CompositeViewer).
Hi Robert,
Just for clarity, I don't plan on making any direct poppler/xul
dependencies in osgWidget. My plan is to provide interfaces in
osgWidget that plugins implement, similar in the way I've kept the vnc
functionality entirely wrapped up in its own plugin.
OK, thanks for clarifying, I wa
Hi Robert,
Thanks a lot for testing.
I could reproduce any crashes on press 'a' but on pressing escape the
code crashed due to a circular reference that your AddViewHandler
introduces with its local ref_ptr. Changing this to
observer_ptr<> fixes the crash on exit.
Yes of course, I didn't rea
Hello Karl,
but my problem is that I will get always intersection when a model is loaded
around origin (0,0,0) independently from the pan (zoom) of the model. Even when
the model is far away or not visible in the window. In osgkeyboardmouse example
it works correctly and intersection will be
Hi Karl,
hey, you are a hero ... It's working, fine.
Glad I could help. Seems we're doing similar things... :-)
Do you have any experience in terms of performance when expanding a rect
(dragging like a rubberband) over a huge number of models (ex. hundreds or
thousands of cow.osg) and comp
Hi JP,
Thanks for testing again. I've had a few other reports for Linux and
Windows, some can repro others can't, so I'm trying to get hardware
details and driver versions to see if it could be dependent of these
factors. Thanks for providing them.
Not sure why Robert can't reproduce the pr
Hello Karl,
This is very, very fast, <1sec for 1.000 cows.
But some nodes could be outside the selectionBoundingBox, because the box of
the node has an intersection with the SelectionBoundingBox and not the node
itself.
Yes, that's a classic optimization. I haven't looked at the code (that's
Hi Peter,
- Any idea to speed up this procedure?
Combine your two approaches: First check the planes of your
Polytope against the bounding volumes of your nodes.
Do not use "intersect" but check if the volume is
"properly" on the "inner" side of the plane. If this
test passes for all planes yo
Hi Robert,
I have just written a CmakeModules/FindXUL.cmake script and converted
the osgbrowser example across to use instead of relying upon
pkg-config. I have also attempted a clean up of the platform specific
parts to the build and the source code so fingers crossed osgbrowser
should be in a
Hi Csaba,
my call stacks show that all the waiting is going on because one of
the threads is stuck in makeCurrent:
And it isn't a proper deadlock, more like a busy wait (single thread
is running at 100% cpu)
For the record, I am on linux, nvidia driver 177.80.
Yep, seems like that's the same
Hi all,
As noted in other threads, I'm currently working on an app that adds
views at runtime. As expected, this causes the views created after the
viewer has started running to have no textures on the models, because of
the osg::Texture::_unrefImageDataAfterApply default setting of true.
No
Hi all,
Thanks for testing again. I've had a few other reports for Linux and
Windows, some can repro others can't, so I'm trying to get hardware
details and driver versions to see if it could be dependent of these
factors. Thanks for providing them.
Robert suggested off-list that I post thes
Hi Robert,
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
Hmmm, seems older than what JP and Csaba reported? Or am I reading the
numbers wrong?
The OSG's buffer_arrays that manage the OpenGL contexts might not be
being resized correctly, and this is something
Hi Robert,
UnRefImageDataAfterApply is off by default. But the Optimizer by
default with switch it on. You can just call the Optimizer with the
settings you require rather than patch it afterwards back to what it
was originally...
Hmm, interesting, I can't spot any place in our framework whe
Hi Robert,
Could it be that the models have already been optimized then saved to
.ive or .osg and then you load these optimized files with unref
enabled?
Yep, that was it. Darn.
Anyways, I'll probably add settings in our framework to control this on
a per-model and global scope, so that we w
Hi Robert,
As we don't know whether this is the cause of the problem yet, I've
modified J-S's osgviewer.cpp to do the resize. Could users who've
seen problems try this version out, if this works then we have
workaround that end users can apply to existing apps, and we can
figure out a solution
Hi Robert,
As we don't know whether this is the cause of the problem yet, I've
modified J-S's osgviewer.cpp to do the resize. Could users who've
seen problems try this version out, if this works then we have
workaround that end users can apply to existing apps, and we can
figure out a solution
Hi Robert,
After an update this morning, I'm getting a linker error in the
osgbrowser example:
32>osgbrowser.obj : error LNK2019: unresolved external symbol "public:
static class osg::ref_ptr & __cdecl
osgWidget::BrowserManager::instance(void)"
([EMAIL PROTECTED]@osgWidget@@[EMAIL PROTECTED
Hi Robert,
Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT
in front of the class declarations. I've now added these could do an
svn update.
Yep, that did the trick for building. I've yet to test it though.
J-S
--
__
Je
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 c
Hi Robert,
I've had a bit of time to look at this again today. Here's another
interesting find: adding views at startup works fine. I can add over 30
of them (I couldn't get to 40, the program crashes, I presume because of
exhaustion of OpenGL resources or something).
Here's a modified osgvi
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
intersect
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 resiz
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 oth
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 abou
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... Si
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 svn
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 yo
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 tre
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 packag
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 i
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 w
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
ess
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 ther
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 ma
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 m
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 t
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 scen
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,
t
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:
45>osgparametric.obj : error LNK2001: unresolved external symbol
"public: virtual void __thiscall
osg::BufferObject::unbindBuffer(unsigned int)const "
([EMAIL PROTECTED]@osg@@[EMAIL PR
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,
Hello Dusten,
This has been an incredibly helpful response. Thanks a ton :)
Glad I could help. :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whit
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
GL_ARRAY_BUF
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 d
701 - 800 of 1038 matches
Mail list logo