Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders
Hi Johannes, IIRC there was a bug in the 3.1.2 int osgProgram.cpp in Line 772 which can be fixed like this: if (_extensions-isShaderAtomicCounterSupported()) - if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) cheers Sebastian Hi Chris, good idea, but actually but does tell me much about the actual problem: Code: OpenGL extension 'GL_ARB_vertex_program' is supported. OpenGL extension 'GL_EXT_secondary_color' is supported. OpenGL extension 'GL_EXT_fog_coord' is supported. OpenGL extension 'GL_ARB_multitexture' is supported. OpenGL extension 'GL_NV_occlusion_query' is supported. OpenGL extension 'GL_ARB_occlusion_query' is supported. OpenGL extension 'GL_EXT_timer_query' is supported. OpenGL extension 'GL_ARB_timer_query' is supported. GraphicsCostEstimator::calibrate(..) GraphicsWindowWin32::setSyncToVBlank on Viewer::startThreading() - starting threading Viewer::startThreading() - contexts.size()=1 Making scene thread safe Doing add Doing add Doing add gc-getGraphicsThread()-startThread() 02CAEAD0 Set up threading View::init() cull() cull() got SceneView 02C2AA50 ShaderComposer::~ShaderComposer() 02C27CA0 Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent end cull() 02C2A8E0 Doing run 02CAEAD0 isRunning()=1 draw() 02C2A8E0 draw() got SceneView 02C2AA50 Renderer::compile() OpenGL extension 'GL_ARB_shader_objects' is supported. OpenGL extension 'GL_ARB_vertex_shader' is supported. OpenGL extension 'GL_ARB_fragment_shader' is supported. OpenGL extension 'GL_ARB_shading_language_100' is supported. OpenGL extension 'GL_EXT_geometry_shader4' is supported. OpenGL extension 'GL_EXT_gpu_shader4' is supported. OpenGL extension 'GL_ARB_tessellation_shader' is supported. OpenGL extension 'GL_ARB_uniform_buffer_object' is supported. OpenGL extension 'GL_ARB_get_program_binary' is supported. OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported. OpenGL extension 'GL_ARB_shader_atomic_counters' is supported. glVersion=4.3, isGlslSupported=YES, glslLanguageVersion=4.3 Compiling VERTEX source: 1: void main() 2: { 3: gl_Position = ftransform(); 4: } Compiling FRAGMENT source: 1: void main() 2: { 3: gl_FragColor = vec4(0.5, 1, 1, 1); 4: } Linking osg::Program id=3 contextID=0 E:\OSG-3.1.2\bin After compiling OSG 3.1.0, 3.1.1, 3.1.2, 3.1.3 over night I found that 3.1.2 seems to be the only version crashing with shaders. I will upgrade my development system to OSG 3.1.3 now to see if the crash bug is gone. Thank you! Cheers, Johannes[/code] --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51903#51903 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and Android
On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu wrote: Actually, we've got shared library loading working already. A lot of our software is plugin-based (using dlopen), and it's working fine on Android. There is a bit of JNI involved, but only enough to hook into the regular Android GUI/View stuff. Ah, that's good news then. Would you mind to publish any changes you needed to do to it? I would love to switch to shared lib too, because with the static linking the recompiles are taking ages every time. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgdem bathymetry problem
Thanks Sebastion - will try when I get home.. Thanks again On 01/11/2013 06:52 PM, Sebastian Messerschmidt wrote: Hi Paul, any easy workaround is to put your elevation and/or imagery into separate directories and use them as parameters. cheers Sebastian Hi all, I'm trying to compile blue marble terrain and bathymetry data from two seperate files however its always the last data entered on the command-line that is getting compiled. I thought anything after -d would contribute.. the command I'm using is: Osgdem -d bm-bath-geo.tif bm-srtm-geo.tif -v 10. -l 6 -o world.I've Does anyone have a suggestion or if anyone has compiled multiple data sources show me the correct array of commands? Thanks Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] seg fault with text-setText(mystring) called in NodeCallback
Hi Robert, i have tested you tip, but it in my case it seems not to work. I only call the setText() method via my NodeVisitor, also run the viewer in SingleThreaded mode, and set text-setDataVariance(osg::Object::DYNAMIC). what else could be wrong? David Hi David, Best guess would be that you are running the viewer multi-threaded (it's default if you have a multicore processor) and the update traversal to the text is occurring at the same time as the draw traversal that is reading. The solution is to tell the scene graph that you plan to dynamically update the text object so that it knows not to overlap the update/event and draw traversals. You can do this by using text-setDataVariance(osg::Object::DYNAMIC); Robert. On 10 January 2013 16:41, DavidHornung horn...@googlemail.com wrote: Hello, i have a seg fault because the osgText::Text::setText(std::string) is not thread-save. It appears from type to time Why get I this seg fault sometimes? I have the following setup class ObjectGroup : public osg::Group { ... ObjectGroup() { ... text = osgText::Text; this-addChild(text); this-setUpdateCallback(new ObjectNodeCallback); } //called from NodeCallback void updateText() { text-setText(myText); } private: osgText::Text text; std::String myText; ... }; class ObjectNodeCallback : public osg::NodeCallback { //override operator ()(osg::Node* node, osg::NodeVisitor* nv) { osg::ref_ptrObjectGroup obj = dynamic_castObjectGroup*(node); obj-updateText(); traverse(node, nv); } }; Cheers, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders
Hi Sebastian, great, that's it. I love bugs that are already fixed. Thank you! Cheers, Johannes --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51910#51910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Hi, I have a question. Why while reading dds file, to set number of mipmaps it is using function osg::Image::computeNumberOfMipmapLevels( s, t, r ) but not what is written in dds file header ? I think that dds file knows better how many mipmaps it has inside. Thank you! Cheers, Lukasz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51911#51911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get node rotation in world coordinates?
Hi attitude is osg::Quat, and it does not have routines to transform it with matrix. You can use something like this: osg::Matrix world(osg::computeLocalToWorld(node-getParentalNodePaths()[0]));//world.setTrans(osg::Vec3()); - not sure if this makes any differenceworld.preMultRotate(node-getAttitude());osg::Quat result(world.getRotate()); Cheers,Sergey. 11.01.2013, 08:35, "michael kapelko" korn...@gmail.com:Hi. I have one PAT node as child of another one.I've implemented retrieval of its position in world coordinates this way: node-getPosition() * osg::computeLocalToWorld(node-getParentalNodePaths()[0]) This works fine.I've tried the same for rotation: node-getAttitude() * osg::computeLocalToWorld(node-getParentalNodePaths()[0]); But this doesn't even compile.Can anybody tell me how to get node rotation in world coordinates?Thanks. ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Hi, I think it is used as cross-checking method. Indeed, if the calculated number (using osg::Image) is less than the number of mipmaps specified in the dds file, the calculated value is kept. On the other hand if the theoretical number of possible mipmaps is higher than the number of mipmaps specified by the dds file, the number used is the one of the dds file. In my opinion, it seems to be possible to have dds files with wrong mipmap informations... Cheers, Christian Le 11/01/2013 13:42, Lukasz Izdebski a écrit : Hi, I have a question. Why while reading dds file, to set number of mipmaps it is using function osg::Image::computeNumberOfMipmapLevels( s, t, r ) but not what is written in dds file header ? I think that dds file knows better how many mipmaps it has inside. Thank you! Cheers, Lukasz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51911#51911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed textures. So setting bigger number of mipmaps is wrong. I didn't find a program which generate dds and write wrong number of mipmaps. If it does change the program :). Thank you! Cheers, Lukasz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51914#51914 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] “Include can't be =?UTF-8?Q?found=E2=80=9D?=, how to fix it?
Hi, I am developing using OpenSceneGraph. I installed it from a user-runnable installer (http://www.artoolworks.com/dist/openscenegraph/3.1.x/). When I try to compile an application using OpenSceneGraph, I have this Include can't be found for all osg/* includes, like osg/AnimationPath. The file is available here /Library/Frameworks/osg.framework/Versions/92/Headers/ So following this solution on how to add existing frameworks to the new Xcode (http://stackoverflow.com/questions/3352664/how-to-add-existing-frameworks-in-xcode-4). I added osg.framework to the project : [Image: http://i.stack.imgur.com/EUl3V.png ] any idea is a welcome. I am using : IDE Xcode 4.5 Clang 4.1 OS X Mountain Lion Cheers, Mohamed[/img][/list] Mohamed ALJI Blog http://aljilogy.blogspot.fr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51915#51915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mapping to video koordinate system
Hi best thing is to get real camera parameters f.e. calibrating it with opencv routines, so you can built correct projection matrix. other than that all you can is just guessing and trying different projections to see which will fit best. Cheers. 07.01.2013, 18:51, DavidHornung horn...@googlemail.com: Hi, for example: I have a video of a football game, the teal camera always stays in its place and force the same point. Now I want to add a virtual football field on the one in the video. So how can i get the camera parameters the real camera had(unknown) for my virtual camera so that their views fit together? Which techniques are there? Hope now it is more clear Cheers, David Am 07.01.2013 15:43, schrieb Robert Osfield: Hi David, On 7 January 2013 11:21, DavidHornung horn...@googlemail.com wrote: how can I map a rectangle in my osg world on a rectangle with the same size in a Video? The Video is behind the OSG Scene. Probably solve this in a similar way to one would answer the generic question how long is a piece of string? The bottom line is we can't answer you question as it's too open ended. Is you OSG world a 3D one, an perspective or orthographic one? When you say rectangle in my OSG world, what exactly do you mean? What about the rectangle in the video, is the dimensions of the vedeo frame or a rectangle that is within the video image? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Hi, I didn't either find such a program being able to give a wrong number of mipmaps, I only said that it may exist... Maybe it is better if Wojciech explains us why he made this calculations. If we can indeed don't make it it is ok for me, but it does not change anything to the fact that the floor calculation is wrong on gcc under windows using math.h. And by the way, I checked, it is not the only place in OSG code where floor is used. So maybe it is still better to correct this behaviour. I just recompiled OSG on win xp, win7 and linux and in all cases no problems appeared by replacing math.h by cmath in include/osg/Math. However, I saw some other places where math.h has been included, maybe it will be necessary to change all math.h to cmath and not only the one in include/osg/Math. Cheers, Christian Le 11/01/2013 15:00, Lukasz Izdebski a écrit : Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed textures. So setting bigger number of mipmaps is wrong. I didn't find a program which generate dds and write wrong number of mipmaps. If it does change the program :). Thank you! Cheers, Lukasz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51914#51914 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] seg fault with text-setText(mystring) called in NodeCallback
On 11 January 2013 11:44, DavidHornung horn...@googlemail.com wrote: Hi Robert, i have tested you tip, but it in my case it seems not to work. I only call the setText() method via my NodeVisitor, also run the viewer in SingleThreaded mode, and set text-setDataVariance(osg::Object::DYNAMIC). what else could be wrong? Again I can only guess - it's you who has the seg fault and the ability to debug it, best guess now is a dangling pointer? Try using ref_ptr rather than C pointers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and Android
On 01/11/2013 04:48 AM, Jan Ciger wrote: On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu mailto:jd...@ist.ucf.edu wrote: Actually, we've got shared library loading working already. A lot of our software is plugin-based (using dlopen), and it's working fine on Android. There is a bit of JNI involved, but only enough to hook into the regular Android GUI/View stuff. Ah, that's good news then. Would you mind to publish any changes you needed to do to it? I would love to switch to shared lib too, because with the static linking the recompiles are taking ages every time. I will if I can. I doubt I'll be able to, though. I'm frantically trying to finish this up before I switch jobs next week, and I've got a few other things on the plate, too. My outside work time is pretty full too, with moving and stuff. I'm currently doing things like writing the Android.mk file manually for our specific build tree, which is fine for the guys here, but probably wouldn't do for OSG in general. If nothing else, I could give you what I end up with and you (or someone else) could massage it into a nice, CMake-friendly form if you like. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
On 01/11/2013 08:26 AM, Christian Schulte wrote: Hi, I think it is used as cross-checking method. Indeed, if the calculated number (using osg::Image) is less than the number of mipmaps specified in the dds file, the calculated value is kept. On the other hand if the theoretical number of possible mipmaps is higher than the number of mipmaps specified by the dds file, the number used is the one of the dds file. In my opinion, it seems to be possible to have dds files with wrong mipmap informations... Right, OpenGL requires a certain number of mipmap levels depending on the dimensions of the image. DDS likely doesn't enforce the same restriction. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
On 01/11/2013 09:00 AM, Lukasz Izdebski wrote: Hi, But for example we have 512x512 dds texture compressed with DXT1 and in header we have 4 mipmaps. In this example is meaningless to compute number of mipmaps, because OpenGL ,with my knowledge, does not generate mipmaps for compressed textures. So setting bigger number of mipmaps is wrong. Never mind what I said before :-) I think the check is to be sure that for some reason, the DDS file doesn't have too many mipmaps. The loader will take the number of mipmaps in the file, or the number of mipmaps that OpenGL can handle, whichever is less. osg::Image automatically sets the GL_TEXTURE_MAX_LEVEL parameter to the number of mipmaps that are loaded. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] Build INSTALL cannot find dll files
Hello, I am able to successfully build osgCompute in both debug and release modes using CMake in Windows 7x64. However when I perform a Build on the INSTALL project it is able to copy the osgCompute.lib file but cannot find the osgCompute.dll file. Here's the relevant error section from the command line: -- Install configuration: Release 3 -- Installing: C:/SceneSim/ext/osgCompute/lib/osgCompute.lib 3 CMake Error at src/osgCompute/cmake_install.cmake:46 (FILE): 3file INSTALL cannot find 3C:/SceneSim/ext/osgCompute/build/bin/Release/../osgCompute.dll. 3 Call Stack (most recent call first): 3src/cmake_install.cmake:32 (INCLUDE) 3cmake_install.cmake:32 (INCLUDE) C:\SceneSim\ext\osgCompute\build\bin\Release\osgCompute.dll does exist but as you can see the path has a .. in it that is tripping it up. I've built a lot of projects using CMake and have never seen this issue before. I'm guessing I can figure it out eventually but wanted to post it here anyway for the record and to see if anyone has a fix already. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51923#51923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files
P.S. I also noticed that the pdb files were built on the same level as the Release and Debug directories while the debud dll and ilk files were built correctly in the Debug directory (which is abnormal as far as I know). I think there must be a path issue in the CMakeLists.txt files somewhere, perhaps a relative vs absolute definition? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51924#51924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
I was summoned so I respond. Version of DDS plugin before my additions was using this code to compute number of mipmaps (see revision 10369 of ReaderWriterDDS.cpp ): //debugging messages float power2_s = logf((float)s)/logf((float)2); float power2_t = logf((float)t)/logf((float)2); osg::notify(osg::INFO) ReadDDSFile INFO : ddsd.dwMipMapCount = ddsd.dwMipMapCountstd::endl; osg::notify(osg::INFO) ReadDDSFile INFO : s = sstd::endl; osg::notify(osg::INFO) ReadDDSFile INFO : t = tstd::endl; osg::notify(osg::INFO) ReadDDSFile INFO : power2_s=power2_sstd::endl; osg::notify(osg::INFO) ReadDDSFile INFO : power2_t=power2_tstd::endl; mipmaps.resize((unsigned int)osg::maximum(power2_s,power2_t),0); I replaced above with call to osg::Image::computeNumberOfMipmapLevels because this was the same math. But I also encountered problems with memory access errors with DDS files which did not contain full mipmap chain (with 3D Volume textures mostly) and then I added line which updates numOfMipmaps if file have lower number than theoretical number. Hope that explanation excludes me from the list of people to blame ;-). I agree that probably using number of mipmaps from file ignoring theoretical number could be the best idea. However, if log function does not work as it should, it has to be fixed as highest priority as its used in many other places in OSG. On a side note: I was always surprised by use of floating point math in mipmap number computation: logf((float)s)/logf((float)2); I would rather use folowing fixed point code instead (which would avoid log problem entirely): num_mipmaps = 1 + max( MostSignificantBit( width ), MostSignificantBit( height ) ); with int MostSignifcantBit( unsigned int i ) { if( i == 0 ) return -1 int bit = 0; if( i = 0x1 ) { bit += 16; i = 16; } if( i = 0x100 ) { bit += 8; i = 8; } if( i = 0x10 ) { bit += 4; i = 4; } if( i = 0x4 ) { bit += 2; i = 2; } if( i = 0x2 ) { bit += 1; i = 1; } return bit; } Cheers, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files
Sorry sorry sorry I have no idea how I missed the other forum post that discusses this issue! Please disregard. :-* -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51926#51926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which GPGPU postprocessing method is best for me?
I went back to the osgCompute src to look at how it creates a CUDA context. I am tempted to simply use osgCompute since they have an RTT example that looks like it would work for my purposes. The only thing that's keeping me from investing into osgCompute is that the osgCompute forum only has a handful of posts from the past year and I wonder how much continued development there is... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51927#51927 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Build INSTALL cannot find dll files
Actually it looks like the Visual Studio 2010 INSTALL problem wasn't addressed from this post: http://forum.openscenegraph.org/viewtopic.php?t=9473 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51928#51928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org