[osg-users] Mutli-Thread OSG produce problems with RTT cameras

2008-05-21 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert, Hi others, as you may get from the latest mailing list topics on Parallel Split Shadow Maps implementation and fixes, we get some flickering effect in the shadow if we are working in multi-threaded osgShadow.exe example. By add the --SingleThread parameters, it works fine, no more

Re: [osg-users] large scene shadows

2008-05-21 Thread Adrian Egli OpenSceneGraph (3D)
Have a look at the latest Parallel Split Shadow Map Implementation and have a look at its discussion regards adrian 2008/5/20 Virginia Holmstrom [EMAIL PROTECTED]: Has anyone attempted to implement shadows on a solar system-sized scene? Is there a recommeded approach for this? Can the Depth

[osg-users] [osg::light] + textures!

2008-05-21 Thread Shubham Gupta
Hello,I am using spotlight in one of the code. But when the light of the spotlight falls on a texture. It does not enlighten it. That means I cannot use spotlight on textures?--Shubham Gupta What is your Emotional Quotient? Find out. ___

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-21 Thread John Vidar Larring
Hi Robert, Thanks for quick and informative answer. In terms of implementation the route to take is write a Registry::ReadFileCallback that ...[snip]... Hmm... this sounds a bit complicated, especially since I am an OSG newbe. If you are building with the VPB --terrain option rather than

Re: [osg-users] FBO Rendering

2008-05-21 Thread Роман Григорьев
Hi! Today I tried to adapt you example to texture2D as input textures and rendertargets but no luck. With texture2Drect works fine but with texture2d it doesn’t work at all. I use 8600GT under vista with 174 drivers(osg svn) Roman -Original Message- From: [EMAIL PROTECTED]

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Zoltán
Adrian Egli OpenSceneGraph (3D) wrote on Wednesday 21 May 2008: test osgshadow --pssm --SingleThreaded --no-base-texture # osgshadow --pssm --SingleThreaded --no-base-texture starting viewer loop... PSSM PolygonOffset: units=0.5 factor=0.5 PSSM PolygonOffset: units=0.5 factor=0.5 PSSM

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
Hi, I think my example does not use FBO in the correct way. It does not seem to be good to attach textures as both input and output. For example in my demo the output is not always the same. I have made a new example that uses two cameras with switches above them to do ping-pong and this

Re: [osg-users] combining Opacity Maps with Effects

2008-05-21 Thread ka Ming
Hi, again the question, In front of my bump Map i got an opacity map. Bump map works. Opacity maps works also. But on the transparent areas in my opacity map, I cannot see the Bumpmap instead of that the I the background color is displayed. Here is an excerpt of the osg File: Group {

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Ralph Kern
Adrian Egli OpenSceneGraph (3D) schrieb: Hi all, i still come around with some changes. :-) now the near - far clip plane are more optimized, but i hope it's shows still correct shadows for all of your test cases. Its updated with latest PSSM version (from this morning,MEZ)

[osg-users] Setting Colors

2008-05-21 Thread Daniel Moos
Good morning @all I have a question about setting colors of a geometry. We have 3d- objects which is described by a triangle area. This triangle area has a color, which is set with a ColorArray and a ColorBinding (BIND_OVERALL) Now I want to give a inner and outer color for the triangle

Re: [osg-users] [osg::light] + textures!

2008-05-21 Thread Guy
You should split the specular lighting from the ambient+diffuse lighting. It should be something with the Light Model of OpenGL. Try code similar to: osg::LightModel* lightModel = new osg::LightModel; lightModel-setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);

Re: [osg-users] Setting Colors

2008-05-21 Thread Alberto Luaces
El Miércoles 21 Mayo 2008ES 10:18:58 Daniel Moos escribió: Good morning @all I have a question about setting colors of a geometry. We have 3d- objects which is described by a triangle area. This triangle area has a color, which is set with a ColorArray and a ColorBinding (BIND_OVERALL) Now

Re: [osg-users] get Alpha on material

2008-05-21 Thread Vincent Bourdier
No one have any idea on how to do it ? I just need to get alpha value on a material on a picked node. Thanks, Regards, Vincent. 2008/5/20 Vincent Bourdier [EMAIL PROTECTED]: Hi all, trying to get alpha value on a material, on a node, I use mat-getAmbient(osg::Material::FRONT).a() but

Re: [osg-users] get Alpha on material

2008-05-21 Thread Alberto Luaces
El Miércoles 21 Mayo 2008ES 10:29:10 Vincent Bourdier escribió: No one have any idea on how to do it ? I just need to get alpha value on a material on a picked node. Thanks, Regards, Vincent. 2008/5/20 Vincent Bourdier [EMAIL PROTECTED]: Hi all, trying to get alpha value on a

Re: [osg-users] get Alpha on material

2008-05-21 Thread Vincent Bourdier
Hi Alberto. I've identified the bug and solved it...(getting material problem) The problem still here is not the same now and it not depends on OSG. Thanks for help, and sorry for the inconvenience. Gracias ;-) Vincent. 2008/5/21 Alberto Luaces [EMAIL PROTECTED]: El Miércoles 21 Mayo 2008ES

Re: [osg-users] ShadowMap uses wrong mask for traversal

2008-05-21 Thread Robert Osfield
Hi Ben, I've just done a quick review and the code looks correct to me. Now ShadowMap comes along, and the above code computes (0x4 0x2) == 0. A visitor mask of 0 finds nothing. That's not right. No it's perfectly correct, this is how traversal masks are meant to be used. However, if

Re: [osg-users] osgSim::OverlayNode Question

2008-05-21 Thread Robert Osfield
Hi Paul, I'd say that osgSim::OverlayNode is uses projective texturing, rather than can be used for projective texturing. As for decal effects, this is such a broad brush I can't really answer the question without more qualification. osgSim::OverlayNode's typical use if adding country

Re: [osg-users] Mutli-Thread OSG produce problems with RTT cameras

2008-05-21 Thread Robert Osfield
Hi Adrian, I've got my head down dealing with some other complex areas of the OSG right now - it's even a multi-threaded part... so I'm not in a good place to dive into discussion about other complex areas. Give me a week and I'll be a in better position. Robert. On Wed, May 21, 2008 at 8:01

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-21 Thread Robert Osfield
Hi John, Comments at bottom On Wed, May 21, 2008 at 8:09 AM, John Vidar Larring [EMAIL PROTECTED] wrote: This gave me an idea to how I could implement the verical exaggeration feature for osgTerrrain databases. Please review the below and comment on any conceptual errors so that I won't

[osg-users] can't remove all PrimitiveSet

2008-05-21 Thread IceSharK
Hi all ~ I implement the code , // struct MyUpdateCallback : osg::Drawable::UpdateCallback { virtual void update( osg::NodeVisitor* , osg::Drawable* drawable ) {

Re: [osg-users] FBO Rendering

2008-05-21 Thread Роман Григорьев
Thanx JP. Sorry for my mistake (forget about texture coordinates in fragment shader that differ from texture rectangle to texture2D) but all your example works fine and have same framerate 1000 fps. I try to modify my example to see my framerates to choose method of rendering. Thanx Bye Roman

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
Hi, please use the latest example. The first one I sent has some problems: it makes mistakes in reading some input texture values because the textures are bound as input and output. Multiple runs of the example gave multiple results, but the results should be the same every time. The latest

Re: [osg-users] Setting Colors

2008-05-21 Thread Daniel Moos
Thanks for your reply... I already have played a little bit with osg::Material. But I don't create two colors... Below is my try: osg::ref_ptrosg::Material material = new osg::Material; material-setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); // switch glColor usage off

Re: [osg-users] Setting Colors

2008-05-21 Thread Robert Osfield
HI Daniel, You'll need to use the osg::Material StateAttribute to set two sided lighting, the ColorArray on the osg::Geometry won't help you here as it only supports a single colour (as does OpenGL for vertex colours). For info on osg::Material its best to consult OpenGL docs of glMaterial

[osg-users] osgViewer::Viewer and win32

2008-05-21 Thread monia hamdi
Hello,I want to ask you if we can get a handle to a win32 window (hwnd) for anosgViewer::Viewer .In fact, I want to use a 3Dconnexion mouse (SpaceNavigator) and theircurrent API suppose that the thread create windows to support messageloop.Thank your for your

Re: [osg-users] Mutli-Thread OSG produce problems with RTT cameras

2008-05-21 Thread Adrian Egli OpenSceneGraph (3D)
Thanks Robert, no problem take your time for other new features. in the mean time i will progress in PSSM as well... regards adrian 2008/5/21, Robert Osfield [EMAIL PROTECTED]: Hi Adrian, I've got my head down dealing with some other complex areas of the OSG right now - it's even a

[osg-users] Textures and Memory

2008-05-21 Thread Kim C Bale
Hi all, Quick question that about textures. Once I've loaded an image into a Texture2D object and bound that to a state set, does the image information remain in system memory or is deleted after it's been stored in the graphics card? Assuming that I don't use a ref_ptr that is. Regards,

Re: [osg-users] Setting Colors

2008-05-21 Thread Robert Osfield
On Wed, May 21, 2008 at 10:06 AM, Daniel Moos [EMAIL PROTECTED] wrote: Thanks for your reply... I already have played a little bit with osg::Material. But I don't create two colors... Below is my try: osg::ref_ptrosg::Material material = new osg::Material;

Re: [osg-users] Textures and Memory

2008-05-21 Thread Robert Osfield
On Wed, May 21, 2008 at 10:41 AM, Kim C Bale [EMAIL PROTECTED] wrote: Hi all, Quick question that about textures. Once I've loaded an image into a Texture2D object and bound that to a state set, does the image information remain in system memory or is deleted after it's been stored in the

Re: [osg-users] Setting Colors

2008-05-21 Thread Daniel Moos
Thank you very much... Now it works great. Here is my code if other has the same problem. //create twosided lightning for model osg::ref_ptrosg::LightModel lightModel = new osg::LightModel(); lightModel-setTwoSided ( true ); states-setAttributeAndModes ( lightModel.get(),

[osg-users] Bug in version 2.5.0 (PNG alfa)

2008-05-21 Thread GMD GammerMaxyandex.ru
When I upgrad version of OSG from 2.4 to version 2.5 I get some problems with PNG images. When I use PNG image with opacity in my scene on version 2.5 image disappeared but on v2.4 it looks correct (with normal opacity). I build sources of v2.5 on VS2005(and I tryed compile them under VS2008)

Re: [osg-users] Bug in version 2.5.0 (PNG alfa)

2008-05-21 Thread Alberto Luaces
El Miércoles 21 Mayo 2008ES 13:05:58 GMD GammerMaxyandex.ru escribió: When I upgrad version of OSG from 2.4 to version 2.5 I get some problems with PNG images. When I use PNG image with opacity in my scene on version 2.5 image disappeared but on v2.4 it looks correct (with normal opacity). I

Re: [osg-users] osgViewer::Viewer and win32

2008-05-21 Thread Robert Osfield
HI Monia, You can get the hwnd from the GraphicsWindowWin32 class, you'll find the head for this in OpenSceneGraph/include/osgViewer/api/Win32/GraphicsWindowWin32 You can get the GraphicsWindow from the viewer either via the viewer.getWindows(Windows) method or from the Camera's in the Viewer

[osg-users] writeNodeFile in the osgdotnet wrappers

2008-05-21 Thread Paul McIntosh
I am trying to use writeNodeFile in the osgdotnet wrappers but it appears not to be implemented. I found the following post that suggests that it could have been updated or at least looked into. Is it still an issue? Is there are quick hack that I can do to get it working?

[osg-users] Projection vs Camera

2008-05-21 Thread Andy Skinner
I found a dusty part of our code where we have a Projection and a Camera. I've found an old email (2006) from this list about how the Projection is deprecated in favor of the Camera. I just wanted to check-is this correct? If we've got a Camera, we don't need a Projection? thanks andy

Re: [osg-users] Mutli-Thread OSG produce problems with RTT cameras

2008-05-21 Thread Wojciech Lewandowski
Adrian, Do you remember my suggestion that changing DataVariance might help ? In certain threading modes osgUtil::Renderer uses 2 SceneViews to cull and render 2 consecutive frames concurently. Robert used to call it doublebuffering, first of these SceneViews culls and renders odd frames and

Re: [osg-users] Projection vs Camera

2008-05-21 Thread Robert Osfield
Hi Andy, On Wed, May 21, 2008 at 1:11 PM, Andy Skinner [EMAIL PROTECTED] wrote: I found a dusty part of our code where we have a Projection and a Camera. I've found an old email (2006) from this list about how the Projection is deprecated in favor of the Camera. I just wanted to check—is this

Re: [osg-users] FBO Rendering

2008-05-21 Thread Роман Григорьев
I integrate your last example with my cellular automata and have some results my approach 100 fps no fbo switching 2 cameras. your approach 70 fps with fbo switching 1 camera. maybe switching fbo is very costly to OGL state mashine? Roman -Original Message- From: osg-users-bounces

Re: [osg-users] Problem with ParticleSystem

2008-05-21 Thread Serge Lages
On Tue, May 20, 2008 at 8:18 PM, Robert Osfield [EMAIL PROTECTED] wrote: The intention of this code is that with defaults things would work as before so if things aren't then its a bug on the OSG side. I guess there could be an issue on your side w.r.t assumptions of how things work,

Re: [osg-users] Projection vs Camera

2008-05-21 Thread Andy Skinner
Thanks. Turns out we didn't have a transform--the Projection was a workaround for some bug that has since been fixed. Apparently the near and far clipping planes weren't correct at some point, and for some reason having this Projection node helped. I've removed it, and all seems well.

[osg-users] Set Light for PSSM

2008-05-21 Thread Alejandro Segovia
Hello all, This may be a trivial question, but how do I set up the light for the PSSM Shadow Technique? I've got a light added at my scene graph's root, which is currently a sibling of the ShadowedScene node, could this be the reason why the technique never finds it? Thanks in advance,

Re: [osg-users] FBO Rendering

2008-05-21 Thread J.P. Delport
Hi, Роман Григорьев wrote: I integrate your last example with my cellular automata and have some results my approach 100 fps no fbo switching 2 cameras. What does your approach do? Rebind targets? your approach 70 fps with fbo switching 1 camera. maybe switching fbo is very costly to OGL

[osg-users] OSG 2.5 and cmake

2008-05-21 Thread paul1492
Sorry if this has come up before... I'm attempting to compile OSG 2.5 and when I do the ./configure, I get: CMake Error: Error in cmake code at /OSG_PATH/OSG_OP_OT-2.5/OpenSceneGraph-2.5.0/CMakeLists.txt:214: INCLUDE Could not find include file: FindPkgConfig Current CMake stack:

[osg-users] Openthread ?

2008-05-21 Thread Vincent Bourdier
Hi all, I'm searching on OSG website but I didn't found something like the Reference documentation or guide of OpenThread... Any idea where I can find headers ? or real documentation ? Thanks Regards, Vincent. ___ osg-users mailing list

Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-21 Thread Alejandro Segovia
Hey Ben, On Tue, May 20, 2008 at 6:20 AM, Ben Discoe [EMAIL PROTECTED] wrote: I noticed that using osgShadow::ShadowMap in my scene makes everything very dark, even nodes not part of the shadowed scene. Studying the OSG code, i found this in ShadowMap.cpp, in ShadowMap::cull:

[osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Andy Skinner
There is an osg::notify at osg::WARN level in the CullVisitor in updateCalculatedNearFar(matrix, drawable, isBillboard). There are several, actually, but I'm asking about this one: if (d_near0.0) osg::notify(osg::WARN)2) sett near with d_near=d_near std::endl; else

[osg-users] osg::Camera, Viewport, FRAME_BUFFER, and the meaning of life

2008-05-21 Thread Argentieri, John-P63223
Robert, It seems I've got my pixels all up in a bunch! I have: 1) a SceneView with: View matrix = identity Projection matrix = identity Viewport = 0,0 to window width, window height 2) a pre render camera (renders texture successfully) with: RELATIVE_RF Target = FRAME_BUFFER View matrix =

Re: [osg-users] osg::Camera, Viewport, FRAME_BUFFER, and the meaning of life

2008-05-21 Thread Robert Osfield
Hi John, Relying upon Render To Texture when using the frame bufffer is not reliable as the results are dependant on the frame buffer management of the window manager/OpenGL driver. What you are seeing is nothing out of the ordinary and there is nothing the OSG can do to prevent this problem if

Re: [osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Robert Osfield
Hi Andy, I haven't seen warnings like this for a lng while... they usually suggest that some internal computation of the near/far distances for objects in the scene is in some way messed up. Is it possible to recreate this warning with osgviewer when loading one of your models? Robert. On

Re: [osg-users] osg::Camera, Viewport, FRAME_BUFFER, and the meaning of life

2008-05-21 Thread Argentieri, John-P63223
Robert, The problem is that I have to support multisampling and Windows. I haven't been able to use PIXEL_BUFFER modes. Is there any way that I can accomplish what I'm trying to do without reallocating a texture on every window size event? It's killing my memory. Thanks, John P.S. When is your

Re: [osg-users] osg::Camera, Viewport, FRAME_BUFFER, and the meaning of life

2008-05-21 Thread Robert Osfield
Hi John, On Wed, May 21, 2008 at 5:34 PM, Argentieri, John-P63223 [EMAIL PROTECTED] wrote: The problem is that I have to support multisampling and Windows. I haven't been able to use PIXEL_BUFFER modes. Is there any way that I can accomplish what I'm trying to do without reallocating a texture

Re: [osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Andy Skinner
I'll see about turning on the warnings. I actually haven't gotten the warning messages, but stepping through the code I found that it went through the case where the warning would come out if we were listening. I've found out more about the situation. Someone created the object to be near

[osg-users] OSG 2.4 and Curl

2008-05-21 Thread paul1492
When I compile OSG 2.4, I'm getting compiler errors when it gets to the CURL plugin.. I have CURL 7.10.6 installed. I'm getting CURLINFO_HTTP_CONNECTCODE and CURLINFO_RESPONSE_CODE being undefined.  I see these defined in 7.12.1 of CURL but not in 7.10.6 (where I do my compiles). What is the

Re: [osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Robert Osfield
Hi Andy, For orthographic view you may well be best to not use the inbuilt near/far computation as the results will seem a bit perplexing. I'd also recommend against using orthographic views where the camera is not entirely outside the objects its viewing, otherwise you get visual confusion.

Re: [osg-users] OSG 2.4 and Curl

2008-05-21 Thread Robert Osfield
Hi Paul, I looks like we'll either need to add some compile checks into the curl plugin to pick up on these codes, or perhaps even define them ourselves, or automatically detect the curl version and not compile against it. The way to disable right now involves going into ccmake . and the set the

[osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
Art (or anyone else), First I like to say osgPPU is really fantastic!!! I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so good. I can run the examples and I've created my own test application. My test

Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-21 Thread Adrian Egli OpenSceneGraph (3D)
Hi all again, now i came from ATI X1600M test, same artifact as you described, small shadowed line. i will try to figure out where it comes from. i guess we have to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be. may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia.

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Art Tevs
Hi Brian, First I like to say osgPPU is really fantastic!!! yes, in deed ;-) I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so good. I can run the examples and I've created my own test

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
Art, I did use my own timings and there's no question the application runs much faster with stats on. Zoom, pan, rotations are all much, much faster and smoother with stats on. I agree it shouldn't be this way. Try adding this to your viewer and see it you get the same results.

[osg-users] COLLADA DOM version requirements

2008-05-21 Thread Paul Martz
I dug through the archives and found a post from January saying OSG worked with COLLADA 1.4.1 DOM 1.3; is this no longer the case? Because I'm getting several compile errors with the current SVN head of OSG. Assuming I need to upgrade the COLLADA DOM, can anyone point me to prebuilt Windows

[osg-users] Debugging example hangs in Cygwin and need some insight into cygwin_osgdb_osg.dll

2008-05-21 Thread Brian Keener
Hello folks. I just can't seem to leave this alone and now I need a little insight. As has been reported before when trying to use OSG on Cygwin we experience some hangs and I believe this has been confirmed by Alberto Luaces. Working with debug version of the Cygwin Dll and debug version

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread steven_thomas
Yeah, OSG uses DOM 2.1 now. There are no pre-built binaries for the DOM anymore. You'll need to build it yourself, which is fairly simple as long as you have a recent version of Visual Studio (2005 or 2008). Instructions are available on the DOM wiki:

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Art Tevs
Hi Brian, hmm, I have tried it and I do not get higher speed out of it. I included the stats handler and pressed 's'. I can see statistics on the screen, however I do not get higher frame rate. Maybe the problem is somewhere else (vsync, ...). I appologies I can not go deeper in that problem

Re: [osg-users] osgPPU Performance

2008-05-21 Thread Brian R Hill
Art, Don't worry about it. I was just looking to see if someone else experienced the same behavior. It's probably specific to my installation. I'm just doing some prototyping and can come back to this later. Thanks, Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread Paul Martz
Thanks, Steve -- Yep, building from DOM v2.1 source turned out to be trivial and I've now successfully built the OSG plugin. The DOM's VS8 proj/sln files place debug and release libs in two different places, but I only saw one OSG CMAKE variable for the COLLADA library, so I must choose one or

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread Gordon Tomlinson
Mixing release\debug libs is BAD on windoze Paul. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Wednesday, May 21, 2008 5:52 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] COLLADA DOM version requirements Thanks, Steve

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread steven_thomas
Yeah, I had the same problem. I don't think the Collada plugin's CMake setup is very good right now unfortunately. The big problem here is that linking the release version of the DOM into the debug version of OSG won't work. Not on Windows anyway. Same goes for trying to link the debug DOM into

[osg-users] How to subtile DEMs ?

2008-05-21 Thread renzil d'souza
Hi Currently osgdem (vpb-0.9.7) in paged-LOD mode generates various subtiles for textures which can be output as dds files. I need to subtile my DEM data in the same way as dds files, so I tried passing the DEM as a texture with -t . But the sub-tiles generated when viewed in OSG viewer are

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread Paul Martz
Thanks for the info. I'll look into fixing OSG's CMake to support both debug and release DOM libs. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 21, 2008 4:03 PM To: OpenSceneGraph Users Subject:

Re: [osg-users] COLLADA DOM version requirements

2008-05-21 Thread Paul Martz
Mixing release\debug libs is BAD on windoze Paul. Yeah. I know it's possible to do if certain conditions are met, such as avoiding STL in the API, and not mixing debug and release heap modifications. Not being familiar with the DOM API, I thought I'd ask... But I'm not surprised at the

[osg-users] ReaderWriterCURL.h missing from SVN

2008-05-21 Thread Ulrich Hertlein
Hi Robert, the ReaderWriterCURL.h is missing from the repository r8325. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Simple Picking without osgViewer

2008-05-21 Thread Daniel Grondin
Hi everybody, I just subscribed to this list only for this question that bother my since a week...I searched in the list about using SceneView to pick geometry but all I found is a mail saying to just use the osgViewer class and all work... The Viewer is creating a window and manage input which I

Re: [osg-users] Simple Picking without osgViewer

2008-05-21 Thread Daniel Grondin
Ok...forget that...I just discovered that the Viewer has some kind of manipulator...sorry for bothering ya! On Wed, May 21, 2008 at 11:04 PM, Daniel Grondin [EMAIL PROTECTED] wrote: Hi everybody, I just subscribed to this list only for this question that bother my since a week...I searched in