Hello,
Even though I have been inactive in the past 3 years, I wanted to inform
anyone who might be interested. Since Google Code is closing down in
less than a year
(http://google-opensource.blogspot.ca/2015/03/farewell-to-google-code.html),
I went ahead and moved my old pet project
I've been reading your running blog entries for a while now (since I was
at CM-Labs).
It always struck me how you take a very scientific approach to running,
trusting data instead of gut feelings or hearsay or whatever. I'm the
same in my own hobbies too, and I thought I was obsessive but
Hi Chris,
I think I was one of the last to use it seriously, apart from Javier
Taibo (the main Maya2OSG developer). That was over 2 years ago when I
was at CM-Labs. I don't know if they continued using it after I left.
They may have switched to 3DSMax and so be using OSGExp (3DSMax plugin
to
Hi Terry,
If you want to see some artsy OSG work, I got my new trailer done last week.
http://youtu.be/z9a2SYQtWcE
Yep, saw it and retweeted it. Great work!
J-S
--
__
Jean-Sebastien Guay jean_...@videotron.ca
Hi Bram,
I don't think anything is preventing you from adding the project files
that CMake generates into your own solution if you want to. It's not how
we generally recommend people work with OSG but I think it should work.
The projects contain all the relevant settings to build the libs
Hello Bram,
The key observation is this:
but I get a streched out view in the horizonal direction, as if a 1:1 image is
streched onto a 16:9.
What are 1:1 and 16:9? They are aspect ratios. The documentation for
osg::Camera::SetProjectionMatrixAsPerspective() here:
Hello Bram,
Thanks yeah, I actually had screenWidth/screenHeight there and they were
correct, but were also ints
I changed it to 16.f/9.f and now it seems to work.
I'm still unclear about what happens if you divide ints
I had
int screenWidth = 1280;
int screenHeight = 720;
This is the same
Hello again Bram,
I am walking around in my world and sometimes suddenly I only see an empty
screen and I the console spams messages like these:
CullVisitor::apply(Geode) detected NaN,
depth=-1.#IND, center=(64 64 18.2729),
matrix={
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
Hello Bram,
I have to admit I'm not very good at the whole setting up projects and
debugging frameworks.
My first question would be:
In my projects I do not have the actual source code in my IDE. I just include
the debug libraries and header files I think. I believe I used the permade
ones.
Hello Lucie,
The issue is I use a wrapper c++ to c# to create a window with osgviewer in a
WPF application and the application throws an unhandled exception, I haven't
other informations on the exception.
In the Visual Studio GUI you can go to Debug - Exceptions and check all
exceptions,
Hi Terry,
Looks like a very cool resource. Have you ever been able to put it to
any practical use? I could see this being helpful, but I don't see it
removing all of the randomness :) There are always undiscovered bugs
lurking here and there. I, too, would love to see driver writers
aiming for
Hi Terry, all,
In short,
good luck understanding the insane mess that is graphics drivers. It's
all very random.
It's only random if you try to understand it with a few limited
tests :-)
Someone has applied structured testing to the problem and has come up
with this:
Hi John,
One suggestion, you could use nested namespaces, and then abbreviate
locally so it's easier to read. For example:
namespace osgShadow
{
namespace ShadowVolume
{
class Occluder { ... }
}
}
// then in some .cpp file where you need to use it:
namespace osgsv =
Nice work Daniel, results look great!
In the past I have used osgEphemeris, which supports sky sphere, sun,
moon, stars based on earth latitude/longitude and date/time. It gave OK
results but had a few problems as well. Its site is
www.andesengineering.com/Projects/*OsgEphemeris*/ but it
Hello David, Wang Rui,
Personally I haven't tested how to load rtsp/udp video streams using
osgdb_ffmpeg directly.
I have used the ffmpeg plugin with an IP webcam that only supported rtsp
feed, and it worked well (I made some submissions to make it work back
then, it should still work).
Hello Daniel,
I know I can do my own thing by implementing a shader program, but first I
wonder if there is a limitation for point sprites to not beeing able to be
illuminated by default.
Actually, the only way to get point sprites to be lit is to use a
shader. Think about it, a point
Hi Terry,
A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see
some crazy OSG action.
http://www.reallyslick.com/retrobooster/downloads.html
Great work! It really looks like a game where you need to practice
Hello Janna,
Currently I've created sub classes based on current manipulators in osgGA such
as OrbitManipulator however I think it would be great to submit small patched
to osg later.
I think that's generally a good idea as it means you have less code to
maintain on your side in the
Hello Janna,
Is there particular reason scale is hard-coded and no parameter is exposed to
be able to modify movement scale for middle and right mouse button? Or is there
some other way to do it?
There was a large refactoring of camera manipulators about 2 years ago.
OrbitManipulator is
Hi Bradley,
Good detective work on getting a minimal repro example.
In the past, I've reported a few driver bugs to devsupp...@nvidia.com
and gotten pretty quick responses. I encourage you to submit your
example to them, just make sure you include all necessary DLLs so they
can run it. They
Hi Jeremy,
Is there a term for this kind of approach? Well impostors comes to
mind. That's where you would replace a complex mesh by a quad with a
texture representing the complex mesh. Then when some criteria changes
significantly (orientation of the view to the object, light source
to Javier about it. I'll
post here if there is some progress.
Thanks again J-S, impressive that you find the time to help us all.
/Per
On 7 September 2012 01:21, Jean-Sébastien Guay jean_...@videotron.ca wrote:
Hello Per,
There is no such thing as noise for the OSG list, especially not when it's
Hello Per,
I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though.
J-S
On 06/09/2012 3:22 AM, Per Nordqvist wrote:
Hi all,
I'm trying to find a working pipeline between osg 3.01 Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings
errors during compile time.
Do you remember which version of OSG you used that matches Maya 2011?
(I'm posting off the list to reduce the noise. If I succeed I'll post
the conclusions there)
/Per
On 6 September 2012 12:45, Jean-Sébastien Guay jean_...@videotron.ca wrote:
Hello Per,
I've used
Hi Jeremy,
In the past I've done similar low-level 2-pass rendering in a Drawable,
by doing as Robert suggests. Apply one stateset, draw, apply another,
draw again (same or different geometry).
A Program is just state, so you need to draw something in between
setting different Programs.
Hello,
For the answer, I suggest you revise the C++ docs about dynamic_cast
and also check the class hierarchy of OSG's node types.
dynamic_castA* succeeds for any pointer to an object of class A or any
pointer to an object of a derived class of A. So even if you don't have
a proper Group
Hi Jeremy, nice to see you back writing graphics code!
In the past, when I've needed to have a contextID in a custom Drawable,
I've always gotten it from inside my drawable's drawImplementation. IIRC
it gets a State pointer and this contains a valid contextID. Same when
I've needed to create
Hi Robert,
Looks like you just made a small typo, you need one colon not two:
Not
svn proget svn::externals .
but
svn proget svn:externals .
Hope this helps,
J-S
On 18/08/2012 5:09 AM, Robert Osfield wrote:
Hi Ulrich,
I've just done a 'svn proget svn::externals .' in my check out of
Hi Helen,
I've seen some applications using WPF for their GUI and rendering OSG
into a widget. Essentially you can embed OSG into a widget given its
HWND. I don't remember the details so you may have to look around and do
some testing on your own.
On the other hand, if this tech really
On 04/08/2012 2:38 PM, Alberto Luaces wrote:
I think if you write an osgGA::GUIEventHandler that reports that you
handled the ESC key (by returning true), the viewer won't do its own
processing.
In addition to this, I suggest you look into the following methods of
the osgViewer::ViewerBase
Hi John,
I think you're creating a little confusion on the OSG list and forum at
the moment. I've noticed the last few times you posted, it was as a
reply to a thread, but your message didn't have anything to do with the
thread you were replying to.
Many mail readers, and the forum (which
Hello,
I hope to use either FBX or VRML models. What are the pros and cons
of each model?
I will echo Jan's suggestions and add a bit more info.
VRML support is pretty bad in current content creation tools (I've
tested with Max and Maya primarily). The problem is mostly the way
Hello Andrea,
Do you think Blender can do that?
Not only Blender, but 3D Studio Max, Maya, Softimage XSI, genrally all
3D modeling software will allow you to organize your scene in terms of
groups, transforms (of which DOF is one specialization), LOD and so on.
Then the question becomes,
Hello Jason,
There are pixel gaps in between the corners and borders that make the frame
look quite awful. I am guessing there are some ever so slight rounding errors
when computing the quad locations.
Most often, borders like that come from the default wrapping mode OpenGL
uses on
Hello Nicolas,
The second thing I tried is to use a ScreenCaptureHandler. What I did worked
for each frame, but the image is directly stored as an image on the hard drive.
Is it possible to save it as an osg::Image?
I think ScreenCaptureHandler will do what you want. It has support for
Hello Yi Lin,
my question is : how to store the picture of every frame to buffer more quickly?
Essentially, readPixels() stalls the frame until the whole pipeline is
flushed, then reads the framebuffer. This is what introduces the
slowdown you see. What you would want in order to make this
Hi Brad,
I am looking at getting a couple of laptops with Nvidias 'Optimus'
switchable graphics and AMDs equivalent.
My hope is to be able to manually switch between the two so I can test
our application using both discrete and Intel graphics. There was a
thread back in September of last year
Hello Maia,
One solution would be to place everything in a modeler and export as a whole
but we need to interact (i.e. pick) with some objects on the shelves.
This is the best option I think. The simplest solution is to create the
shelves and objects in a modeling program, name the objects
Hi Martin,
has anyone tried loading textures, meshes etc from the Qt resource system? I am
thinking about how best to distribute my resources with my application.
I have loaded meshes (in .osg format) from Qt resources in the past, yes.
In general as long as the plugin you want can accept a
Hi Michael,
I'm not sure About is suitable for Showcase. Gallery is more about
Showcase. About is more about OSG, not some related projects. And
Gallery is... a gallery of what have been done with OSG.
I disagree. I meant Showcase to be about selling OSG. Meaning, when
someone stumbles on
Hi Jordi,
@J-S I picked up your suggestions and I just added download-
tools/data/dependencies. About showcase menu item I already have a
similiar item in community-Derived Software, but if you feel it's worth
to have it in About I will go ahead with this change.
I don't have a specific
Hi Jordi,
The vast majority of the articles does not have information yet, but I
am filling them step by step. If you see something that I missed or
something that could be improved or better categorized say it! :). It's
very important to do this before to fill all the contents, it's the way
to
Hi John,
And , just to check that you are reading to the end of the email.
Hah, made me look, again!
A copy of Rui’s and Xuelei’s book was given away at last year’s SIGGRAPH
OSG BOF [WOW – lots of acronyms]
Actually four copies! Thanks to Wang Rui for donating them.
It was a (not very
Congrats Wang Rui, great work, I look forward to reading it!
J-S
On 01/04/2012 2:40 AM, Wang Rui wrote:
Hi all,
First of all, this is NOT a joke on April Fool's Day. :-)
I'm glad to announce the publication of the book OpenSceneGraph 3.0
Cookbook, which is yet another OSG book written by
Hi Christian,
I would think that modifying the reader might be easier than
processing its generated output.
I would say the opposite - creating a NodeVisitor that you run over the
loaded graph, which will massage the data to suit your needs, would be
easier than modifying the reader plugin.
Hi Chris,
I just wanted to follow up and note that GL_RGBA16 seems to have been
the culprit. GL_RGBA16F_ARB performs fine.
Have a look at this. It's an older version of the NVidia GPU programming
guide, but it (and the newer version at the following link) has lots of
good info.
Hi Wojtek,
This should be no problem for models with more
texture stages as long as you substitute shadow technique shaders with
your own set which can process your multiple textures correctly.
Almost correct - the problem is that the shadow technique also disable
all shaders for the shadow
Hi Don,
What is the best way to accomplish this? Node masks, cull callbacks?
Chris's solution will work fine, but you may have many objects you want
to control independently and then you'll run out of bits in your node mask.
If that's the case, a cull callback can be another way to do it.
Hello Preet,
* The issue I've run into involves where my 2D texture wraps around
and meets itself on the sphere:
http://i.imgur.com/ftVH2.png
I don't think there's anything wrong with your geometry and texcoords.
Good work!
The problem looks like you may be using the default texture wrap
Hello Clement,
One of the machines is using Intel E8300 Du e core 2.83 cpu with using on
board graphic. Another XP machine I created by virtual machine.
You're kind of setting yourself up for problems trying to get an
advanced technique like GPU ray tracing working on onboard graphics
Hi Chuck,
I tracked down the problem. It seems that the original code tried to come up
with a plane parallel to the cylinder axis oriented towards the eye/pick point.
This calculation breaks down when the eye and cylinder axis are close to being
parallel. I have fixed the problem and will
Hi Robert,
I'm afraid I
can't think of all the headline changes in 3.1, been a bit too long in
coming I'm afraid - over six months since 3.0.1.
Well, for one there's the new ViewDependentShadowMap which greatly
improves shadow stability over the previous
LightSpacePerspectiveShadowMap
Hi Magnus,
But maybe this question is more to the authors of osgmaxexporter. Why
does osgmaxexporter unconditionally set the data variance to STATIC?
What are the use cases where one would model a STATIC DOFTransform?
DOFTransforms are a relic of Multigen (Presagis) Creator, and in that
Congrats Wang Rui!
I wish you great success with this new book. I'll be sure to buy a copy
when it comes out! Thanks for all your hard work for this community, to
you and your reviewers!
J-S
--
__
Jean-Sebastien Guay
Hi Ethan,
Thanks Sergey, that clears it up for me.
Yes, Sergey has it right, that post was written from memory and
obviously I got it backwards. I always cast the variable to int, or
explicitly create a uniform of type SAMPLER_2D which avoids this issue
altogether but is more lines of
Hello Ethan,
Is a border being added to my texture somehow? If so then this could explain
why my shader is pulling non-uniform values from my uniform lookup table
texture...
Set the wrap mode to CLAMP_TO_EDGE instead of CLAMP_TO_BORDER (which is
the default, and the default border color
Hi Robert,
I think this comes from the fact that LinkedIn can send invites to
people in your address book, and users are using this with the osg-users
list in their address book.
There's probably a way to block these, but user education might be good
enough in the short term. I don't think
Hi Jason,
Any thoughts on these issues or other thoughts you could provide would
be very valuable.
I don't have that much to add. I commend you on your investigations, you
really went to the crux of the problem and kept at it until you found
the answer.
The mesh optimizers I've mentioned
Hello Martin,
So now my rtt camera is the master camera and my ortho camera for the quad is a
nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I
am not sure whether it is a good idea.
That's always how I've done it too. I think it's fine.
For me, the motivation
Hello Kirill,
Project - Properties - General - Character Set - Use Multi-Byte
Character Set
I think this is your mistake, I have never had to set this, and I
believe it creates incompatible binaries. Meaning if the OSG libs were
not compiled using multi-byte character set, and you try
Hi Tom,
I now just have the issue that images referenced by .osg files are not loaded
from the archive, anyone have any advice? The images are referenced relative to
the .osg e.g. image\\diffuse.png
Have you seen Terry Welsh's thread on developing a virtual file system
plugin so that a zip
Hi Mical,
I recently have been trying to get a deferred rendering system to work using
osg.
Lots of fun to come! :-)
First of all in almost all the tutorials I've seen so far, the normal vector
was multiplied by the normal matrix (gl_NormalMatrix), but when I did so in my
geometry
Hi Anders,
Hence, it makes no sense storing a color in ShapeDrawable.
Well, it makes as much sense as having a color array for an
osg::Geometry... :-)
I think it's not having a color in ShapeDrawable that's the problem,
it's having no way of having no color. In other words, in
Hi Michael,
How would I set it up for instanced drawing?
My guess is that I would need to write a node-visitor that collects all
of the geometry - drawables and sets them up to use the instanced call
overload instead of the default. I have tried doing this, but my
implementation has gotten
Hi Thomas,
I had developed some Qt code on Windows that worked great. When I compiled it
on Linux, I noticed some oddities. The most interesting one is that:
osgViewer::GraphicsWindow::getWindowRectangle()
returns an absolute window position in Windows (x != y != 0) whereas it
Hello René,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
The default values in the osgPPU hdr example are sigma = 4.0 and radius
= 7.0, however I have not seen a difference between radius = 7.0, 15.0
Hello René,
maybe multisampling can reduce the problem.
The screenshot was with 4x MSAA active (in the camera-attach(...) call
of the HDR code, where we bind a texture to the main scene camera which
is then passed to the first unit in the osgPPU pipeline).
Perhaps you're suggesting I
Hello Markus,
I'm trying to build an osg example but I can't get it linked.
Admittedly I am a C++ amateur, but I have followed some sort of guide
(http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio)
and was hoping to get it running with that.
It's the
.
Hope this helps,
J-S
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___
osg
Hi Jonathan,
It seams that there is no way to extract that information just form the vertex
data (because the vertex shader only processes one vertex at a time).
Yes, sounds like what you need is more than what I thought you needed :-)
I don't think VPB supports that out of the box, but
Hi Jonathan,
I used osgdem to create a Terraindatabase from 2 image files (Heightmap and
Colormap). Is there any way to access the height information in a texture? I
need to do some calculations in the shader for which i need informations abount
the surrounding terrain height, at guessed
.
Is there already a tool in osgPPU that would allow me to do this easily?
Or should I use a UnitCamera with my mesh under it?
Thanks in advance,
J-S
--
__
Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
Hello Bart,
Is there a way to setup osgOcean such that each time viewer.frame() is called,
it only progresses a fixed time step?
See here:
http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/FFTOceanTechnique#351
By default, osgOcean updates its ocean technique using
Hello Patrick,
I can run it in release-mode w/o any problems, but when i switch to Debug, i
get multiple Errors, when running the programm (Compiling is not an issue).
It stops working at the line
Code:
QWidget* widget1 = addViewWidget( createCamera(0,0,100,100),
Hi guys,
...I hate it when I do this...
What about PROTECTED states? Could the nodes that aren't being
correctly affected by your material have a PROTECTED state, which
prevents your material from being applied?
See the thread Override of an Override for more information.
I just want to
something like that
exists already, we just have to search a bit.
J-S
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Hi Alberto,
Sorry about the nitpicking. Did you mean BitKeeper? :)
Err, yeah you're absolutely right. ;-)
J-S
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Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com
Hi Paul and Alexander,
This has been discussed extensively recently, but I don't recall the
resolution. If you can't find any information by searching the archives,
then you might try posting a new thread (as it has nothing to do with
draw instanced).
It might already be fixed on trunk, so if
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case, and I gave you the e-mail address to send to directly :-)
J-S
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http://www.cm-labs.com/
http://whitestar02.dyndns-web.com
,
just to simplify their life. I doubt they have OSG installed, and
requiring them to go get the binaries will just be a barrier to them
examining this bug.
J-S
--
__
Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
Hi Joshua,
I'm wondering, have you tried just adding / removing nodes in your graph
before calling frame() on your viewer?
The Draw traversal, which may still be running when the previous frame()
returns, should theoretically not care about changes in the graph.
That's because the cull
, Oct 8, 2011 at 2:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Rodrigo,
I just spent 20 minutes looking around in
http://www.openscenegraph.org I could not find how users are supposed
to report bugs (I did find how to send patches, but not how to report
bugs).
Could
would just be lost.
Hope this helps,
J-S
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to create and update the uniforms / variables.
Hope this helps,
J-S
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Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
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Hello Dan,
The main problem with calling setColorArray to update the vertex colors is
that it visibly slows the framerate. Is there any way around completely
resetting the color array on the geometry every frame (update)?
Calling setColorArray() calls dirtyDisplayList(), which is what is
threads have been stopped
and deleted, and startThreading() only returns once new draw threads
have been created and started.
Hope this helps,
J-S
--
__
Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com
http
. Looking at the file you attached. Doesn't osg's
ModuleInstall.cmake call HANDLE_MSVC_DLL only if the
MSVC_VERSIONED_DLL (or similar) is defined? I might be mistaken. Will
check tomorrow.
Mattias
On Tue, Oct 4, 2011 at 7:23 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Mattias
CMake 2.8.4.
Thanks in advance,
J-S
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CMAKE_MINIMUM_REQUIRED(VERSION 2.4.5
.
Thanks in advance,
J-S
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# INSTALL and SOURCE_GROUP commands for osgPPU
Hi Conan,
(I have the impression your name is a pseudonym, I wonder why... ;-)
[dumbquestion]
I am integrating some cuda into my osg app and one call requires the texture
name/id. How do I get that from my texture object? I look through the source
code and only found and id method in
Hello Conan,
I create my gc manually then create viewer/window etc... so my code looks like
this:
unsigned int contextID = gc.get()-getState()-getContextID()
unsigned int textureID = texture[0]-getTextureObject(contextID)-id();
Upon executing the textureID = I get a seg fault, and upon
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Hi Joshua,
I hacked a fix into the code and found that it works quite well if there is a
mutex locker blocking anything that might change the text in osgText.cpp.
This has been discussed a lot in the past. You can't just run threads
that will go call stuff in OSG at any time. You need to
Hi Joshua,
So, all user input is considered before the frame() function is called
including the call to change text. I guess this is what is confusing me; if I
call setText(std::string) before I call frame() shouldn't the osgText::Text
object have all of its data primed and ready before the
Hi Alexander,
Please find attached fix for osgPPU::Unit that prevents it's geode from be
taken into account for near far computation.
Nice to see you fixed this at the source, I had just overridden the
Processor class and disabled near/far computation for the whole Unit
subgraph, but
Hi Joel,
So far as your optimization tip goes, I assume you're meaning to apply the
shader at the transform node as well? I've been doing that sort of thing
already, just not on my Transform nodes...
No, I mean that all non-Transform children under a Transform will have
the same
Hi Peter,
I don't know about your other questions about the GL 3 context, but I
can answer this since I've been looking at it recently.
How do I get these default osg_ Uniforms into the StateSet ? The only
place where I find code for creaating them is osgUtil::SceneView, which
is marked as
Hi Luca,
Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to
see any recent change there...
I think Alexander just posted a modified file, the changes haven't been
integrated into osgPPU yet.
By the way, what version of OSG are you using to compile it? I just
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