Hi Sebastian,
This suggest to me that an osg::TexEnv is needed somewhere in your
scene graph to make sure the state is the one you intend.
Robert.
On 19 January 2018 at 15:45, Sebastian Schmidt wrote:
> Found a dirty solution. Had nothing to with lighting.
> It was
HI Alessandro,
Has AVFoundation changed? Or do you think that the original code was
likely wrong all along?
If there is chance that different versions work slightly different
then making your suggested change could break older versions so we
might need to put some version handling around it.
Hi Sebastian,
It could be that there is some undefined state in the scene graph that
is resulting in some subgraphs inheriting that state from other
subgraphs that are rendered before it.
Make sure that all your geometries have normals/colour arrays as
required by the rendering needs you have.
Hi Sebastian,
It's not possible to determine what is wrong from the details given.
The best I can do is provide some general pointers.
What can happen when upgrading is that more recent version contain
fixes/tighten up ambiguities such that things that worked by fluke in
older releases now
On 16 January 2018 at 20:11, Cary, Karl A CTR NSWCCD West Bethesda,
7340 wrote:
> I just noticed that 3.2.3 is missing a tag. As a result, the link from the
> stable releases is broken. Is the 3.2.3 release simply the latest on the 3.2
> branch?
Curious, don't know
Hi Hartwig,
I'm really busy right now so can't look into it. Hopefully I'll be
able to look into later this week.
What versions of the OSG have you tried? Do the ascii and binary
serializers work OK?
Robert.
On 15 January 2018 at 23:54, Hartwig Wiesmann
wrote:
>
Hi Ertan,
Just had a quick look at your .cpp file.
General comments : You don't need to add VertexArray and ColorArray as
well as VertexAttribArray for each of the vertex and color arrays.
You only need to use VertexAttirb's when using shaders that you
specifically want to name differently than
HI David,
Like Julian, I suspect that graphviz dot that doxgen uses to generate
the class diagrams isn't installed.
FYI, the OSG's github page has a link from the README.md to the
automatically generated doxygen docs:
https://codedocs.xyz/openscenegraph/OpenSceneGraph/
Cheers,
Robert.
Hi Ravi,
Oh well. I've removed the LightingMode changes, there is a little
clean up in there so I've merged this with master.
FYI, LightingMode is really just there for convince and backwards
compatibility back to the 1.0/2,0 days of the OSG.
These days I'd write lighting management all myself
of the fusion distance.
Could you test this one?
Robert.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any
e SceneView's by the Renderer's.
Attached is a modification of src/osgViewer/Renderer.cpp that passes
the View::LightingMode value to the SceneView on each new cull
traversal.
Could you try this out to see if it works, if so I'll check it in.
Robert.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 199
Hi Saket,
It's the OS's command line parser that it expanding the wild card,
this will expand the command line with a list of files, only the first
of which will be prefixed by a -d.
I don't know of other help tools that might provide the functionality
you are after. osgdem is just a small
HI Ravi,
> If Robert or any of the other experienced folks on here think that I'm
> mistaken on this, or have other more elegant solutions, please let me know.
> Otherwise I'll consider the matter closed.
I haven't yet looked deeply into the issue as I'm still in post
holiday catch up mode.
otected:
> float _range;
> };
>
> but no luck. Is there a way to flush all the pending and loaded nodes from
> the DatabasePager?
>
> On Tue, Jan 9, 2018 at 1:23 PM, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>>
>> Hi Nick,
>>
>> T
Hi Maxim,
We just add #define as required rather than attempting to import all
features. As new GL features are added we may find temporarily a
#define is missed, when this occurs we add it as soon as we know about
it.
Not all GL headers are up to date so we generally have to backport
those
Hi Nick,
This is really something you'd want to use a debug for - just run it
and break the app before anything untoward happens.
The code itself looks quite benign on a first reading, the only thing
I can think of that might cause a memory issue would be if your scene
graph had a circular
HI Saket,
On 8 January 2018 at 12:29, Saket Chawla wrote:
> I want to overlay a combination of textures[TIFF files] over the terrain.
> However all of them contain some blank data along the edges which overlap
> with actual data in other files.
>
> So is there a flag/argument
Hi Claudio,
There is an rendering abort feature built into osg::State. You can
have a global bool that you tell osg::State about via
osg::State::setAbortRenderingPtr();
This is crude sledge hammer though, it's meant for handling a user
pressing escape or similar abort. Whether this is
Hi James,
You have complete control of the event order if you want it, you just
need to subclass from
osgViewer:Viewer/CompositeViewer:eventTraversal() and do what you
want, or just doing your own implementation of the frame loop.
The best illustration of what the osgViewer is doing w.r.t event
Hi Jieqian.Li,
On 5 January 2018 at 02:50, gabriella seth wrote:
> What are the SETUP_LIBRARY, SETUP_APPLICATION, SETUP_PLUGIN and so on, and
> where defined them?
These are just convenience cmake functions for setting up OSG
libraries, application and plugins. These
HI Rajani,
The error looks like the CMake has told the OSG that is has found
freetype but for some reason the libs is has directed the OSG to use
for freetype aren't available for some reason. Something odds has
happen here as I and others have been using Ubuntu+Kubunut including
12.04 without
HI Vector (really you have to address yourself as a
container/mathematical concept? We are humans in this community, not
computers, please just use your own name, or a at least a human name.)
As for drawing lines on a hud, it's hard to give specific advice as
you don't describe how you are doing
Hi Helmut,
Good to hear you've found a form of resolution for the text issue. My
guess is that the logarithmic depth buffer is implemented with a
custom fragment shader and this shader doesn't support text, or
osgText itself is providing shaders that aren't compatible so the
depths are all
On 26 December 2017 at 22:36, Hartwig Wiesmann
wrote:
> I like OS and the efforts of the community but it is a real shame that OSG is
> documented so badly.
It's also a real shame that whatever effort is done on documentation
is never enough, or appreciated by some
Hi Lincoln,
The new osgText function has been checked into master back in October.
It's also part of the latest dev release.
Robert.
On 29 December 2017 at 13:54, Lincoln Nxumalo wrote:
> Hi Guys,
>
> Can anyone please point me to the branch with the Text Shader
Hi Hartwig,
I'm not yet back to work so just quick reply. What you describe looks
like a bug, when I return to work I'll look into it, albeit as part of
queue of support issues that have accumulated this holiday...
What would help me is a small example that illustrates the problem so
I can
Hi Nick,
I can't diagnose the fault from just from the warning message. The
best I can suggest is to look up the 0x9cdb code in the GL header to
see what it matches up to, this might give you a clue to what is
wrong.
Robert.
On 23 December 2017 at 02:46, Trajce Nikolov NICK
On 21 December 2017 at 16:50, Giuseppe Donvito
wrote:
> Hi Robert and all,
> I totally confirm the bug described by mp3butcher, also in my case I can't
> use an IBL cubemap with pre-generated mipmaps associated to a texture.
> I have to remove mipaps (and at least
HI Eran et. al,
Thanks for the info. I don't have Windows expertise so will defer to
members of the community with CMake/Windows expertise to look at this.
Robert.
On 19 December 2017 at 16:09, Eran Cohen wrote:
> Hi Robert,
>
> I have no Cmake knowledge, so I didn't change
HI Eran,
Could you post the full modified file or create a PR via github's
openscenegraph repository.
Thanks,
Robert.
On 18 December 2017 at 17:37, Eran Cohen wrote:
> For anyone interested, the build failed because of the place that the Cmake
> install script looked for
HI James,
> Any hints on what else to try, to work-around this behaviour, or other
> examples of keeping a full-screen FBO camera in sync with 3.2.x, would be
> most appreciated.
>
>
> I guess no one here is using 3.2.x any more? Or people are busy, of course.
I've been away for the last 8 days,
HI Hartwing,
Which version of the OSG are you testing under?
Robert.
On 17 December 2017 at 23:46, Hartwig Wiesmann
wrote:
> Hi,
>
> I am using PagedLOD together with a pseudo-loader to load files via the
> network. To load the files the ReaderWriterCURL class is
I'm free :-)
See you all at 7pm.
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HI All,
All three choices look reasonable. I'm torn between the Bufferoverflow
Wing Factory and the Micro Brewery Factory, the BWF for it's being so
close to here, but my love of interesting beers drawing me towards the
Micro option. The Green Turtle looks fine too, though neither as
close as
Hi Jeremy,
On 12 December 2017 at 18:36, Jeremy Smith wrote:
> One of my coworkers replied on Monday but is still waiting approval.
>
> A few of us are interested in meeting up. Thursday evening would work best.
> We know the area well and can pick a venue. Let us
Hi Jishen,
Have a look at the osgdistortion example, this use a render the 3d
scene to a texture, then a rendering this texture to the screen using
a distorted mesh. Alternatively you can do wha Bjorn suggested and
use a simple quad and shader to do the distortion during the second
pass.
Hi Vlad,
osg::ClipNode uses osg::ClipPlane(wrapper around glClipPlane) and
enabling of the fixed function pipeline's support for clip plans.
OpenGL ES doesn't provide support for clip planes, and 2.0 doesn't
have the fixed function pipeline either.
So to implement clipping you'll need to find
HI Henrique,
What version of the OSG are your working with?
Robert.
On 7 December 2017 at 23:21, Henrique Bucher wrote:
> Hi,
>
> I built OSG with VS2017
> I used the pre-compiled dependencies from osgvisual - as suggested in the osg
> dependencies page.
>
> However I got
Hi All,
I have just merged into master some changes to
osgUtil::GLObjectVisitor to help with tracking down GL errors in a
more fine grained way. This will be better for pinpointing GL errors
that are occurring in your application.
The GLObjectVisitor does the pre-compile at the start of viewer
Hi Rômulo,
Have a look at the osgprerendercubemap example as it illustrates how
to set up multi-pass rendering to render to the six faces of the
cubemap.
Robert
On 5 December 2017 at 01:26, Rômulo Cerqueira
wrote:
> Hi,
>
> I would like to use the dynamic cubemaps
Hi Per,
A quick response as I've got a clean build of the OSG happening and
can't test anything till it's finished. My guess is that the
osgUtil::Optimizer is doing something like flattening static
transforms in the scene. The transforms that you have in the scene
are really extreme w.r.t
Hi All,
I'll be out in Dulles, Virginia for work between the 10th and 16th
December. I don't often make it out to the states so thought if there
are other OSG users in the area we could get together either in one of
my non working days or one evening for dinner.
I'll be arrive late on Saturday
Hi All,
Below is an "Issue" posted on the openscengraph github page from an
non OSG developer touting for us to integrate the OSG with the Conan
C++ depency manager.
Personally, I'm not familiar with Conan, I have no use for itself
myself, I guess it might be useful to some in the community. I
Hi Boris? Nagaev?
On 3 December 2017 at 03:42, Nagaev Boris wrote:
> On the page
> http://www.openscenegraph.org/index.php/download-section/stable-releases
> I found download URL for 3.4.0:
> http://trac.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.4.0.zip
Hi Andreas,
On 1 December 2017 at 13:53, Andreas Ekstrand
wrote:
> It was in the linking of my application with OSG. But I found the reason
> just now, I needed to copy the include folder to the build folder for some
> reason, and didn't update it between 3.5.8
Hi Andreas,
Is this linking of the OSG itself. or your application with the OSG?
Robert.
On 1 December 2017 at 13:15, Andreas Ekstrand
wrote:
> Hi,
>
> When linking with 3.5.9 in Visual Studio 2013, I get a an unresolved
> external symbol for
Hi Jordi,
On 1 December 2017 at 05:46, Jordi Torres wrote:
> So just comenting the lines referring to those libraries in the
> FindOpenCascade.cmake file did the trick. Also tested with a few igs files
> and all worked ok.
> So not sure for your opencascade version these
Hi Jordi,
On 30 November 2017 at 20:11, Jordi Torres wrote:
> No I don't have this dependency in my system, fresh build. In fact
>
> OPENCASCADE_TKDCAF is part from the package oce-draw, so CMake does not find
> it automatically. But OPENCASCADE_TKVCAF is definitely not
Hi Jordi,
On 29 November 2017 at 16:10, Jordi Torres wrote:
> Cool we have another dev-release in place!
>
> Unfortunately OpenCascade plugin not building for me (Ubuntu-16.04)
> Error:
> OPENCASCADE_TKDCAF
> linked by target "osgdb_opencascade" in directory
>
Hi Julien,
On 29 November 2017 at 17:43, Julien Valentin
wrote:
> a little typo error leading to undefined symbol
> was introduce in your last commit (affects tagged and master)
> osgTerrain/GeoemtryPool l.799
>
> osg::VertexArrayState*
>
who've contributed fixes, new code and testing.
Robert.
-- ChangeLog
Wed, 29 Nov 2017 14:44:00 +
Author : Robert Osfield
Fixed build with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF
Wed, 29 Nov 2017 14:22:31 +
Author : Robert Osfield
Introduced Drawable
Hi Paul,
You haven't provided a stack trace, or how you manage your nodes and
pointers so there isn't much we can say specifically.
As a general comment, these type of crashes on what should otherwise
be a perfect reasonable operation, is usually down to dangling
pointers of some kind. In your
Thanks for the tip Alberto.
On 27 November 2017 at 16:46, Alberto Luaces <alua...@udc.es> wrote:
> Robert Osfield writes:
>
>> I gave up the valgrind tool=callgrind because it was taking too long
>> to complete. What I did gleen from it was that the run confirm
Hi Andreas,
I have checked in a refactor of MergeGeometry visitor that makes it
work properly with groups containing any type of nodes, and avoids the
O(N^2) removChild() usage. In the end I took the line of least
resistance and just used the approach of removing all children and
adding back the
HI Andreas,
I gave up the valgrind tool=callgrind because it was taking too long
to complete. What I did gleen from it was that the run confirms that
removeChildren() is a bottleneck.
To get some context to why it's a bottlenck I put in some stats output
from the
Hi Andreas,
On 24 November 2017 at 13:44, Andreas Ekstrand
wrote:
> Forgot to mention that the geometry before and after optimization is
> identical in the different OSG versions, so the optimizer accomplishes the
> same thing, it just takes about 10 times longer.
HI Hartwig,
I attempted at having different return types with Object::clone() in
different subclasses many years ago but different compilers would
accept or not accept this usage, it simple wasn't portable enough to
roll out.
If you know the type and want to clone without doing the extra C++
HI Julien,
On 25 November 2017 at 19:02, Julien Valentin
wrote:
> If I don't misunderstood:
> Using a dedicated class for CS would introducing a new base class
> "Dispatchable" for Drawable(vas) and DispatchCompute(no vas) that would
> replace Drawable as
Hi Werner,
On 23 November 2017 at 11:02, Werner Modenbach
wrote:
> many, many thanks. That was exactly the cause of the problem.
> I changed the callback to be an update callback and the delay is gone.
> Better to say: almost gone.
> When I turn my object via camera
Hi Nick,
On 16 November 2017 at 17:05, Trajce Nikolov NICK
wrote:
>> Getting the coords of glyphs is something we'd need to add to
> osgText::Text, such as Text::getGlyphCorners(int characterPosition,
> osg::Vec3& bottomLeft, osg::Vec3& bottomRight etc.).
>
>
Hi Chris,
On 20 November 2017 at 22:27, Chris Hanson wrote:
> This is where I get confused. I know what osg-users is, but then
> what/where is "The OpenSceneGraph Users mailing list"?
It's just one of collection of mirrors of the osg-users mailing list
that are out
Hi Chris,
On 20 November 2017 at 21:05, Chris Hanson wrote:
>> One issue we'd need to resolve is who is the current owner of the
>> "OpenSceneGraph Users". I can't see a why of finding out who that is
>> from the web interface right now.
>
> I'm not sure I understand
On 20 November 2017 at 19:52, Chris Hanson wrote:
> For purposes of discussion, do you believe the Google forum would improve on
> this in any way?
It would solve the dual ML/forum issue and not require a new server to
be set up.
One issue we'd need to resolve is who is
Hi Chris,
On 20 November 2017 at 19:04, Chris Hanson wrote:
> Alternately, we could probably pick up and move the current forum software
> to different hosting. I don't use the actual forum so I'm not aware of what
> issues it might be having that might need fixing, or if
Hi All,
Our forum has been limping along for quite a few years now, the server
it's presently on is one we need to migrate away from so we need to
decide what to do about what we do for the forum/ML going forward.
We have the dreamhost server that presently hosts the website and the
osg-users
Hi Björn,
Thanks for your efforts on the tutorials. I had a quick look at what
you have done so far, but am not yet clear how you are thinking it
might evolve. I noticed both .md and .html files, are both something
that will be maintained?
On 19 November 2017 at 21:18, Björn Blissing
HI Andreas,
I haven't had a chance to dig further.
One curious thing I noticed is that when I enabled verbose debug
output there was lots of buffer objects being created and destroyed
during the optimisation step. osg::Drawable now assigns
VetextArrayState and VBO's by default for osg::Geometry
Hi Michael,
It's probably a decade or more since I did anything with
osgDB::Archive and associated plugins so I'm pretty rusty. Have a
look at the osgarchive application in
OpeScneneGraph/applications/osgarchive. It should be case of doing a
osgDB::openArcive(..) then doing readNodeFile() etc
Hi Werner,
The initial draw callback is called at the start of the draw traversal
for that Camera's rendering graph, this rendering graph is populated
by the cull traversal which happens prior to the draw traversal, this
includes all the accumulation of all the matrices in the scene graph
into
Hi Julien,
The Compute shader work is a submission I merged from the community, I
clearly didn't think deeply enough about the submission when I merged
it though, as in hindisight having the glDispatchCompute directly
coupled with the useProgram is wrong - on several different counts.
The
Hi Andreas,
Did you try OSG-3.4.x? I'm wondering about when the regression in
performance might have happened.
I have downloaded the file and will have a look.
Robert.
On 17 November 2017 at 16:14, Andreas Ekstrand
wrote:
> Hi,
>
> I'm still struggling with
mple
> addition what I believe it is the case
>
> Please let me know your thoughts and what will be the best effort to fix
> this issue
>
> Thanks a bunch as always!
>
> Cheers,
> NIck
>
> On Wed, Nov 15, 2017 at 10:35 PM, Robert Osfield <robert.osfi...@gmail.co
Hi Curtis,
It might be that we need to add some extra API to osgText to help you
do what you want to do. As a general trend I would much rather have
users no need to grapple with the internal implementation details of
classes to do their work, if this requires some amendments to the
public
Hi Maxim,
On 15 November 2017 at 20:13, Maxim Stere wrote:
> My Image is in GL_RGBA format stored as GL_UNSIGNED_BYTE
>
> Given that information, is there a way to decompose the Unsigned Byte I get
> from Image->data(x,y,0) to R, G, B and A?
Yes there is a way.
That's as
Hi David,
You could write a custom subclass of osg::Geometry and override the
drawImplementation an do the cull and dispatch of the primitives and
instance count for each time the geometry is drawn, but do so in a
thread safe way such as my computing all the dynamic data on the fly.
The
HI Maximum,
The pixel format and data type of the data stored in osg::Image map to
the same set supported by OpenGL, and uses exactly the same GL enums
so you can read up on OpenGL docs and they 1:1 map to the OSG.
As the pixel format and data type can be a wide range you have to
check the type
Mon, 13 Nov 2017 13:08:39 +
Author : Robert Osfield
Fixed typo
Mon, 13 Nov 2017 13:06:12 +
Author : Robert Osfield
Fixed CoverityScan reported errors
Mon, 13 Nov 2017 12:49:33 +
Author : Robert Osfield
FIxed two CoverityScan detected memory leaks
Mon, 13 Nov 2017 10:24:31 +
Hi Russel,
On 13 November 2017 at 23:45, Thamm, Russell
wrote:
> The viewer is single-threaded. Furthermore, I now make all modifications to
> the scene tree in the render thread (prerender) but I still get the
> occasional crash in the render thread:
If you
Hi All,
Today I merged the osganimation branch that Julien Valentin has been
working on. If you have questions about the specifics of these
changes then I'll let Julien provide answers.
With any major set of changes being merged there is always the chance
of build errors on platform
Hi Ben,
On 10 November 2017 at 11:11, Ben Meijering wrote:
> Isn't an opengl context already used by multiple windows when you use
> GraphicsContext::Traits::sharedContext ?
No. Sharing a GL object is not sharing the whole context.
If you want to continue trying to hack
Hi Ben,
On 10 November 2017 at 09:41, Ben Meijering wrote:
> I want this 1 opengl context to be shared by multiple windows.
I am afraid OpenGL doesn't work in this way, an OpenGL context is tied
to a single window or pixel buffer.
Robert.
Hi Ben,
Neither the OSG or OpenGL can provide thread safe sharing of GL
objects when sharing contexts. If you want to run multiple context
with multiple threads you will have to keep these contexts
independent.
Robert.
On 9 November 2017 at 14:23, Ben Meijering wrote:
>
Hi Russel,
On 9 November 2017 at 03:49, Thamm, Russell
wrote:
> Currently, if I want to actually modify the scene graph (adding, deleting
> nodes etc) while the render thread is running I do the following:
>
> parentNode->setNodeMask(0);
>
> modify scene graph
Hi Rômulo,
On 8 November 2017 at 21:46, Rômulo Cerqueira
wrote:
> thanks for your replies. I will have a look on osg::TangentSpaceVisitor,
> however I have a question: I will have in my OSG scene a lot of objects
> with/without normal mapping. How can I handle
Hi Jeff,
Could you provide a reference for the tutorial set that you are
referring to as the core OpenSceneGraph does have such a set. This
will help others know what you are actually trying to work so can test
it themselves or provide some background knowledge on the issue.
Thanks,
Robert.
Hi Julien,
I can't provide an answers without digging deeply in the code, this
week I'm really busy with clients so can't look in to. Next week I'll
be getting back to the shader_pipeline branch and better able to look
into it.
Which version of the OSG are you using? Is the standard
HI Julien,
The code is osg/Texture.cpp has been written a long time ago so in
theory should have been exposed to testing for many years so I am
surprised the change you have found that works is required, and I'm
not confident the change you suggest won't break things. Given how
long Texture.cpp
Hi Rômulo,
I have had a look at the debug output and the error message is being
reported prior to any of the OSG messages. I had done a search for the
warning string in the OSG using:
cd OpenSceneGraph
grep -r "Warning: Error in reading to" .
But don't get any hits. It looks to me
Hi Nick,
On 6 November 2017 at 00:56, Trajce Nikolov NICK
wrote:
> I am trying to measure the time needed to process a frame. My first and
> somewhat naïve approach is to init the timer at the beginning of the frame
> and get the result after the
Hi Raymond & Julien,
On 2 November 2017 at 14:17, Raymond de Vries wrote:
> I have not seen any issues in our own use of the osgAnimation. We tested
> in a few different setups and all seems ok.
>
> The only thing is that the example did not work for me with Visual Studio
>
Hi Julian, Raymond et. al,
Are we ready to merge with master now? Anything left to wait for?
Robert.
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Hi Han,
On 2 November 2017 at 11:09, Han Hu wrote:
> My problem is that my osg version is osg 3.5.5, which I convert an obj
> file to osgb just by readRefNodeFile and writeNodeFile. But I am targeting
> to other software, which may use some lower version of osg.
>
> I have
Hi Han,
On 2 November 2017 at 08:20, Han Hu wrote:
> I am using a newer osg version to develop my software and I need to export
> the model in osgb file for other software, in an acient osg version.
>
> I have googled that it is possible to control the compatibility through
Hi Raymond,
On 30 October 2017 at 14:58, Raymond de Vries wrote:
>
> With these changes applied, did you get a chance to test how the new rev
> of osgAnimation is working?
>
> No, sorry, no time for that although I plan to do so asap. I will give it
> priority though since, if
On 30 October 2017 at 13:05, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Raymond,
>
> On 30 October 2017 at 12:42, Raymond de Vries <ree...@xs4all.nl> wrote:
>
>> Yes, indeed, please see the submissions mail ;-)
>>
>
> I haven't spotted
Hi Raymond,
On 30 October 2017 at 12:42, Raymond de Vries wrote:
> Yes, indeed, please see the submissions mail ;-)
>
I haven't spotted a recent post from you. Could you resend it?
Thanks,
Robert
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Hi Raymond et. al,
On 27 October 2017 at 19:24, Raymond de Vries wrote:
> I will give it another try this weekend and let you know how it goes. Hope
> it can be resolved quickly.
>
Were you able to test the osg_animation branch?
Robert.
Hi Raymond,
On 27 October 2017 at 14:41, Raymond de Vries wrote:
> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>
Do you recall what the
Hi Julien,
On 27 October 2017 at 14:57, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> There is a conflict on this change that github is reporting:
>
>https://github.com/openscenegraph/OpenSceneGraph/pull/374
>
I have done another review of the changes and in parti
Hi Julien,
I have begun my old build tests and have merged master into osganimation
branch and checked this in, and then fixed the build problems when
compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.
These changes are all checked into the osganimation branch.
I have begun
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