Hi Julien,
What is the status of the osganimation branch? How close do you feel we
are to merging it with master?
I haven't done recent testing on osganimation so don't have any personal
observations to chip in, but plan to start looking it with a view to
merging with master.
I will also tag a
Hi All,
Over the last couple of months I've been working on changes to osgText that
change the way text is rendered with the aim of improving visual quality,
in particular when using outline and shadows or zooming and zooming out.
The new implementation uses shaders to implement outline and
Hi Hartwig,
On 25 October 2017 at 19:54, Hartwig Wiesmann
wrote:
> please do not understand me wrong: I fully understand what is meant but I
> have my doubts that highly optimising compilers are clever enough.
>
I think you are just over thinking possible issues,
Hi Hartwig,
As far as I can tell the code and comment is correct, the unref afterwards
is to catch cases like:
osg::Group* parent = new osg::Group;
osg::Node* child = new osg::Geode;
parent->addChild(child);
osg::ref_ptr ptr = parent; // takes a reference to pararent
ptr =
Hi Latha,
It's hard to work out exactly what you are trying to achieve and why. The
.osg ascii format is a 3D model format, .tiff are for images+DEM's so
aren't directly compatible, you have to convert the .tiff into some form of
3d. There are various ways of doing this but which way is
Hi Guy,
On 20 October 2017 at 15:34, Guy Volckaert
wrote:
> My investigation led me to review osg::ComputeBoundsVisitor and I found
> that it does not consider billboards - i.e. the
> osg::ComputeBoundsVisitor::apply(osg::Billboard&
> billboard) is missing. In
Hi Rakesh,
On 19 October 2017 at 17:56, Rakesh Prasad wrote:
> Hi Robert,
> The human model is comprised of independent 3DS max models of each body
> part like head, arms pelvis, thorax. The way animation is being done is by
> moving through code the position and
Hi Rakesh,
Is the figure something you animating and rendering in 3D? Or are you
playing a video on a textured quad for the animation?
Robert.
On 19 October 2017 at 14:12, Rakesh Prasad wrote:
> Hi,
> I am trying to achieve the strobing effect with OSG for an animation
Hi Julian et. al,
On 28 July 2017 at 17:53, Julien Valentin
wrote:
> Hi,
>
> I pushed a new osg branch at git for Indirect Draw feature
> https://github.com/openscenegraph/OpenSceneGraph/tree/MultiDrawIndirect
>
Now that this branch is merged with master, it should
Hi Ralf,
On 17 October 2017 at 13:58, Ralf Habacker wrote:
> > The shader_pipeline branch already has the abilty to toggle features
> on/off this way.
> that means for example switching light on and off will effect the
> related shaders immediatly or is a recompile
Hi Ralf,
osgUtil::ShaderGen will be deprecated by the shader_pipeline functionality,
the ability of toggling GLSL features on and off will be possible by
toggling GL style modes that map to #define's. The shader_pipeline branch
already has the abilty to toggle features on/off this way.
For the
Hi Björn,
On 16 October 2017 at 18:34, Björn Blissing wrote:
> First of all Michael Kapelko's tutorials looks amazing. He must spent a
> lot of time producing these. One problem though is that they do not specify
> any permissive license. Another problem is that they are
Hi Guys,
Using gihub to host tutorial makes a lot of sense. I'd be happy to create
an OpenSceneGraphTutorial repository on the OpenSceneGraph github account
and then grant write permission to those who would like to pitch in.
I don't think the old tutorial on old OSG website would be a good
Hi Bobak,
On 15 October 2017 at 11:35, Bobak Hossainkhani <
bobak.hossainkh...@gmail.com> wrote:
> Hi. Sorry for bad English and I appreciate your replies. Here I will
> explain what the problems is: There are some 3D model of clothes which are
> in obj format (or I can use another format).
Hi Bobak,
On 15 October 2017 at 07:49, Bobak Hossainkhani <
bobak.hossainkh...@gmail.com> wrote:
> Whats The Best 3d Model Object For OSG To Load And Modify Joint Angle
> (Not Animation) During The Program as RealTime For Augmented Reality?Please
> guid Me.
>
I am afraid I can't make any sense
Hi Maxin,
On 14 October 2017 at 02:49, Maxim Stere wrote:
> I might have found the headersgoing to try them next week.
> For records they are located here: Link (https://www.khronos.org/
> registry/OpenGL/index_gl.php)
>
> Before I do though, does switching to GL3 or
HI Maxim,
With GLCORE it'll be defaulting to using GL3 headers, if you don't have
these installed then get them, or just use the default build of the OSG.
Personally I'd recommend just sticking with the default build of the OSG
unless you really have to.
Robert
On 13 October 2017 at 16:52, Maxim Stere wrote:
> Hi Robert,
>
> -DOPENGL=GLCORE is that the same as OPENGL_PROFILE in the cmake gui? It
> is set to GL2 by default
>
>
I made a mistake, should have written cmake -DOPENGL_PROFILE=GLCORE . :-)
GL2 is used by default for
Hi Maxim,
On 13 October 2017 at 15:36, Maxim Stere wrote:
> Ah, interesting...I did not know that GL3 Profile in OSG was only for MAC
> compatibility. That is good to know.
>
It's not purely for MacOS compatibility, building the OSG with cmake .
-DOPENGL=GLCORE can be used on
Hi Maxim,
On 12 October 2017 at 19:38, Maxim Stere wrote:
> I'm also having a problem with GL3 on windows.
>
> When I build OSG with GL3 available and run an osg example I get an error:
> GL3: Non-GL3 version number: 1.0
>
> It looks like it is coming from the Statistics
Hi Mahmud,
The "GL3: non-GL3 version number: 1.0" message is being emitted from
OpenSceneGraph/src/osgViewer/GraphicsWindowWin32.cpp, the 1.0 value
suggests that the _traits->glContextVersion is set to one, but this code
block in GrphicsWindowWin32.cpp is for GL3 specific builds of the OSG,
Hi Jai,
On 10 October 2017 at 09:04, Jai Singla wrote:
> Assembly disassembly means suppose we have a complex model of aircraft or
> car now by disassembly all the parts can be put apart and with Assembly,
> one by one parts can be integrated
Again not really explaining
On 7 October 2017 at 06:56, Jai Singla wrote:
> Able to convert model using osgconv and visualize it. Shall we do assembly
> / disassembly of model using OSG
>
What do you actually mean by assembly/disassembly of model, it's rather too
open ended to give any answer.
As a
in development that haven't been merged with master yet, but now
the 3.5.7 is out I'll merge these soon and these will then roll into
3.5.8. I'll ping the community for testing prior to merging these branches.
Robert.
-- ChangeLog since 3.5.6
Mon, 9 Oct 2017 12:23:45 +0100
Author : Robert Osfield
Updated
Hi Chris,
I have now had an opportunity to try your example, it doesn't compile
against OSG master are some of the osgParticular API has changed, so I
built against the OSG-3.4 branch.
I have run with the various command 1-8 options and get different behaviour
but looking at the code I really
Hi Andreas,
I have just checked in a fix to src/osg/VertexArrayState.cpp to resolve
this light point bug.
Commit is:
https://github.com/openscenegraph/OpenSceneGraph/commit/4906844ea76054a83ad96afb8439dd521db456ff
This is checked into OSG master.
Robert.
More testing has shown that there is connection between VBO's status and
light points, manually disabling the use of buffer objects explictly in
LightPointDrawable::drawImplementation(..) fixes the problem so that both
the light point and the polygon appear when viewing the problem lp_poly.osg
Hi Andreas,
A test that I've just done was to add a return to the
Geometry::drawImplementation() to prevent it from doing vertex array setup
or dispatching any primitives sets, doing this allows the Lightpoits to
appear. This indicates either GL state or osg::State internal settings
aren't being
Hi Andreas,
I have now have an opportunity to look into the point light issue you've
reported. I've tried out the .osg and .osgt files you posted at the start
of this thread and confirm that OSG master you can't see the lightpoints in
the lp_poly.osg(t) files.
I haven't yet found the cause.
Hi Carlo,
I have just tried to reproduce the crash using master, 3.4 branch, 3.4.1
and 3.4.0 and haven't yet been able to reproduce any errors or odd values
when using a single character setText with the backdrop setting you
suggested. The line number you reference doesn't match up with anything
Hi Michael,
On 5 October 2017 at 15:41, Michael Maurus wrote:
> This was actually a nice hint.
> Only one of my CPUs was working at full capacity.
>
I haven't looked at the code recently so I'm a bit cold on the ffmpeg
implementation side. I don't recall any external
Hi Nikolai,
If you are using a GL2 build of the OSG then you can just use the built-ins
like gl_ModelViewMatrix. If you are using GL3/GLCoreProfile or GLES2 then
you'll tell the OSG to provide osg_ModelViewMatrix etc. in place of the
gl_ModelViewMaitrx etc.
You can tell the OSG to provide the
Hi Jordi,
On 4 October 2017 at 10:49, Jordi Torres wrote:
> Sorry I sent the mail without finishing it.
>
> As I was saying...
>
> In previous versions it was some code checking that.
> https://github.com/openscenegraph/OpenSceneGraph/
>
Hi James,
You can add graphics operations directly to the GraphicsContext and when
GraphicsContext::runOperations() is called from the the draw traversal it
will be called. You can set whether you want the GraphicsOperation to be
called once and then automatically removed or called on every
On 29 September 2017 at 14:27, Chris Kuliukas wrote:
> I would be interested and grateful to know what you think of the
> (apparent) bug I posted Robert, if you get a chance!
>
> The code I posted should compile, and you just need to feed in different
> numbers to the first
Hi Tom,
I haven't ever tried to mix TextureBuffer with PagedLOD so can't comment on
the specific of this usage case.
General comments that might help give you an idea of how things works:
1) The OSG can only release GL resources from a graphics thread, so if you
manually call
HI Michael,
You can't compile GL objects unless you do if from a thread with the
appropriate graphics context current, this means you can't just force a
compile from any thread. The way the OSG manages this is to mark GL
related objects (textures, shader programs, VBO's etc) as needing to be
Hi Carlo,
On 26 September 2017 at 15:41, Carlo Lanzotti - DynaDream <
clanzo...@dynadream.com> wrote:
> P.S. If it can be of help while debugging, I found that the non module 4
> size show up even when using special characters (like . , ; etc...).
>
For the osgText implementation there isn't
the crash happens.
>
> I’ll see if I can reproduce it on OSX.
>
> Thank you.
>
> Carlo Lanzotti
>
> Il giorno 20 set 2017, alle ore 17:23, Robert Osfield <
> robert.osfi...@gmail.com> ha scritto:
>
> Hi Carlo,
>
> On 20 September 2017 at 15:40, Carlo
Hi Lincoln,
If you know that your updates don't always need calling you customize the
behaviour of the viewer by subclassing from CompositeViewerViewer and
override the run() or checkNeedToDoFrame() method and let this code decide
when a new frame is required.
Robert.
Hi Linclon,
This is done by design, if you've put an update callback into the scene
graph then you are tell the world that you plan to update it, typically one
would move a transform or alter some visual state in such an update, so you
really need to render a frame to make sure those updates get
Hi Ale,
Having many thousands of transform in the scene graph will be very
expensive on cull performance as each transform require the view frustum,
modelview and projection matrices and other cull paramters to be cloned and
transformed into the local coordinate frame. Thosudans of transforms
Hi Andreas.
On 22 September 2017 at 09:40, Andreas Ekstrand <
andreas.ekstr...@remograph.com> wrote:
> I'm using osgText to show vertex numbers. Often enough it's only 0,1,2 for
> triangles but it can be several hundred thousands of them.
>
> It's never been optimal, I know - and I guess this is
On 22 September 2017 at 09:07, bret curtis wrote:
> Sorry to keep spaming, but noticed here:
> http://lists.openscenegraph.org/pipermail/osg-users-
> openscenegraph.org/2017-September/date.html
>
> That AnyOldName3 is listed by his real-name: Chris
>
> Or am I still missing
Hi Bret,
On 22 September 2017 at 08:40, bret curtis wrote:
> AnyOldName3, or AON3 for short, is a respected OpenMW developer. I don't
> see how their nickname has any merit on a technical discussion. Maybe they
> want to distance themselves from their work and keep a
Hi Antoine,
On 21 September 2017 at 18:55, Antoine Rennuit
wrote:
> Now for the suggestion to use a custom technique, are you thinking about
> using GL_SELCT with glRenderMode() and the glInitNames() / glPushName()
> functions? If so, do you know any example code
On 21 September 2017 at 18:03, Maurizio Vitale wrote:
> I'm confused, what is so offensive in AnyOldName3? Stupid, I'd agree, but
> offensive, I just don't see it.
>
It's been done with a complete lack of respect for the system asking for
user human readable names. It's
I'm currently in the process of trying to make shadows work in OpenMW and
> am therefore trying to learn about osgShadow and also convince it to do a
> bunch of things.
>
With osgShadow we've tried quite a few different approaches to provide a
general purpose shadow implementation, each technique
Hi Antoine,
On 20 September 2017 at 17:15, Antoine Rennuit
wrote:
> Hi all,
>
> There seems to be a maximum of 32 osg::Plane that can be added to a
> osg::Polytope for intersection computations. The osg::Plane beyond 32 are
> not checked against.
>
> Is there a
Hi Carlo,
On 20 September 2017 at 15:40, Carlo Lanzotti - DynaDream <
clanzo...@dynadream.com> wrote:
> OSG Version: 3.4.1 64 bit, Visual Studio 2017, Windows 10,
>
Have you tried any other OSG+OS combinations? Is so they exhibit the
problem?
FYI, there are so major internal changes to osgText
Hi Martin,
On 18 September 2017 at 10:23, GeeKer Wang wrote:
> I am actually using the git version, which doesn't work. Although I have:
>
> glVersion=4.1, isGlslSupported=YES, glslLanguageVersion=4.1,
>
> there are still errors for osgsimplegl3:
>
> Warning: detected OpenGL
Hi (could sign with your name so we know how to appropriately address you
:-),
Apple decided to make developers life hard in their OpenGL support, while
it's easy to roll out support on other platforms on OSX, well... it's a
pain in the butt. This doesn't just apply to OpenGL, Apple have done it
Hi Paul
On 16 September 2017 at 08:10, Paul Cooper
wrote:
> Hi, I'm coming back into OSG after a while and was wondering how I should
> go about developing a continuous terrain given only say a 256x256 plane. At
> this stage I just want to get the terrain scrolling
Hi Huang,
The technique used in osgSim::OverlayNode simply renders the overlay
subgraph into the texture then uses this texture over the top of the main
terrain scene graph using multi-texturing. The only part that complicates
the code is that it has support for perspective transformation of the
Hi Antiro,
All you need to do is create a GUIEventAdapter on the heap using new, the
set the values as required.
FYI, GUIEventAdapter does not have any proptected constructors, they are
all public. It does, however, have a protected destructor, this is done to
create a compile error when
H Antoine,
You'll either need to use multiple Polytope's that decompose the concave
constraint, or implement your own post processing of the data from an
encompassing Polytope to fit.
For performance computing an ecompassing Polytope would be best. You can
then break the volume down into parts
Hi Clement,
On 15 September 2017 at 02:57, wrote:
>I am using volume rendering with ray traced technique. I saw black
> color along the edge of image. I checked the shader code. There is a
> variable called fragColor and initial value is set to vec4(0.0, 0.0, 0.0,
Hi Antiro,
If you just want to render whole subgraphs subgraph multiple times then a
cull callback can be used, or have a custom node override traverse() and
handle the CullVisitor as a special case and traverse the subgraph multiple
times. When you use this approach you will typically alter the
Hi Ale,
On 13 September 2017 at 16:51, Ale Maro wrote:
> I use this scene graph structure to set some standard rendering features
> to scene objects... so it is not easy to change it for me.
> Anyway I tried to export the scene in osg format and change manually all
> groups
Hi Ale,
You have several layers of different of effects that you are decorating
your subgraph with - ClipNode, ShadowedScene, osgFX::Outline, I haven't
come across anyone using such a combination before so it could be that some
interaction is at play, none of these nodes are written with the
Hi Kari,
Without testing the data or similar first hand is not possible to give you
a definitive answer to what is going on.
Could you post a link to your data or other data that exhibits similar
behaviour?
As a general comment, it sounds like the scene graph is not well balanced,
it might be
Hi Mike,
I have just done a quick experiement with the osgshadersexample and found
the with one vertex I wouldn't see anything.
With only a single vertex the bounding box would just be zero sized so the
scaling of the camera would likely be a bit off as well as small feature
culling wanting to
On 11 September 2017 at 15:29, Riccardo Corsi
wrote:
> have you got any plan to tag the next developer release?
>
I don't have any immediate plans, but likely to make one in the next couple
of weeks once my current round of work is wrapped up.
Robert.
Hi Laurens,
Do you want to create a PR for this new FindLIBLAS.cmake? If not I can
manually merge it.
Robert.
On 8 September 2017 at 08:57, Voerman, L. wrote:
> Hi Michael,
> the cmake script demands a las_c library - I created a version of
>
On 8 September 2017 at 17:13, Antoine Rennuit
wrote:
> Robert,
>
> Thanks a lot for you answer.
>
> Your positions makes sense. As for the overheads in relation to
> optimizations and default behaviors, my position is that OSG should be as
> standard as possible (i.e.
On 8 September 2017 at 16:07, Giuseppe Donvito
wrote:
> hi there, thanks to the essential contribution of Chris and Thomas we
> finished this first porting of openscenegraph for UWP.
> You can find the related branch on
>
Hi Andreas,
I am bit surprised by the extra memory footprint, as I'm currently working
on osgText::Text I don't want to start diving into code that may well
disappear once my work is complete. The new osgText::Text implementation
relies upon shaders to do outline and shadows rather than
Hi Antoine,
Good to hear 3.4.1 fixed the issue. Suggests it was a bug in 3.4.0, as to
what it might be I can't think of any specific fix that addressed a crash
like you described.
On 7 September 2017 at 15:57, Antoine Rennuit
wrote:
> By the way, I was wondering if
Hi Antoine,
On 6 September 2017 at 11:04, Antoine Rennuit
wrote:
> From the call stack it looks like an OSG problem, no?
>
There isn't anything to indicate that it's an OSG specific problem, it's
crashing in an internal memcpy implementation, the OSG's
Hi Antoine,
There isn't much we can pinpoint from the information provided. It could
be a driver bug, it could be a straight out of memory issue.
What OSG version are you using? What OS/hardware/drivers/build tools are
you using?
Have you tried other OS/hadwardware/driver combinations?
Hi Raymond,
There a number of ways of mixing polygonal data with height fields, the
best way will depend upon the requirements/constraints of your
application.
If you need exactly intersections then converting the height fields into a
polygon mesh and then inserting the vertices and edges from
On 5 September 2017 at 14:24, Paul Leopard wrote:
> Old thread but still a good question. I'd like to know this myself
>
The OSG doesn't have any built in support for exporting movies.
Movies aren't a static object that you can just pass around and export,
you'd need to
Hi Antoine,
Have a look at the include/osgUtil/LineSegmentIntersector and
PolytopeIntersectors, specifically the Intersection data structures they
have all you are looking for :-)
Robert.
On 4 September 2017 at 11:16, Antoine Rennuit
wrote:
> Hi OSG forum,
>
> In
Hi Chris,
On 2 September 2017 at 03:40, Chris Kuliukas wrote:
> It seems crazy that the official advice is to write shaders and use OSG
> just like legacy GL, and OSG will then change your shader code and
> reinterpret deprecated calls to make it work via "modern" GL:
Hi Romulo,
There is a lot of code in there which I wouldn't expect to affect the
modelview and project matrices, my recommendation would be to create a
small test example to test loading your data and setting your view and
projection matrices as required without any of the frame capture code that
HI Clement,
On 1 September 2017 at 10:26, wrote:
> Since I don't know how to debug or print message in shader code, I am
> not sure what exact value of vertex. I guess the value of vertex is not in
> the range (0.0 to 1.0), so texture3D method cannot get correct color
On 31 August 2017 at 21:14, Rômulo Cerqueira
wrote:
> Up!
>
Down!
The report looks like the modelview matrix has NaN's in for some reason.
Without any information at when it happens, what you data is we can't say
what might be causing this.
Robert.
Hi Clement,
The numerical issue you have found causing a crash is a curious one.
The gl_Vertex isn't a normalized on any system,
osgVolume::RayTracedTechnique does use a unit cube for it's geometry
though, so the vertex data should all be in the 0.0f to 1.0f range.
Perhaps the intel
Hi Andreas,
On 31 August 2017 at 14:32, Andreas Ekstrand wrote:
> Now that 3.4.1 has been released (great job by the way!) - do you have the
> time to look into this issue? I hope you can easily reproduce the problem
> with my code or model files. I would really
On 30 August 2017 at 08:19, Björn Blissing wrote:
> Hi Pete,
>
> You can try my CMake scripts:
> https://github.com/bjornblissing/osg-3rdparty-cmake
>
> There seems to be some problems with GLUT library, at least on my machine.
> But except from that I think that all of
Hi Chris,
On 30 August 2017 at 07:50, Chris Kuliukas wrote:
> For now it'd be too time consuming to isolate a test case. Supporting
> modern OpenGL does seem like it would be more natural if you had some way
> of hooking into the setting of the model matrix and vertex
Hi Nick,
On 30 August 2017 at 07:38, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> I have scene (terrain tile) and I want to take a snapshot in ortho (to
> make a texture out of the scene snapshot). I have RTT camera and an image
> as an attachment. The scene is added as a child
Hi Gianluca,
The OSG's gif plugin supports animated gif such just load them as you
usually would.
Robert.
On 29 August 2017 at 17:19, Gianluca Natale
wrote:
> Hi all,
>
> I have a rectangle in my 3D model, and I’d like to show an animated .gif
> on it.
> I guess I
Hi Lincoln,
On 29 August 2017 at 15:22, Lincoln Nxumalo
wrote:
> Would it be possible to merge the patch from the submission below in the
> upcoming maintenance releases? It is a reasonable workaround for people
> using MFC and it does not impact anyone else.
>
You
with changes to 3rd party dependencies and a range of bug
fixes too.
Many thanks to all those that have helped test and provided fixes the the
3.4 branch.
Cheers,
Robert.
-- ChangeLog since 3.4.0
Mon, 28 Aug 2017 17:34:51 +0100
Checked in by : Robert Osfield
Build fix
Mon, 28 Aug 2017 16:55:52
Hi All,
I have some positive feedback directly, but a little surprised not to see
any discussions on the mailing list/forum. I'm ready to tag the 3.4.1
release this afternoon. If you have any issues then please raise them
right away.
Cheers,
Robert.
Hi All,
On 24 August 2017 at 17:56, Robert Osfield <robert.osfi...@gmail.com> wrote:
> I would greatly appreciate testing of 3.4.1-rc3 across as many
> platform/build combinations as you can.
>
Is everything perfect then? Are you you all happy for me to tag
Hi Tobias,
Paged databases tend to be quite a bit larger than the source imagery as GL
texture compression is not as efficient memory wise compared to tiff/jpeg,
instead it's designed for high GPU performance so it's usually an
appropriate trade off for real-time visualization.
tomorrow!
I would greatly appreciate testing of 3.4.1-rc3 across as many
platform/build combinations as you can.
Thanks in advance,
Robert.
-- Changes since rc2, details below:
$ git log
commit c1055fdfbceb297a4f2108811c0ec1148da30826
Author: Robert Osfield <rob...@openscenegraph.com>
Hi Bruce,
A quick look at the OSGWidget.cpp and it looks to me like the code is
creating its own osg::Camera and assigning it to the view but this Camera
never sets up global default state so OpenGL defaults will be used, depth
testing is off by default in OpenGL, which in turn will give this
HI Antoine,
The osg::Object base class a coarse grained
Object::setUserData(Referenced*) feature, or a fine grained template based
Object::setUserValue(strd::string& name, T value); method. The later
functionality is managed via UserData using a UserDataContainer class that
agregates use the
HI Bruce,
On 24 August 2017 at 01:09, Bruce Clay wrote:
> I am using OSG 3.4 with QT 5.8 and Visual Studio 2015. I am also using
> the QT osgWidget class I found on line. When I load a model I can see
> parts of the inside or back side of the model. One viewer noted that
On 23 August 2017 at 15:04, Julien Valentin
wrote:
> Okay I found it
> It was simply due to stateset sharing among several RigGeometry's
> sourcegeometries
>
> Given that fact the TransformHardware mod several times the same
> stateset..and give wrong result
>
> Will
Hi Antoine,
On 23 August 2017 at 09:57, Antoine Rennuit
wrote:
> I use a windowing system that already makes use of GL. I have the feeling
> that this windowing system breaks my OSG managed GL context.
>
> Is there a way I can save / reapply my OSG GL context before
Hi Joachim,
On 22 August 2017 at 14:05, Joachim Gehrung <
joachim.gehr...@iosb.fraunhofer.de> wrote:
> sorry for my late reply. One of my requirements is that the backend should
> be flexible... this was why is was so attached to the DatabasePager when I
> first heared about it ;). To me it
ility.
>
> In order to keep the binary incompatible versions apart I would suggest
> increasing the SO number.
> Regards, Laurens.
>
> On Tue, Aug 22, 2017 at 1:24 PM, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> Hi All,
>>
>> I have just t
since 3.4.1-rc1 (28th July):
Tue, 22 Aug 2017 11:58:49 +0100
Checked in by : Robert Osfield
Added name typo fix
Tue, 22 Aug 2017 09:05:27 +0100
Checked in by : Robert Osfield
Updated ChangeLog
Tue, 22 Aug 2017 09:04:49 +0100
Checked in by : Robert Osfield
Added catch for controbutors list
Tue, 22
HI Sandro,
On 21 August 2017 at 18:50, Sandro Mani wrote:
> That's a good enough answer for me, ultimately I just want to understand
> what needs to be fixed where. From your answer I gather that OSG should be
> okay now and that I'll take up the rest with osgEarth
HI Sandro,
On 21 August 2017 at 18:16, Sandro Mani wrote:
> Sure. However I'm curious, how is the logic supposed to work under
> Windows, where support for specifying the GL version was already
> implemented? Wouldn't you hit the same issues on that platform also?
>
So
HI Sandro,
On 21 August 2017 at 17:41, Sandro Mani wrote:
> Agreed, I didn't put much though into it, I just checked that I hit the
> OSG_GL3_FEATURES when doing the work on the context.
>
The OSG is able to detect and use features at runtime, you don't actually
need to
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