Wow, looks great!
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Kim C
Bale
Gesendet: Dienstag, 5. Mai 2009 21:11
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] osgOcean release
Hi Art,
About the date, the first week of september would be better for us (in
august there is more chance that some of us will take holidays...).
Cheers,
On Mon, May 4, 2009 at 9:25 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi Serge,
Serge Lages wrote:
Yeah we've been accepted to this
I just would like to know if there's a mean to draw my opaque geometries
after transparent one.
Can it be setted as a property of the render bean or other?
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Hi Robert,
did you change some basics in the openscenegraph, because avatar.osg /
natan.osg does not work anymore (osgviewer ,... )
crash with null pointer
/adrian
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Hi All,
I'm getting fed up with wading through support these days. Support
query after support query is becoming less and less personal, and with
less and less pleasant to wade through. Basics of polite
communication are being lost. The culprits... forum users, not
neccessarily because that
Hi Dongoyo? Hong? Could you sign with your first name so we know how
to address you correctly?
There isn't a transpose method in Matrix presently, possible a
omission that could be addressed, feel free to add one and send it in
:-)
What I do instead of using a transpose is to reverse the
Just a quick note, I may have had the same issue you are facing. See the
information and solution in the forum post:
http://forum.openscenegraph.org/viewtopic.php?t=2128start=0postdays=0postorder=aschighlight=
Sincerely,
Endre M. Lidal
Endre M. Lidal - Head of Development
Visual
Hi Richard,
Try compiling FFTW with this project file. It's set up for VS2003.
ftp://ftp.fftw.org/pub/fftw/fftw-3.1.2-vs2003.zip
You must also make sure you're using the floating point library called fftw3f-3.
I've compiled it on debian and with VS2005 and not had any issues. Let me know
if
HI Chris Stefan,
Sorry about this. libsquish is just required for some experiments
I've been doing over last week on S3TC compression, libsquish is
presently only required for the vpbtexturecompression app that is
optionally built.
Stefan Roettger wrote:
The find_package macro must be
HI Julien,
On Wed, May 6, 2009 at 9:00 AM, Julien Valentin
julienvalenti...@gmail.com wrote:
I just would like to know if there's a mean to draw my opaque geometries
after transparent one.
Can it be setted as a property of the render bean or other?
You can control draw order using
hi robert,
i will rebuild the whole OSG stuff over lunch (debug)
regards adrian
2009/5/6 Robert Osfield robert.osfi...@gmail.com
On Wed, May 6, 2009 at 9:13 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Hi Robert,
did you change some basics in the openscenegraph, because
Hi Lev
2009/5/5 Lev earlnucl...@gmail.com
Hi,
I have using been keyboard handling code from basic keyboard handling (
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput)
tutorial.
As I understand to implement further functionality, I need to modify
Hi Roland,
On Wed, May 6, 2009 at 10:37 AM, Roland Smeenk roland.sme...@tno.nl wrote:
could you post this fix as a seperate post on the submissions forum. That way
it will also be sent to the osg-submissions mailing list and end up at the
proper location.
Chris sent the post to both
Hi all,
I need to create areas of black patches on terrain to emulate the
after-effects of explosions on the terrain.
Any advice is greatly appreciated.
Regards
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Hi,
Robert Osfield wrote:
HI Art,
On Wed, May 6, 2009 at 10:35 AM, Art Tevs arti_t...@yahoo.de wrote:
Couple of months ago as you told about cryptic names of the forum
users, we have introduced rules in our forum. I have also then
informed users, that they have to change there name first.
Hi Miriam
Sorry but ... What is the question ?
Can you more explain you issue.
David Callu
2009/5/6 Miriam D'Elia miriamde...@gmail.com
Hi to all!
I would need to change the height (at runtime) to the forms (osg::Capsule)
that make up my scene.
I make the interpolation with
I would need to change the height (at runtime) to the forms (osg::Capsule) .
I must to force the update of shapes.
How can I do?
David Callu ha scritto:
Hi Miriam
Sorry but ... What is the question ?
Can you more explain you issue.
David Callu
2009/5/6 Miriam D'Elia miriamde...@gmail.com
Hi What ever you real name is because you too much of ?? to use a
reasonable human readable name, please fix it if you want respect from
this community.
On Wed, May 6, 2009 at 11:01 AM, Real Name o...@ithrak.cjb.net wrote:
Thank you for your answer.
Like I already assumed before, this was a
Hi Loong? Hin? Could you sign with the name you wish to be address as
so it's clear how to address you,
On Wed, May 6, 2009 at 11:10 AM, Loong Hin yon...@simulation.com.sg wrote:
I need to create areas of black patches on terrain to emulate the
after-effects of explosions on the terrain.
Any
robertosfield wrote:
Hi What ever you real name is because you too much of ?? to use a reasonable
human readable name
I think there is no reason to get offensive -- as you might understand I formed
a habit of not using my name on public forums.
robertosfield wrote:
please fix it if
Done.
Kim,
A nice piece of work.
In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:
http://www.fftw.org/install/windows.html
which worked fine (even with the free Visual C++ 9.0 ! )
I had a compile of minor issues with addCullCallback - I
Hi both,
J.P. Delport wrote:
Maybe Art can make the forum to mailing list converter add the details
(that are normally displayed in the forum) to the bottom of the emails?
Would this have any benefit?
I do not know, what I should extra put in the mail sent from the forum. Most of
the
Kim,
I've been really excited about checking out your ocean but haven't had the
time. Soon.
FFTW is GPL. Are you concerned about this?
Brian
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Spilling
Hi Jason ;-)
On Wed, May 6, 2009 at 12:03 PM, Jason Fisher o...@ithrak.cjb.net wrote:
robertosfield wrote:
Hi What ever you real name is because you too much of ?? to use a reasonable
human readable name
I think there is no reason to get offensive -- as you might understand I
formed a
Umit,
I implemented my ocean surface which is composed of Sum of Sinus method
Bear in mind that so long as your wave numbers are integer subdivisions of
the tile size, the result from an FFT approach is the same as the result
from a sum of sinusoids approach, just higher performance.
David
Umit,
...Error : When I open up the osgOceanExample there is some error in vertex
shader as you can see from the attached screenshot.
I had something similar - I think this is just coz the shader constructor
can't find the underlying shaders; AFAIK the resource folder has to be
located in the
Hi
(1) Shader FIX
(2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers,
or use the osgViewer like motion model switch
2009/5/6 David Spilling david.spill...@gmail.com
Umit,
...Error : When I open up the osgOceanExample there is some error in
vertex shader as you
Hi David and Adrian;
I had something similar - I think this is just coz the shader
constructor can't find the underlying shaders; AFAIK the resource folder
has to be located in the same directory as the executable. Moving things
around might work for you.
I had copied in all resource same
Hi Robert,
robertosfield wrote:
In the real world almost all of us will have a family name and a
personal name and typically the personal name is used in conversation.
Different cultures or even different companies will have different
conventions on which names are put first. In the
Hi,
Art Tevs wrote:
Hi Robert,
robertosfield wrote:
In the real world almost all of us will have a family name and a
personal name and typically the personal name is used in
conversation. Different cultures or even different companies will
have different conventions on which names are put
I download collada dom 2.1, compile and installed it... then I recompiled osg
2.8.0... the dll are there but... still same error!
any clue?
thanks
Jaime.
Date: Tue, 5 May 2009 20:49:31 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users]
Hi All,
To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins. Build
problems are rampant, and alas there isn't that much we can do about
it directly. The Collada DOM does cause lots of problems for us, and
they are
Hi Miriam,
I would need to change the height (at runtime) to the forms
(osg::Capsule) .
I must to force the update of shapes.
How can I do?
An important part is that if you have something based on
osg::ShapeDrawable and you need to change the properties of the
underlying shape, then once
Hi,
I had the same problem but modified calls to loadShaderSourceFromFile(...)
to use the OSG_FILE_PATH like this
if( !vShader-loadShaderSourceFromFile(
*osgDB::findDataFile*(resources/shaders/water.v
)) )
osg::notify(osg::WARN) ERROR: Could not load vertex shader
source!
Hi Umit,
Great works. Congratulations. I have tried to install but have some
problem on FFTW library on compiling VS2003. I will try to compile it by
MinGW very soon. I think you are using Linux environment.
You can use the precompiled FFTW DLLs from here:
Hi Kim, Brian,
FFTW is GPL. Are you concerned about this?
Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
(.dll or .so) does it still carry with it the implications of the GPL on
everything it's linked to? I admit this is a blurry area of my
understanding of the
Hello Jaime,
it seems that osg can find the proper plugin, but cannot load that plugin.
If you built the Collada plugin against the dynamic DOM library make sure the
collada dll can be found (is in your path).
Note that the dom22 will generated a DLL with the number 21 in it:
Hi Art,
Believe me or not, but this possibility is already there. There is some kind of
template message appearing whenever you want to write a post through the forum.
So users don't even need to type something extra, it is already there. The
template looks like:
---
Hi,
...
Thank you!
---
Hi Robert,
This thread is more than a little worrisome for me. I'm one of the
newbies here (been here 5 or 6 months). I looked at OSG and a few other
scene graph packages (one of which is not open source). I settled on
OSG because the support I received here was by far the most helpful as
I
Hi Robert,
I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than rolling our own
xml parsing.
Hi All
Hmmm, is this a problem? If FFTW is used only as a dynamic-link library
(.dll or .so) does it still carry with it the implications of the GPL on
everything it's linked to? I admit this is a blurry area of my understanding
of the GPL..
there are few approaches.
1) use precomputed
Hi,
Jean-Sébastien Guay wrote:
Hi Robert,
I'm not familiar with the Collada format itself, rather I have always
just been a maintainer of the OSG that relies on others for
development and support of the Collada plugin, but I do wonder just
how much value we get from using the DOM rather than
Hi All
found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )
http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419
Regards
Sergey
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Hi Adrian, Robert,
I tested out what Adrian was reporting, perhaps it can give a bit more info.
osgviewer avatar.osg
I get these messages printed constantly on the console:
TransformVertexFunctor Bone arm_r not found, skip the influence group arm_r
TransformVertexFunctor Bone Back.004_R.002
Hi Sergey,
found BSD fft library, not sure how it might fit or again compatible with osg
(but seems BSD is ok to use in any projects )
http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419
Yes, that's one of the tested libraries in the FFTW benchmark:
lucas Grijander wrote:
I download collada dom 2.1, compile and installed it... then
I recompiled osg 2.8.0... the dll are there but... still same error!
any clue?
thanks
Jaime.
Date: Tue, 5 May 2009 20:49:31 +0100
From: ro...@beardandsandals.co.uk
To:
Nice work
Sadly for us the fact it has GPL dependencies makes it not something we
could use at this time
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Hi J-S,
On Wed, May 6, 2009 at 2:39 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Yeah, well now that you've committed an XML reader into osgDB for Present3d,
this should be less of a pain that it would have been before I guess... :-)
Boy you spot everything that come and goes
Hi JP,
On Wed, May 6, 2009 at 2:44 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Can a known working version of the DOM not be included in the OSG code tree
or as an external reference to a copy on the OSG server? Then the matching
between plugin code and DOM stops being a documentation issue.
It is possible for you to store any .flt information in your OSG scene
graph. You have the source code, so you can just modify it to save the data
you need.
Similar discussion has occurred several times over the past three years (for
example, saving the material codes), but no one has bothered to
No.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Venkatesh
Sent: Wednesday, May 06, 2009 8:27 AM
To:
Thanks, that helps.
In my situation, I have primitives sharing same vertex and the normals are
different for a vertex depending on the primitive. I guess
Geometry.setNormalBinding should be BIND_PER_PRIMITIVE.
My question is how should I order the normals in the normal array in Geometry,
or
Hi Venkatesh,
On Wed, May 6, 2009 at 3:26 PM, Venkatesh venkates...@kpitcummins.com wrote:
Will Open Scene Graph 2.2 will support OpenGL ES 2.0
OSG 2.2 only support OpenGL 1.x and 2.x.
I'm kinda suprised you are asking about 2.2 though - the latest stable
release was 2.8. The situation still
Hi Adrian,
Thanks I checked in the shader fix, well spotted.
I'm working on the camera manipulator can't seem to get the terrain one to
start in the middle of the ocean and play nicely when you first move it. But
yes I think you're probably right about it being easier to use, it's taken me a
Hi Robert,
Boy you spot everything that come and goes :-)
:-)
Something that I found interesting about the quick XML parser code was
that being done in C++ it was much more convenient to use than
libxml2, when I ported Present3D across from being libxml2 based to
osgDB/XmlParser based the
Umit,
I've checked in a new vertex shader which should stop the problem.
The errors referred to a redundant function so I've commented it out.
What graphics card and drivers are you using by the way?
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf
Thanks for the quick response Paul. Im new to the plugin section of osg, could
you possibly point me in the direction of where information about importing flt
data might be. As i mentioned i see code that seems to be writing out .flt
files but i cant seem to find the ones that are storing the
Hi Adun,
Adun wrote:
Hi guys!
I try to compile osgCompute under MSVC 2008 and beta cuda2.2 vista and 8600GT
185 nvidia drivers and got hangup on this
What should I do?
1-- Build started: Project: Examples osgEndiannessDemo, Configuration:
Release Win32 --
1Generating
Hi guys,
Just thought I'd chime in with my .02c. More and more of the emails I
receive do not have a greeting, or even a signature. There seems to
be a culture shift In the way 'newschoolers'? send email. Almost as
if email is heading towards the same format as sms. I agree that it
is
Hi,
I will not be able to make a talk the first week of september, it's the
only week i am not in Paris, murphy's law i guess ;)
Another idea about this meeting could be to synchronize it with free
software event, then we could use the structure and organisation for an
osg meeting.
Cheers,
Thanks Roger, I installed the dependency tool and I updated the path. Now what
I get is an error in the libcollada15dom21-d.dll, and more precisely in the
file daeelement.cpp:
daeElement* daeElement::simpleAdd(daeString name, int index) {
if (daeElementRef elt = _meta-create(name))
Hi,
On Wednesday 06 May 2009, Cedric Pinson wrote:
I will not be able to make a talk the first week of september, it's the
only week i am not in Paris, murphy's law i guess ;)
Another idea about this meeting could be to synchronize it with free
software event, then we could use the structure
Robert Osfield wrote:
Hi All,
To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins. Build
problems are rampant, and alas there isn't that much we can do about
it directly. The Collada DOM does cause lots of
Folks,
I agree with Rick.
It's a much larger on-line cultural/social issue. I also understand
Robert's feelings. It's hard to put your heart into something when you
can't make the human connection with the person you're trying to help.
Support is all about reaching out and helping someone, not
Hi Riccardo,
don't you think TinyXml (or its close relative TinyXml++, that also
support iterators, templates, exceptions and other c++ friendly
features) would be a nice alternative?
Considering it took me all of about a day to write, and it was my own
code (i.e. I didn't need to learn to
Hi,
May I ask your guidance for a problem that I have.
I want to change the cursor of the mouse in function of the object that is
under of it. Example, when I'm passing the mouse over a dragger, I want to
change the cursor to a Hand.
I'm on the detection of the object for the moment. I'm
Hi Romain,
OpenGL selection is far slower than using CPU based ray intersections,
as it requires a round trip to the GPU, so I certainly wouldn't
recommend this.
Instead I'd recommend looking at why your line intersections are
taking so long to complete. Most of the models I have I find the
Okay. The files that start with exp are generally there to support
exporting .flt files. Most of the remaining source code, with some
exceptions, is there to support importing .flt files.
One thing you should know about OSG plugins: They support reading a file and
creating a scene graph from that
Paul Martz wrote on Wednesday, May 06, 2009 11:20 AM:
Hi Tom -- It sounds like you have a stale obj somewhere, but you said
you
did a 'clean' on your application. Is it possible this missed
something? You
could try searching for all files names *.obj and deleting them. Does
your
app depend on
Hi Romain,
The way I did this was with a custom PickHandler. If you look at the
PickHandler example - I think its the scribeFX one - you basically get the
mouse events coming in. It gives you an opportunity to do your line
intersections to determine the object under the mouse, at which point
Folks,
A GPU solution is great for the rendering, but it doesn't support all the
other things on the cpu side that need to know about the ocean. Wakes, bow
waves, floating objects, things falling into the water generating splashes,
interaction with land ... all these things need to query the
Can I raise the proposal for a wiki again?
Openscenegraph is a complex piece of infrastructure. It involves maths topics
like matrices and quaternions (that many of us forgot 20years ago), advanced
C++ concepts (ref ptr and heavily templated code), OpenGL interoperation and a
fairly complex
Hi all,
On Wed, May 6, 2009 at 7:11 PM, Martin Beckett m...@mgbeckett.com wrote:
Can I raise the proposal for a wiki again?
Hum... I may be wrong be the current site already allows editing, no ? I
think that anyone can contribute on the tutorials or documentations pages.
Cheers,
--
Serge
Err we have a wiki do we not ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hello Robert,
Robert Osfield wrote:
I've never used TinyXML/TinyXML++. I'm certainly open to adopting a
more capable XML parser than the one I've written so far. I'd rather
not add yet another external dependency for core OSG features, which
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Martin Beckett wrote:
Can I raise the proposal for a wiki again?
Do you mean: http://www.openscenegraph.org/projects/osg ?
That is a wiki already.
Regards,
Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG
We already pull in XML parser dependencies any way
If you use GDAL your going to need Xercess, Collada uses either Libxm2
or tinyxml , so for me we already have these in one form or another
I don't really care which one should be adopted but I really don't think
we should be writing our own
Tomlinson, Gordon wrote:
Err we have a wiki do we not ?
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11540#11540
Art Tevs wrote:
3. I still do not understand whats wrong with having only the first name in the profile. I
understand that we need to be able to track message sent by the users before, but this is done by
the forum's software automatically. You can get the history of message. If I have a
mgb_osg wrote:
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of
new users, which are active on the ML or forum, doesn't read the wikis well as
Art Tevs wrote:
mgb_osg wrote:
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of
new users, which are active on the ML or forum, doesn't read the
Hi,
if the issue directly goes to newbies. maybe it is possible to set a
separate thread for newbies which will not be forwarded to list ?
then to have a sort of header explaining how to post to list.
Then maybe to have a personal video ( on youtube ) which everyone
will see when signing
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Martin Beckett wrote:
Tomlinson, Gordon wrote:
Err we have a wiki do we not ?
Except you can't edit it or create an account on it.
That's incorrect - use the 'osg' password to log in and you can edit at
will. Many people do. All this is
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Art Tevs wrote:
mgb_osg wrote:
Except you can't edit it or create an account on it. And the wiki
link takes you to the front page of the site
Guys, please, don't go offtopic :)
Well, that was only a reaction to the incorrect claim that there
Hi Martin,
Err we have a wiki do we not ?
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
a) you could always edit it, you just (in the past) needed to log in
with the username and password that were given (user:osg
Hello everyone,
It may certainly be a stupid question and not the right place to ask. Still
I've been compiling a couple of osg based application : VTP, osgEphemeris,
osgearth. The fact is that for most of them I had to add a couple of
#include directive to make them compile. It's always some c++
I didn't know about the user:osg password:05G
I had tried the same username and passwd as here but it failed
Cheers,
Martin Beckett
ps. it's now giving a database error page?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11555#11555
Hi,
I am saving a loaded scene with the following:
bool cOSG::Save(const std::string filename)
{
return osgDB::writeNodeFile(*mRoot.get(), filename);
}
If I have loaded cow.osg and save it to cow1.osg the two files are
identical except in the textureUnit section of the saved file
Martin Beckett wrote on Wednesday, May 06, 2009 3:23 PM:
I didn't know about the user:osg password:05G
I had tried the same username and passwd as here but it failed
You have to register a wiki login; it doesn't use the same username and
password as the mailing list (though that might be a
Hi,
Ubuntu Linux 9.04, latest svn (6th May 2009)
cmake-gui to enable all features (including SDL, ffmpeg, wxwidgets, etc...) to
generate CodeBlocks Makefiles
SDL does not compile (#include SDL.h instead of #include SDL/SDL.h) even if
the correct include path is specified in cmake
adding a
Hello François,
Nice to see you on this mailing list :-)
I can't comment for SDL or WxWidgets, it's been ages since I've compiled
those at all.
But in general, manually tweaking the makefiles won't help long term,
you need to find out why CMake is generating the makefiles that don't
work
Hello all,
to get things back on topic again; I believe that the different attitude in
posts we see these last months is not only due to a different mentality on the
forum, but something that also happens due to growth of the active community.
The amount of members on the ML has more or less
Website seems to be down again.
Code:
Traceback (most recent call last):
File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in
send_error
'text/html')
File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in
render_template
data =
To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins.
I think you are right, but this may also mean many people actually want to use
this plugin. Of course plugins without external dependencies are easiest to
rosme wrote:
If so, how to organize things better to be prepared for a much larger user
community?
One option is to split general up into more sub-topics (Beginners, c++, OpenGL,
Geometry, Files etc) then people can direct their interest/expertise to
answering those questions.
Of course
Dear all,
hunting around for a while with plain VMware images and rebuilding
everything constantly I drilled down to the cause of the problem which I
reported earlier which turns out to be twofold:
1) osgDB::fopen is opening a file (fopen) in the scope of osgDB dll and
various plugins and
Martin Beckett wrote:
rosme wrote:
If so, how to organize things better to be prepared for a much larger user
community?
One option is to split general up into more sub-topics (Beginners, c++, OpenGL,
Geometry, Files etc) then people can direct their interest/expertise to
answering those
I can't replicate the SDL problems (and haven't tried the other ones).
After enabling BUILD_OSG_EXAMPLES in ccmake I have the following values for
the SDL visible under the advanced section of the cache:
SDLMAIN_LIBRARY */usr/lib/libSDLmain.a
SDL_INCLUDE_DIR
On Wed, May 6, 2009 at 12:33 PM, Davin da...@appliomics.com wrote:
I do not know if POPPLER_LIB_DIRS should be replaced with
POPPLER_LIBRARY_DIRS, but I hope the above proves helpful.
Yes that looks like a simple typo. Replacing POPPLER_LIB_DIRS with
POPPLER_LIBRARY_DIRS should fix your
Robert,
There is also expat. Which is under a BSD like license (I believe). It is also
small and well tested.
Almost all linux systems and most of the modern unix variants already include
expat due to fontconfig depending on expat.
For the other systems, expat is small enough to be included
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