Nguyen Tien Dat wrote:
Dear all,
Which example in OpenSceneGraph 2.8.2 is using these classes?
22:36|me...@juggle2:~/c/osg/svn/trunk grep LineSegmentIntersector
examples/*/*.cpp
examples/osgcompositeviewer/osgcompositeviewer.cpp:
osgUtil::LineSegmentIntersector::Intersections
Danny Lesnik wrote:
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects with
Danny Lesnik wrote:
I just can't realize I have only one object its bs radius os 43. what is the object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
The only suggestion I have is to check out what is really going on by
writing a small OSG app that shows
Danny Lesnik wrote:
Hi,
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects
Danny Lesnik wrote:
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test wether bounding sphere intrsect with
any other project?
That depends on how coarse/precise you want the intersections to be.
Testing
Laurens Voerman wrote:
Paul Melis wrote:
Jason Daly wrote:
Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I
have VS8 sp1, have downloaded the corresponding debug package from
the OSG website and have a really small test application that
forces OSG to use
Jean-Sébastien Guay wrote:
Hi Paul,
Right, that is what I originally suspected. So is there any point to
the debug packages *in their current form*?
Yes, they allow you to compile your own project in debug mode. They
don't allow you to debug into the OSG itself, but otherwise they're
Jason Daly wrote:
Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I have
VS8 sp1, have downloaded the corresponding debug package from the
OSG website and have a really small test application that forces OSG
to use some freed memory. If I build (in debug mode
Garry Keltie wrote:
Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend
it not only for the animated hoot but the stereo effect is definitely the most
comfortable I have seen in a cinema.
I'm wondering if anyone knows much about the method? Has quite a few pluses to
Paul Melis wrote:
Garry Keltie wrote:
Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly
recommend it not only for the animated hoot but the stereo effect is
definitely the most comfortable I have seen in a cinema.
I'm wondering if anyone knows much about the method? Has
Garry Keltie wrote:
Hi,
Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend
it not only for the animated hoot but the stereo effect is definitely the most
comfortable I have seen in a cinema.
I'm wondering if anyone knows much about the method? Has quite a few
Jason Daly wrote:
Jean-Sébastien Guay wrote:
Well the name old-style might also mean that there are drawbacks to
using that option... I wouldn't know if the only effect is that the
debug information is embedded instead of in a separate file.
We develop with SCons (which uses the MSVC
Paul Melis wrote:
Jason Daly wrote:
Jean-Sébastien Guay wrote:
Well the name old-style might also mean that there are drawbacks
to using that option... I wouldn't know if the only effect is that
the debug information is embedded instead of in a separate file.
We develop with SCons (which
Robert Osfield wrote:
Is it just that you need to multiple the number of seconds my 1000 to
get milliseconds? This does seem a bit of trivial answer so I do
wonder if your actually after something else.
I guess the OP wants millisecond precision?
Paul
Robert.
On Thu, Jul 16, 2009 at 7:05
Kelly Fields wrote:
Yes, sorry - I need millisecond precision. So I need a number to be like 3.234 seconds
rather than 3 seconds
But aren't those methods you used from the Delta3D API? Are you sure
these methods are in OSG?
Paul
___
osg-users
J.P. Delport wrote:
In OSG you could do something like:
osg::Timer *globalHighResTimer=osg::Timer::instance();
uint64_t currentTimeNanoSec()
{
osg::Timer_t timer_t=globalHighResTimer-tick();
return (uint64_t)(timer_t *
globalHighResTimer-getSecondsPerTick() *
Paul Melis wrote:
J.P. Delport wrote:
In OSG you could do something like:
osg::Timer *globalHighResTimer=osg::Timer::instance();
uint64_t currentTimeNanoSec()
{
osg::Timer_t timer_t=globalHighResTimer-tick();
return (uint64_t)(timer_t *
globalHighResTimer-getSecondsPerTick
J.P. Delport wrote:
For Linux, play with this:
#ifndef WIN32
/// High resolution timers for Linux.
#define NSEC_PER_SEC 10LL
inline uint64_t timespec_to_ns(const struct timespec *ts)
{
return ((uint64_t) ts-tv_sec * NSEC_PER_SEC) + ts-tv_nsec;
}
///
Robert Osfield wrote:
I have another OpenSceneGraph 2.8.2 release candidate for you, just a
couple fixes since 2.8.2-rc2:
# Build fixes for:
* Building of dicom plugin with ITK under Linux.
# Crash fixes to:
* crash during window destruction under Windows when using closing
a MFC
Jason Daly wrote:
Paul Melis wrote:
A collegue and I where wondering some time ago if the binary windows
packages provided on the website are usable for debugging. Even
though there are separate release and debug distributions the debug
ones (at least the VS8 ones) don't seem to contain any
Mike Hall wrote:
I have attached an image showing the issue.
Try increasing the resolution of the glyph textures, with
setFontResolution(). When you have a low resolution the artifacts will
stand out more.
I've done some hacking to dump the glyph textures that are actually
used. There's no
Hi,
Tanguy Fautre wrote:
A bit OT, but which part of the C standard says that all uninitialized
variables shall default to 0? The only zero initialization guarantee
of the C standard I know of is related to static variables (which MSVC
supports).
I'm pretty sure even GCC doesn't
Garrett Potts wrote:
[...]
Honestly I have not read up on the C standard and only took what they
said as being true. They said they adhere to the C99 standard and
they sent me a cut and past from the C99 standard that said variables
are to be initialized to 0 but honestly can't remember if
Julian Looser wrote:
Hi Ulrich,
(The model and lightsource are a shared graph, right?)
Yes, that's right.
With regards to the different lighting, how is your model
tessellated? If it's coarsely tessellated and/or you're using face
normals then the lighting calculation might only be done on
Julian Looser wrote:
Hi,
I am using OSG in a multi-wall stereo rendering environment. We have
three walls, and we render both a left and right eye view for each
wall. To do this, in my application I create six osg::Cameras and
update their projection and view matrices each frame based on
Robert Osfield wrote:
Hi All,
I’ve have now tagged the OpenScneGraph-2.8.2 release candidate 2, and
as very few problems were reported in testing of 2.8.2-rc1 there is
just a couples of changes required:
* fix of the parsing of ascii floating point numbers in plugins
and env var parsing so
Jason Daly wrote:
Garrett Potts wrote:
Hello All:
I have used this in the past:
http://www.dependencywalker.com/
Should have a free download. It helps to see how and what
dependency DLL's load given an applicaiton or another DLL. Try
running the app agains osgviewer.exe and you
Chris 'Xenon' Hanson wrote:
Kawicki, Ryan H wrote:
Maybe something is wrong with my browser, but I am trying to search the
forum for a particular item. Every time I try to move to the next page,
I keep getting the following statement: For safety reasons the search
is only possible 1
Chris 'Xenon' Hanson wrote:
Paul Melis wrote:
The message displayed is listed in the forum HTML code. It does not come
from the browser.
Yes, but it's a situation that occurs on the client-side that causes the
problem -- not
a misconfiguration of the forum. That's why most
Jean-Sébastien Guay wrote:
Hi Ulrich,
You're right that what you (and Robert) note is an error (i.e.
assigning an iterator from one container to an iterator from another
container).
But...
I don't believe this is the problem. The 'it = container.erase(it)'
construct is correct.
It
Christopher Wang wrote:
Hi,
That didn't either. Maybe I missing some step in the setup.
What I did was:
Ran Cygwin's setup.exe to install OpenGl, Cygwin, GCC, and several of the
pre-reqs
I unzipped the latest source (2.8.1) into /home/username/OpenSceneGraph-2.8.1
I made a folder
Paul Melis wrote:
Jean-Sébastien Guay wrote:
Hi Ulrich,
You're right that what you (and Robert) note is an error (i.e.
assigning an iterator from one container to an iterator from another
container).
But...
I don't believe this is the problem. The 'it = container.erase(it)'
construct
Christopher Wang wrote:
Hi,
Sadly everyone else is using cygwin, so for compatibility sake I need to keep
to that.
...
But doesn't that give you more than one reference to figure out how
they compiled OSG with cygwin?
Paul
___
osg-users
Hey,
Jean-Sébastien Guay wrote:
According to the spec I have here (ISO C++ 1998 draft)
std::map::erase(it) should return void (and same for std::set).
The version I have is dated October 2008. Here's a link:
http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2798.pdf
From here:
Ulrich Hertlein wrote:
Hi John,
On 4/6/09 7:24 PM, John Kelso wrote:
After downloading 2.8.1 and typing cmake, I got this error:
The end of a CMakeLists file was reached with an IF statement that
was not
closed properly. Within the directory:
Paul Melis wrote:
Paul Melis wrote:
John Kelso wrote:
Hi,
cmake 2.4-patch 8, that came with CentOS release 5.3.
Our systems have been upgraded since my last OSG build, so I'll see if
there's any relationship. If I get stuck I'll mail again.
Should I see if our system guy
over 2.4 is that it seems to be smarter when it
comes to linking.
With 2.4 you get some kind of relinking stage when doing 'make install',
which doesn't occur with 2.6
I can't say anything about the other differences between 2.4 and 2.6
Paul
Thanks again,
John
On Thu, 4 Jun 2009, Paul Melis
Andoni Mujika wrote:
Hi Robert,
Sorry for not being very precise. I also tried osg::ref_ptr. Now,
the code looks like this:
osg::ref_ptrosg::Vec3Array m_geom;
/m_geom = (osg::Vec3Array*) ((dynamic_castosg::Vec3Array*//
(m_NewGeom)-clone(osg::CopyOp::DEEP_COPY_ARRAYS)));
the memory grows
Thrall, Bryan wrote:
Paul Martz wrote on Thursday, May 28, 2009 4:50 PM:
You use a NodeVisitor to walk your scene graph and look for Geodes,
then iterate over the Drawables that are attached to the Geodes, using
dynamic_cast to access the Drawable as a Geometry.
Even better, I notice
Hi,
Maxime BOUCHER wrote:
For anyone who would read this thread an d reproduce the same, don't.
It seems the DrawArrayLengths contains a single number representing in a way I
don't understand the primitives EVEN IF you can access the primitives the same
way than for a DrawElementsUthing.
Robert Osfield wrote:
On Wed, May 27, 2009 at 5:22 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
I'm posting to see if this message shows up.
Oddly, a message I've tried to send to the list three times over the past
few weeks,
refuses to appear here. But my other replies seem
Hi,
Maxime BOUCHER wrote:
I'm currently attacking the primitives of my scene and I would like to remove
some of them from my one of my PrimitiveSets.
[...]
Isn't there a way to do a classical remove method like the one from the
std::vector (for example) ?
What kind of PrimitiveSet do
Maxime BOUCHER wrote:
Thanks for replying!
Paul Melis wrote:
What kind of PrimitiveSet do you want to erase elements from? E.g. all
DrawElementsXXX classes derive from std::vector, so you should be able
to use the methods from vector on those.
OK, it's interesting.
I mainly work
Hi,
Regarding rev 10233:
---
osg/Vec?b:
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple char, SWIG assumes a string.
Using signed char instead of char does not change
the behaviour of the class.
Paul Melis wrote:
Hi,
Regarding rev 10233:
---
osg/Vec?b:
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple char, SWIG assumes a string.
Using signed char instead of char does not change
the behaviour
Robert Osfield wrote:
Hi Ed,
You don't seem to have the threads on this topic. The names are key
to tracking who's saying what over time. If you can't do this then
you can properly hold a conservation. If you are in crowded room and
you wish to address someone you don't just shout out to
goofy nickname or whatever. And
this is a graphics community after all, so people actually have a habit
of using goofy nicknames.
Paul
o...@celticblues.com wrote:
take mic to to address Mr. Paul Melis and others who wish to listen
Ridiculous Indeed! Agreed! How can anyone say I was being un
Philip Taylor wrote:
Jose,
The OSG list server is still bouncing emails to Christer Wigren which result
in an automated response stating that he no longer works for the Swedish
Defence Agency.
Any chance of getting his name /email address removed from the list server?
I'm sure the SDA would
ami guru wrote:
Hello Forum,
I was wondering if there is anyone have done ray tracing using OSG.
I once made a very quick and dirty example that merely uses OSG's
KD-tree support to do ray tracing.
See this thread:
michael.schm...@l-3com.com wrote:
Hello,
I thought I would take a look at virtual planet builder, but I’m
having difficulty figuring out how to build osgdem. Step 2 on the
“osgdem Quick Step by Step Guide” seems like it might be out of date.
Any help would be appreciated.
To increase the
-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Paul Melis
Sent: Tuesday, March 31, 2009 8:57 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Virtual Planet Builder
michael.schm...@l-3com.com wrote:
Hello,
I
Cory Riddell wrote:
J.P. Delport wrote:
What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do
Paul Martz wrote:
(Posting this for about the 1000th time...)
Zooming merely changes the field of view without changing the view position.
Think of a photographer changing lenses on a camera without changing his
physical location. You change the projection matrix to change the field of
view,
Paul Martz wrote:
Zooming merely changes the field of view without changing the view
position.
Think of a photographer changing lenses on a camera without changing
his physical location. You change the projection matrix to change the
field of view, not the modelview matrix.
Claudio Arduino wrote:
Hi,
i Need to insert custom OpenGl code like this:
glBegin(GL_TRIANGLE_STRIP);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(0,0,0);
glColor3f(1.0, 0.0, 1.0);
glVertex3i(2000,2000,0);
glVertex3i(0, 2000,0);
glEnd();
glFlush();
See the
labrosse wrote:
Hello,
I work with OSG 2.6.1, GDAL 1.5.3 and VirtualPlanetBuilder r924 (compatible with OSG 2.6.1) on a virtual machine (fedora 10) to use osgdem.
Do you mean virtual machine as in image running with VMWare?
Paul
All compile correctly, but when I want to use osgdem with
labrosse wrote:
I think the OpenGL is supported by my VM, as the osg examples run correctly.
But how do I do to test OpenGL ?
Thanks you for your help, I try to install OSG and VPB on my host machine.
You do not need to be root for that, btw. A normal user account should
be enough...
labrosse wrote:
Ok, I'm compiling OSG, and I'll try to install VPB. I know your stuff.
No, you dont' ;-)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Martin Beckett wrote:
Following OpenGL3 I'm not holding my breath for a standard developed by Khronos.
It was actually developed by Apple, who submitted it to the Khronos
Group (although they probably fiddled with the original spec, of course).
The bit about OpenCL not just being for GPUs
Hi Robert,
Robert Osfield wrote:
I have never seen problems like yours when using
OperationThread/Operatons, but on a second review I see that your
OpenThread never sleeps, it just churns away as effectively a spin
lock on the CPU. If your machine doesn't have sufficient cores to
handle a
Paul Melis wrote:
Can Hosgor wrote:
I'm writing a simple nodevisitor to compute the lightmap of a given
node. This nodevisitor treats transforms and geodes specially, so
that each vertex in the geometry is multiplied with the most recent
transform matrix in order to obtain world coordinates
Can Hosgor wrote:
I'm writing a simple nodevisitor to compute the lightmap of a given node. This nodevisitor treats transforms and geodes specially, so that each vertex in the geometry is multiplied with the most recent transform matrix in order to obtain world coordinates. So far the above code
Geoff wrote:
I am having a little bit of an issue with some of my files. I have a
database that is in FLT format. I can load it into my program, and it
takes a while, but when I query the height at a given x,y location, I
get the proper values.
Now, i have taken this file and converted it using
Art Tevs wrote:
Hi folks,
I've setted up a Rule-page http://forum.openscenegraph.org/rules.php describing the etiquette of forum/mailing list use. I have
Hmmm, the rules page seems unaccessible (just like the rest of the forum):
*Warning*: mysql_connect() [function.mysql-connect
OT: why are all the posts in this thread coming from the forum not
threading correctly? It seems the mails don't have an in-reply-to
header. Was this always the case for posts coming from the forum?
Regards,
Paul
Art Tevs wrote:
Hi Robert,
I've registered for you, you should recieve an
Jesper D. Thomsen wrote:
Hi all, I have a rather strange problem.
I'm using osgText in my project, but I'm getting null as return from
this method:
osgText::Font* t_font = osgText::readFontFile(fonts/arial.ttf);
If you set the environment variable OSG_NOTIFY_LEVEL to DEBUG (tip: run
in a
Robert Osfield wrote:
2009/3/17 Schmidt, Richard richard.schm...@eads.com
mailto:richard.schm...@eads.com
http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf
http://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf
Could you explain what the above document is all about...
I just read it
Art Tevs wrote:
Hi Robert, all.
I think adding another approval system to let users approve that they have to follow some
kind of etiquette wouldn't have big success. Users would just click on Yes, I
agree as soon as they see that button. Hence, I am not sure if this is needed at
all.
xh wrote:
Address:http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/;
The file indeed seems to be corrupt:
16:01|p...@tabu:~ gzip -t
openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz
gzip:
Robert Osfield wrote:
With the advent of forum.openscenegraph.org
http://forum.openscenegraph.org developed ably by Art Tevs we have a
great new avenue for users to choice whether they prefer forum or
mailing list for support... which is great but... for mailing list
users the posts from
Felix Ilbring wrote:
Hi Robert
I have done it. I put it to
new osgViewer::RecordCameraPathHandler(C:\\ETC.path);
but it was never there.
Note that you need to add the handler to the correct osgViewer::View and
also have to use the 'z' key to start recording...
Paul
Felix Ilbring wrote:
thanks Paul
the thing ist, that the recording works. it starts with 'z' and stops with
'Z' afterwards it plays the scene again and again.
console promts:
Recording camera Path.
Writing camera file: ETC.path
AnimationPath Completet in XXX
so i guess it is the right
Christof Krüger wrote:
I'm using the current 2.8.0 stable release. I used the 'Browse Source' to check
the current trunk version of RenderBin.cpp and I see no change since.
The actual crash occurs later in static object destruction when
s_renderBinPrototypeList is destructed itself. I don't
Robert Osfield wrote:
HI David Christof et. al,
On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
Well spotted David, the
Paul Melis wrote:
Robert Osfield wrote:
HI David Christof et. al,
On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
Well spotted
Robert Osfield wrote:
Hi David,
On Thu, Mar 12, 2009 at 10:46 AM, David Callu led...@gmail.com wrote:
What about the case of register two prototype with the same name. There are
any warning message for the user.
I fix this like that
There is only ever supposed to be one prototype per
Hi,
While trying to debug a collegue's code that uses a dynamically updated
color array on a Geometry that uses VBOs I'm getting confused about VBO
support in OSG 2.8.
Given the attached simple .osg file (a single colored quad, flagged to
not use display lists, but to use VBOs) I can see with
Paul Melis wrote:
Similarly, the attached c++ test case is more in line with our
original code. It uses a color array that is updated each frame. The
array is flagged as dirty with a call to dirty(), but here also, no
VBOs seem to get used.
Forgot to mention that the original symptom we had
Paul Melis wrote:
Paul Melis wrote:
Similarly, the attached c++ test case is more in line with our
original code. It uses a color array that is updated each frame. The
array is flagged as dirty with a call to dirty(), but here also, no
VBOs seem to get used.
Forgot to mention
Thrall, Bryan wrote:
Paul Melis wrote on Thursday, March 12, 2009 9:33 AM:
Hi,
While trying to debug a collegue's code that uses a dynamically
updated
color array on a Geometry that uses VBOs I'm getting confused about
VBO
support in OSG 2.8.
Given the attached simple
Crampman wrote:
I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have
any textures.
How much geometry is there in your model? The OSG .obj plugin isn't very
efficient. But .obj is very easy to parse (although
Crampman wrote:
Thanks for your quick replies,
My model contains 8,726,464 vertexes and 17,377,292 tris
That's not as much as I was expecting. I'm pretty sure I loaded models
with similar sizes in OSG (which also took quite some time).
I would say check out Robert's suggestion first
Robert Osfield wrote:
Hi Vincent,
I can't work out exactly what to bug is in your instance, from the
contents of your email it sounds like windows and linux compilers are
evaluating the conversion of types in a different order and getting
different results, or that their is a compiler bug.
The
David Michéa wrote:
Hi,
for information : on the screen captures attached, you can see that the regular hexahedric volumes I have generated with my data are slightly distorted following the point of view.
Just curious, what resolution is your volume data?
Paul
Hi,
Alasdair Campbell wrote:
Hi all, I am new to this list but was inspired to join the mailing list
following your landmark release of 2.8.0 Congratulations to all
Welcome! A point of nettique though: please don't start a new subject by
replying to existing post, but simply make a new post
Alasdair Campbell wrote:
On Thu, 2009-02-12 at 12:55 -0500, Paul Speed wrote:
Alasdair Campbell wrote:
On Thu, 2009-02-12 at 18:16 +0100, Paul Melis wrote:
Hi,
Alasdair Campbell wrote:
Hi all, I am new to this list but was inspired to join the mailing list
Roland Smeenk wrote:
is the server migration complete?
Two notes:
- I am missing a link to Recent Changes in the top right corner of the Wiki.
You need to log on, which will then give you the Timeline button, which
will shows wiki edits. The Recent Changes function is probably disabled.
-
Martin Beckett wrote:
SVN doesn't update any files when I switch from rc4 to rc5?
Complete revision 9758 is rc5 but no changes.
They are different:
9:46|p...@tabu:~/c svn co -q
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc4/
rc4
9:48|p...@tabu:~/c svn co
Jose Luis Hidalgo wrote:
Hi Paul,
On Wed, Feb 11, 2009 at 9:49 AM, Paul Melis p...@science.uva.nl wrote:
BTW, I get 403 errors when trying to check out from the rc5 tag, each time
with slightly different error messages:
9:45|p...@tabu:~/c svn co
http://www.openscenegraph.org/svn/osg
Paul Melis wrote:
Jose Luis Hidalgo wrote:
Hi Paul,
On Wed, Feb 11, 2009 at 9:49 AM, Paul Melis p...@science.uva.nl wrote:
BTW, I get 403 errors when trying to check out from the rc5 tag,
each time
with slightly different error messages:
9:45|p...@tabu:~/c svn co
http
Sukender wrote:
Hi Robert, hi all,
Sorry to push this topic up, but I think this may be important for the 2.8.0. I
re-write in a shorter manner what was important in my post:
1. How Cygwin/MinGW/nmake packages are named (= the name of the compiler)?
2. Do Cygwin and MinGW have the same
Jean-Sébastien Guay wrote:
Hi Cory,
I don't think anybody has questioned the design of OSG.
Yes, Neil has said that perhaps we should consider restructuring to
avoid the false positives. This comes down to changing the design.
I also agree with you that making code concessions to
Jean-Claude Monnin wrote:
Hi all,
I'm trying to checkout OpenSceneGraph-2.8.0-rc4. It fails on a 403
Forbidden error (I tried multiple times since yesterday). I'm using
TortoiseSVN 1.5.7 on windows.
I was able to access the osg svn server in the past. Could this be a
problem with the new
Jean-Claude Monnin wrote:
On Tue, 10 Feb 2009 15:43:39 +0100, Paul Melis p...@science.uva.nl
said:
Jean-Claude Monnin wrote:
Hi all,
I'm trying to checkout OpenSceneGraph-2.8.0-rc4. It fails on a 403
Forbidden error (I tried multiple times since yesterday). I'm using
TortoiseSVN 1.5.7
Hi Robert,
Robert Osfield wrote:
I would very much like to make the final 2.8.0 release tomorrow, so if
rc3 compiles and runs well across platforms I'll make no further
changes other than release dates, and resetting the release candidate
number back to 0 to signify a final stable release.
I
Robert Osfield wrote:
Hi All,
I'm ready to tag the 2.8.0. Feedback on the 2.8 branch and 2.8.0-rc2
has been positive so far, so it looks like the code is pretty ready.
Do you agree/disagree that we are ready to tag? Now is your last
opportunity to report a show stopper!
Did you see the
Robert Osfield wrote:
On Mon, Feb 9, 2009 at 2:10 PM, Paul Melis p...@science.uva.nl wrote:
Did you see the message about rev 9722 not being in the branch yet?
It arrived just after I pressed send :-)
So yes have spotted it, currently waiting on the server.
Good ;-)
BTW, you
Robert Osfield wrote:
We've all been busy testing out 2.8.0-rc1 and uncovered a few more
bugs, build problems and warnings that our now fixed - testing really
is paying dividends ;-)
I noticed that two empty lines in an osgText::Text are not rendered
correctly (it only shows one empty line),
Paul Melis wrote:
Robert Osfield wrote:
We've all been busy testing out 2.8.0-rc1 and uncovered a few more
bugs, build problems and warnings that our now fixed - testing really
is paying dividends ;-)
I noticed that two empty lines in an osgText::Text are not rendered
correctly
Jose Luis Hidalgo wrote:
HI All,
The migration is beta-completed, we need now to test it and fix the
errors that surely will arise. As I've previously told you there is no
more OSG user to make changes on the wiki, now everybody should
register itself (but please do not use the e-mail
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