Hi Jason,
Thanks for the update. That's exactly what I'm seeing as well. However, as far
as I can see in the code, the effect is positioned correctly around the camera.
Cheers,
Rick
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Hi,
Thanks for the answers, I get it in osg Visual project properties :
_CRT_SECURE_NO_DEPRECATE.
I just wanted to be sure and not making supposition about that.
Thanks for you help.
Regards,
Vincent.
2009/5/13 Martin Beckett m...@mgbeckett.com
_CRT_SECURE_NO_WARNINGS is set by default
Hi Robert,
You asked Jason for a repro case back then. I've been simpifying my test case
such that is is now a simply plane.
plane.osg
Geode {
DataVariance STATIC
nodeMask 0x
num_drawables 1
Geometry {
DataVariance STATIC
PrimitiveSets 1
{
Jan Ciger wrote:
I guess they are trying to prevent cannibalization of the sales of their
overpriced Quadros by cheaper GeForces :(
May be not.
At Laval Virtual last month (french VR conference) NVidia showed an
early version of their driver which handle OpenGL, and said that a
Hello,
While porting my program to Linux, I encountered the following error. If the
keyboard layout is English (USA) then KeyboardEventHandler works fine. But
if it's something else, Russian for example, ea.getKey() always returns
zero. (Except system keys F1 - F12 and digits)
It's the case for
Hi.
There is a problem of my program and QT integration. Problem occurs
when I'm trying to use OSG ModularEmitter for particle creation.
In process of compilation I get the following:
...
/usr/local/include/
osgParticle/ModularEmitter:89: error: expected unqualified-id before ‘double’
...
All my experiments false. I cant make a simple thing - draw dinamic line in my
application with color vertex. May be i'm stuped, but i'm confused about gurus
of this forum who cant help to do this simple thing. :-(
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Hi Gammer
I v' the same trouble few day ago, i solved it by add -DQT_NO_EMIT to
the compilation flags.
cheers,
Antonin Linares
Максим Гаммер a écrit :
Hi List.
Problem QT and OSG ModularEmitter
make ...
...
/usr/local/include/osgParticle/ModularEmitter:89: error: expected
hi David,
I'm also interested in your work. Like Simon I had problems with QOSGWidget
and was frustrated with the limitations of AdapterWidget.
Richard
On Mon, May 11, 2009 at 11:19 PM, Simon Loic simon1l...@gmail.com wrote:
Hi David,
Just to answer your point, I would be personally
Hi all,
I'm currently making a dynamic lib for my application, and so I use the
osgDB::DynamicLibrary class to load the lib and find the Proc_adress but,
there are some points I would like to understand more :
1.
The osgDB::DynamicLibrary::PROC_ADDRESS is just a void* so to use the adress
as a
Hi Sergey,
what you are trying to do is certainly possible, but it is hard to
follow and correct code snippets.
I suggest you make a very simple example that people can compile. Then
post the zipped code to the forum/mailing list and let someone fix it.
jp
Sergey Bocharov wrote:
All my
Hi,
Thanks for the answer, that's what I was afraid of. But in fact, the graphic
context of the app that I'am working on is made by Java, so I need this
GraphicsWindowEmbedded. I'am gonna do it in another way :D
Thank you!
Cheers,
Romain
Romain Charbit
Hi all,
I wonder if there is any osg function computing any node world space bounding
box.
If not, i have done it but i think it can be optimized a bit..
Here i'm computing it for a drawable, i compute box vertices coordinates in
world space then i do some min max on them.
Code:
Hi All,
I've gone down with a bad cold, so am struggling to focus, read and
think clearly today. So... please don't expect much support from me
today, some active threads will just have do without my contribution
for a couple of days.
Luckily human virus can't be transmitted by email/forums
Take care, Robert.
Look forward for your back.
On Wed, May 13, 2009 at 10:55 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi All,
I've gone down with a bad cold, so am struggling to focus, read and
think clearly today. So... please don't expect much support from me
today, some active
On Wed, May 13, 2009 at 9:02 AM, Максим Гаммер maxgam...@gmail.com wrote:
Hi.
There is a problem of my program and QT integration. Problem occurs
when I'm trying to use OSG ModularEmitter for particle creation.
In process of compilation I get the following:
...
/usr/local/include/
Hi Ismail,
Not sure to understand all you explained, I didn't find a simple answer to
my questions.
I know that the getProcAdress return a void*, but I was asking about the osg
getProcAdress, and if is there any way different than the cast to get the
function usable ... and to know how this is
Hi Robert,
Hope you get well soon.
Coincidently, this article appeared on the bbc today. So manflu does exist :-)
http://news.bbc.co.uk/1/hi/health/8047321.stm
Kind regards
Neil.
Robert Osfield robert.osfi...@gmail.com wrote:
Hi All,
I've gone down with a bad cold, so am
Hi Maxim.
BTW - in order everyone can address you properly, make some effort
which makes it easier.
example - do not use Cyrillic letters in mail header - it is not
russian mail list.
Next - sign so that is was clear what is your name and what is your surname.
as you could see from your sign it
Hi,
I was wondering about the lightwave loader is multilayered textures and
vertex maps supported?
...
Thank you!
Cheers,
Olle
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Hi Robert;
God Bless You :)
Take care..
Regards.
2009/5/13 neil.hug...@tesco.net
Hi Robert,
Hope you get well soon.
Coincidently, this article appeared on the bbc today. So manflu does exist
:-)
http://news.bbc.co.uk/1/hi/health/8047321.stm
Kind regards
Neil.
Robert
Hi,
i have got the problem with position line - Intersector, more informations in
part of the code:
(the scene is only rectangle face, it's z=0.0f)
1) creating x,y,z position line:
osg::Vec3f v3f_start(33.0f, -23.0f, 10.0f); //init position ( start )
osg::Vec3d v3f_end(33.0f, -23.0f, -5.0f);
Hi,
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
- what is the difference between vertex arrays and glDrawArrays, or is it meant
as generic term for glDrawArrays/glDrawElements?
will the use of something like this drop me into slow path mode?
Thanks!
13 мая 2009 г. 17:15 пользователь Sergey Kurdakov
sergey.fo...@gmail.com написал:
Hi Maxim.
BTW - in order everyone can address you properly, make some effort
which makes it easier.
example - do not use Cyrillic letters in mail header - it is not
russian mail list.
Next - sign
Thanks!
2009/5/13 Antonin Linares antonin.lina...@onera.fr:
Hi Gammer
I v' the same trouble few day ago, i solved it by add -DQT_NO_EMIT to the
compilation flags.
cheers,
Antonin Linares
Максим Гаммер a écrit :
Hi List.
Problem QT and OSG ModularEmitter
make ...
...
Thanks!
13 мая 2009 г. 18:08 пользователь Maxim Gammer maxgam...@gmail.com написал:
Thanks!
13 мая 2009 г. 17:15 пользователь Sergey Kurdakov
sergey.fo...@gmail.com написал:
Hi Maxim.
BTW - in order everyone can address you properly, make some effort
which makes it easier.
example -
Hi Jean-Sèbastien,
Thanks ! :) It helped to use the TextureVisitor to disable
unrefImageDataAfterApply. Have you tried to share the OpenGL context
between the widgets to avoid several instances of all object
resources.
The QGLWidet has the constructor
QGLWidget ( QWidget * parent = 0, const
Robert Osfield wrote:
Hi All,
I've gone down with a bad cold, so am struggling to focus, read and
think clearly today. So... please don't expect much support from me
today, some active threads will just have do without my contribution
for a couple of days.
Great! I'll start submitting a
Hello Petr,
4) Update position line
[...]
5) Check intersect
if ( intersectorGroup-containsIntersections() )
{
...
intersection.getWorldIntersectPoint();
//interscetion point is still the same(!) 33.0f, - 23.0f, 0.0f
//i thought that correct point must be 33.0f, 23.0f, 0.0f because
Hello John,
Thanks ! :) It helped to use the TextureVisitor to disable
unrefImageDataAfterApply.
Glad I could help.
Have you tried to share the OpenGL context
between the widgets to avoid several instances of all object
resources.
I have not tried it, no. It could help, but I think then
Hello,
While porting my program to Linux, I encountered the following error.
If the keyboard layout is English (USA) then KeyboardEventHandler
works fine. But if it's something else, Russian for example,
ea.getKey() always returns zero. (Except system keys F1 - F12 and
digits)
It's the case for
Thanx mery much Skylark,
here is the correct code, the Blue color is update.
Code:
[color=green]//positions[/color]
osg::Vec3f v3f_start(33.0f, -23.0f, 10.0f); [color=green]//init position (
start )[/color]
osg::Vec3d v3f_end(33.0f, -23.0f, -5.0f); [color=green]//init
Take care Robert, get well soon :)
Jason
On Wed, May 13, 2009 at 4:55 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
I've gone down with a bad cold, so am struggling to focus, read and
think clearly today. So... please don't expect much support from me
today, some active
Hi all, I'm using OSG (2.6.1 compiled for windows XP/Vista by Visual Studio
2005) to create a viewport in an MFC application. I have a function where I
take a high resolution screenshot by doing RTT rendering to an FBO. I've now
begun receiving bug reports from some users (so far, all ATI
Hello Petr,
Thanx mery much Skylark,
here is the correct code, the Blue color is update.
So I assume it works for you now?
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi,
I am new to all this massive, remarkable graphics engine. really great and
comprehensive work.
Have been playing around abit trying to view a 3D model (.osg). I just want to
know how can i increase the speed of rotating the model. Now from my
experiments, if i scroll along the screen i
Skylark, yes, you can see result here:
[Image: http://img24.imageshack.us/img24/5431/22541985.th.jpg ]
(http://img24.imageshack.us/my.php?image=22541985.jpg)[/img]
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Hi Sergey,
the code that I posted does work. Have you tried using my code? [Question]
Allen
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Christian Sam wrote on Wednesday, May 13, 2009 6:44 AM:
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
Which documentation?
- what is the difference between vertex arrays and glDrawArrays, or is
it
meant as generic term for
Hi Jesper,
In both cases this occors when the screenshot
is larger than 2048x2048 pixels. The lower-left 2048x2048 pixels of the
screenshot are always correct, but the rest is black.
I'd guess you're hitting a texture or FBO size limitation in the
graphics cards your clients are running on.
I don't know with out looking at the code but
Did you try a model with those attributes to see if it works that would
be the quickest test?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Not man-flu is it ?
Martin
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I hazard a a guess that that one reason you might be failing is the
card does not support the texture/ FBO size you trying to use ( never
assume always as the card what it supports )
// Must be called in an OGL context ( i.e. the draw thread)
GLint maxTextureSize;
glGetIntegerv(
The OSG provides some basic motion models or Manipulators which are
found
OSG281\src\osgGA
OSG281\Include\osgGA
If none of these are to you liking them you can simply create you own
using one of these as a template ( see OSG281\examples\osgmanipulator
)
First thing I tend to do with any new
Hi Robert,
Me too, hope you get well soon. If this is the swine flu, don't worry, it's
less bad than common influenza.
Neil, evidence suggest that women's immune system is stronger, but not
always. In the case of swine flu, at least in my country, there were
infected more women than men. At the
Hi Robert,
I have tried a few different 're-invent' paths with different ups and downs.
We use qt 3.3.8 and osg 2.8.0, here is some of my experience.
QGLWidget provides functions like:
grabFrameBuffer
renderText
a previous implementation of our software (with Producer) used these
functions.
HI All,
Thanks to all that have posted for the good will.
It's only a head cold, I might feel pretty grotty, but it's nothing
that a few days of taking it easy won't cure, even with and
underwhelming male immune system ;-)
Cheers,
Robert.
___
Hi, guys
I've been playing adding a camera call back. But I can't figure out why I can
change the background clear colour, yet I can't set the view matrix of the
camera?
Code:
viewer.getCamera()-setUpdateCallback( new CameraUpdateCallback );
...
Thank you!
Cheers,
Ruiying[/code]
Hello Ruiying,
I've been playing adding a camera call back. But I can't figure out why I can change the background clear colour, yet I can't set the view matrix of the camera?
Do you have a camera manipulator on your View? If so, the manipulator's
calculated view matrix will override
Hi all,
I have a shapefile which contains about 6000 polygons, And i have an ive
terrain file as well. how can i make those polygons to be 3D surfaces close to
the terrain? And Surfaces from the same polygon will use the same texture then.
I have heard that there is a tech named View-Dependent
Dear all:
Does anyone know how can I disable the setResizeNonPowerOfTwoHint option
of the textures of a loaded model?
For individual textures it is done in the following way:
myTexture-setResizeNonPowerOfTwoHint(false);
but in the case of textures which belong to a loaded model like
Hello Alfonso,
I don't know how to do it. I want to disable this option because when
these road textures are first seen by the camera, the program stops
for a moment to scale them to the power of two and it is quite rough.
You have a few options, and not all of them are disabling that
Quick question about how you typically handle non-model objects in the scene,
eg grids, coordinate axis icons, north arrows, bounding cubes.
The problem with just attaching them to the nodes is that statesets, picking
and save operation apply to them. So a pick might find the grid and changing
Hi Martin,
as in my case, I always do derive a non-model class from osg::Group and use it
as a base class of the non-model object. Deriving from Group gives you the
possibility to include the object somewhere in the scene graph if it is
required, so that the nodes to which it belongs can be
It's not at all clear to me what your code, below, is doing. If I wanted the
world coordinate bounding box of a given node, I'd do the following:
const osg::MatrixList m = node-getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node-accept( cbv );
osg::BoundingBox bb =
I didn't find anything in the archives which succinctly answered this,
so I thought I'd post my solution to getting two-sided lighting. It is
not pretty from an encapsulation standpoint, but it works:
void setLightingTwoSided(osgViewer::Viewer viewer)
{
LightModel *lm = new LightModel;
Hi Alfonso,
I have turned the .ive model into a --compressed .ive model and now it
works perfectly. It is certainly the most simple solution.
Good to know it was an acceptable solution and worked for you.
I'm sorry but
at the moment I don't have enough knowledge to write the
art wrote:
as in my case, I always do derive a non-model class from osg::Group and use
it as a base class of the non-model object. Deriving from Group gives you the
possibility to include the object somewhere in the scene graph if it is
required, so that the nodes to which it belongs can
Take a look in the submissions forum, there is a SphericalManipulator that may
do exactly what you want and some changes to TrackballManipulator that I
submitted.
Cheers,
Martin
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Hi, ALL
I spend my time and here is му test case for Dinamic Line Drawing
As I see , we dont need no setUseDisplayList(false), no dirtyBound()
It works fine.
Now i will search why it dont works in my application.
Test case in attach. run it and just press any key.
...
Thank you!
Cheers,
Hi Martin,
mgb_osg wrote:
Would visitors still apply to it as with any other node in the graph - I
don't see how that helps?
Of course they would, however nodes are not drawable things, nodes are there
just to organize the scene graph. I thought, you want to include something
No - I want the exact opposite!
I want things that are drawn in the scene (eg gridlines) but do not respond to
other scenegraph events so they can't be picked, saved, or be affected by
lighting/drawing changes.
Some of this I can do with stateattribute so that eg. a gridline is always
drawn
Hi Martin,
Some of this I can do with stateattribute so that eg. a gridline is always
drawn with no lighting but for things like picking the intersector visitor must
explicitly know to ignore a grid.
The point was to make a distinction between real model elements and
'decoration' elements -
Hi Keith,
I want to set up an initial view matrix that looks down the Z-axis, approaching
a 2D mode. I can currently do the effect I want but I have to use the mouse to
reposition the view. This is not that big a deal but would be some help in
manipulating the current view frustum. What is
Hi,
Sounds like you should look at osgSim::OverlayNode. I believe that
osgsimulation example shows how to use it.
Cheers,
Wojtek
From: zhu liangxiong
Sent: Thursday, May 14, 2009 8:41 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] View-dependent texture
Hi all,
I have a
Skylark wrote:
Hi Martin,
Why not just devote a bit in the nodemask for such elements? Then you
set the intersection visitor's traversal mask to ignore those elements.
const unsigned int NODEMASK_UNPICKABLE = 0x1000;// whatever
iv-setTraversalMask(~NODEMASK_UNPICKABLE);
That's
hi bryan, thank you for your reply.
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
Which documentation?
- sorry, i meant according to (doxygen) reference
Hi Everyone,
Is there a quick and easy way to populate a osg::Polytope with a
cameras view frustum?
I've tried stepping though osg::Viewer::frame(), but there's so much
code I've either
not stepped into the right function or just missed it and searching
the mail achieve just
brings up too many
Christian Sam wrote on Wednesday, May 13, 2009 3:19 PM:
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
Which documentation?
- sorry, i meant according to (doxygen) reference
Hello Lee,
What does it take to get display culling of objects based on NodeMask
values? I'm setting the NodeMask on nodes (Geodes) in the scenegraph
and calling view-getCamera()-setCullMask(value) but I'm not seeing any
change in the geometry displayed. Is there something I need to enable?
Hi Simon and Marciej --
On Windows, I can already do the following:
set OSG_NOTIFY_LEVEL=DEBUG
osgviewer cow.osg foo.txt
All of the notify output goes to the foo.txt text file.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
On Wed, May 13, 2009 at 11:25 PM, Wyatt Earp wyattbsearp1...@gmail.com wrote:
I am writing my own make files for my osg app... when I link to GL, or GLUT,
I use -lGL or -lGLUT... what is the equivalent for osg libraries? Would it
be something like -losgViewer for libosgViewer.so?
W.E.
I am writing my own make files for my osg app... when I link to GL, or GLUT,
I use -lGL or -lGLUT... what is the equivalent for osg libraries? Would it
be something like -losgViewer for libosgViewer.so?
W.E.
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Hi,
For reasons that aren't relevant I'm trying to merge multiple .obj files into
one. Each .obj file fairly small and includes the typical mtllib, usemtl
statements then is followed by the g group name then the list of vertices v
then a list of facets, f. All very normal, I can load and
Keith Steffen wrote:
Hi all,
I want to set up an initial view matrix that looks down the Z-axis,
approaching a 2D mode. I can currently do the effect I want but I have
to use the mouse to reposition the view. This is not that big a deal but
would be some help in manipulating the current view
Jean-Sébastien Guay wrote:
const unsigned int NODEMASK_UNPICKABLE = 0x1000;// whatever
iv-setTraversalMask(~NODEMASK_UNPICKABLE);
That's how we do it.
This is what I do too. I have a flag called INTANGIBLE and anything I don't
want hit
by picking (clouds, etc) is flagged that way.
J-S
Robert Youngren wrote:
This does, technically, work. However, in the final, merged, .obj file I've
lost what I specified for mtllib, usemtl and the group g names It
looks like all those have been auto generated? Am I missing something? I
know there is the ability for
zhu liangxiong wrote:
Hi all,
I have a shapefile which contains about 6000 polygons, And i have an ive
terrain file as well. how can i make those polygons to be 3D surfaces
close to the terrain?
And possibly look into osgGIS as well.
http://osggis.org
sincerely
zhu liangxiong
--
Chris
Skylark wrote:
Why not just devote a bit in the nodemask for such elements? Then you
set the intersection visitor's traversal mask to ignore those elements.
That's how we do it.
That seems to make most sense.
Thanks
Martin
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Jean-Sébastien Guay wrote:
Yes, that's one of the tested libraries in the FFTW benchmark:
http://www.fftw.org/speed/CoreDuo-3.0GHz-icc/
http://www.fftw.org/benchfft/ffts.html
See also:
http://cr.yp.to/djbfft.html
http://cr.yp.to/djbfft/bench-notes.html
Old, but at one time was faster than
It helps, it apparently finishes the task. Then I run osggis_mapper
and it dies noisily, droping a lot of hardware info:
[osgGIS] Loading map default
[osgGIS] Opened feature store at
source/boston-buildings-downtown-utm19n-meters.shp
Extent = (326354.28860, 4687724.18966 = 332731.03306,
[Resending because the copy I sent from GMail earlier hasn't shown up...
Apologies if it
does and dupes. ]
Paul Martz and I have discussed this this afternoon, and I think that
I'm pursuing a dead end with this technique, but I thought I'd throw
it out there in case anyone sees an easy hack
Hi,
Im creating a music application using osg, i wish to hide and show the mouse
pointer and set its position so when I click on a knob or volume level fader
the pointer disapears during the drag and reaperars in the same position as
before the drag.
Any ideas?
Im saving the mouse position
Paul wrote:
Hi,
Im creating a music application using osg, i wish to hide and show the mouse
pointer and set its position so when I click on a knob or volume level fader
the pointer disapears during the drag and reaperars in the same position as
before the drag.
Any ideas?
You don't
Hi,
Im creating a music application using osg, i wish to hide and show the mouse
pointer and set its position so when I click on a knob or volume level fader
the pointer disapears during the drag and reaperars in the same position as
before the drag.
Any ideas?
Im saving the mouse position
Im on windows but hope to do linux and mac too one day.
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Thanks for the info Skylark. I got it working today and made a blog post about
the process in extremely simplified terms:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/
I've added a link to this tutorial on the tutorial originally giving me
problems, so hopefully it will help
No clue. Can you run in debug and produce a stack trace?
Glenn Waldron : Pelican Mapping
2009/5/13 Alejandro Aguilar Sierra algsie...@gmail.com
It helps, it apparently finishes the task. Then I run osggis_mapper
and it dies noisily, droping a lot of hardware info:
[osgGIS] Loading map
I've created a new wiki page for Virtual Planet Builder troubleshooting, since
it seems to
be a common problem-spot:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/TroubleshootingTips
I've added the few things I can think of or that have burned me before. Please
stop by and
Hi Alejandro,
I just tried the latest osgGIS against OSG 2.8.0 on Linux and get segfaults
as well. I'm doing a debug build of OSG and osgGIS to hopefully track down
what is going on. Ill probably get to it sometime tommorow.
Thanks!
Jason
2009/5/13 Glenn Waldron gwald...@gmail.com
No clue.
Admittedly, I don't know exactly how you are setting up your window in
Java... but why not use Java to set the cursor?
That's what we did.
-Paul
Romain Charbit wrote:
Hi,
Thanks for the answer, that's what I was afraid of. But in fact, the graphic
context of the app that I'am working on is
Hi,
Using osgViewer, I wanted to setup projection matrix
and modelview matrix by using intrinsic and extrinsic
parameter of a camera (which is not osg camera, but
actual camera).
My problem is that I want to rotate and translate a model
by using a matrix form (+z-axis is inward screen, i.e.,
If you ever need a quick breather to clear your head... drink
pineapple juice. Something in it cuts through the crud but it doesn't
last long.
...sometimes it's just enough to keep one sane, though. :)
-Paul
Robert Osfield wrote:
HI All,
Thanks to all that have posted for the good will.
Hi all,
Does anyone depend on the OSG_ROOT, OSGDIR, and OSG_DIR environment and/or
registry session variables in the non-OSG related CMake find modules in
CMakeModules?
Are there any objections to removing these variables?
FindCOLLADA.cmake
FindFFmpeg.cmake
FindFLTK.cmake
etc.
If you have the
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