Hi Mike,
Thinking out loud, be real nice if the old wiki's page master template
could be modified (like put a notice in the header, or make the
background red, eg) to indicate its deprecated status.
Totally agree. I don't remember who has control over the web site and
wiki(s), but could he
Hello Kim,
A copy of .net 2008 landed on my desk today and I was thinking about
giving it a go. However, since I am working primarily with OSG I would
like to check if the two play nicely together..
Has anybody used it in conjunction with OSG, particularly building the
source with it.
Hi all,
Sorry for not replying to the testing thread, OSG was still building when I
left
work. There were no foreseeable problems though, so hopefully 2.3.4 should be
alright. And other people have been keeping an eye on you for VPB, so that
should be ok as well. If not we'll survive a few
Hello Roni,
I don't have an error message, and the image is not black, I just get
the same picture I would get without running shaders.
You say you don't get any error messages, but did you set
OSG_NOTIFY_LEVEL=DEBUG when running your app? Any GLSL compiler
warnings/errors will show up then.
Hello Andi,
I compiled and installed OpenSceneGraph on Linux successfully. Now I would
like to compile and install osgdem because I would like to load some
elevation data into osg.
I followed the steps which are described on
Hi Jeremy,
As a side note, I wonder if Robert could be convinced to remove these
messages:
cull_draw() 0x805a808
end cull_draw() 0x805a808
...from DEBUG or INFO level output, as I get about 6 zillion of them
every second, making setting the notify level pretty useless. Am I the
Hello Bryan,
You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO, so they
would then be left out of any but the most verbose output. I'll submit a
change to this effect.
Jeremy already submitted a change to remove the messages completely...
Since no change will be checked in
Hello Adrian,
after long time no using VP Builder i try do rebuild it on my dev
system. i get strange behaviour what can be wrong ?
Which version of VPB is this?
I have tested the latest SVN head on VC8 and it builds and runs OK. I
don't have a VC7 environment to test on, but I don't see why
Hello Adrian,
after testing and playing around with VS2007 i have not yet get a
running version. what can i do, no longer supported for VS2007? or
what can you propose?
I guess you mean VS 7 (7.0/7.1) as 2007 does not exist (7.0 = .NET, 7.1
= .NET 2003, 8.0 = .NET 2005, 9.0 = .NET 2008)
Hello Brede,
Sorry for the late reply. I wasn't able to find this information on
the new wiki.
http://www.openscenegraph.org/osgwiki/pmwiki.php/KnowledgeBase/OpenFlight
Here you are:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight
(straight copy-paste of
Hello,
I imagine this is pretty common, I'm just looking for a few hints of how
to optimize things.
Our apps need to display cables (and most of the time, a large number of
them). The cables themselves are controlled by a physical simulation
which gives us a set of transforms for the ends of
Hi Mike,
Thanks for the pointer about the GPU pipeline, I'll check it out.
So you're drawing 6x as many quads as necessary; that's seems a good
rationale to learn geometry shaders! :-) That and moving texcoord generation
off the CPU and into the vertex shader.
I'm pretty anxious to try
Hello Mike,
Thanks a lot, good questions and suggestions here.
- any ideas on exactly where you're bottlenecked?
As I said, if I set nodemask to 0 on the cables the draw time goes way
down. So I'm pretty sure the bottleneck is there (in other words, it's
not how I build the geometry,
Hello all,
I'm seeing something peculiar in one of our apps using OSG 2.2, and I
was wondering if someone else had seen something like this or would have
an idea what would cause it.
The app starts and seems sluggish. Pressing 's' once shows it's running
at around 15-20 FPS. But then, if I
Hello Anders,
I did something similar a while back.
http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi
Wow, very nice!
Also I did not spend that much time on the calculation of texture
coordinates, which is as far as I know a fairly hard problem.
We're pretty satisfied with
Hello Roni,
For example indexing an array like this:
arr[ind]
works fine for the vertex shader, but doesn't compile on the fragment
shader, saying that the index has to be constant, so that arr[ind] is
not
allowed, but arr[3] is ok.
However, since I'm using long arrays (70 elements), I
Bonjour Rémy,
Just a stupid question : if the bottleneck is the update of the hose,
what would you think about using VBOs ?
Well, on a hunch yesterday before leaving I did something that actually
improved things quite a bit: Before, when I wanted to switch off display
lists, I would use
Hello Syeb and Bob,
You'll need to build the Coin3D library and rebuild osg. The result will
be able to display simple vrml files, not all functionality is supported.
Another solution is to use the OpenVRML2 reader. For Windows see
Hello Franz,
To reproduce start the osgkeyboard example, press a few modifier
keys (let's say Ctrl and Shift) and while keeping them pressed
switch the desktop (e.g. on KDE) or minimize the window. Release
the modifier keys. Now, when you switch back or open the minimized
window, you'll see
Hello Sebastian,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections
Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project which
uses LineSegmentIntersector pretty heavily (not-quite-realtime
raytracing :-) ) so that will
Hello Aurora,
how can I produce a file .exe, that can also be performed on a computer
on which osg is not installed?
is this possible?
Yes it is possible, it's just a matter of including the right DLLs with
your executable. The Dependency Walker tool
(http://www.dependencywalker.com/) can
Hi Andy,
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it is worth it to
keep a Vec3d in the class (marking whether it is valid), or keeping double
versions of _s and _e.
In general terms, my program
Hello Sebastian,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
http://www.ompf.org :-)
Don't take it personally, I didn't mean
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I just meant that
if you're doing things that
Hello Sebastian,
Indeed ... I once spent half a day figuring out that the texture matrix
wasn't applied ;-)
Hehe, that happens to all of us!
Me culpa! ... it was the uniform name. I accidentally added them
somewhere else with the PROTECTED-flag.
That has also happened to me more
Hello Andy,
I've submitted a change to the submission list. Please take a look and tell
me if and how much it affects timing.
Great, I'll try and check it out tonight and get back to you.
J-S
--
__
Jean-Sebastien Guay[EMAIL
Hi Paul,
Probably a more interesting question is how to render the transparent sphere
so that the back half is rendered first and the front half is rendered
second, for proper blending.
Best way to do that is to multi-parent the sphere to two Geodes. In one
Geode cull front faces, and in
Hello Thibault,
I have tried to comment out the 2nd line, and the program exits correctly.
Great! Excellent! Thanks for getting to the bottom of this!
It will be great to finally be free of this, as it would pop up each
time I would try a test program in the debugger and displayed the
Hi Paul,
Thanks for the lookAt background, very useful.
Yep, read the code. Look for something like getCenter in
MatrixManipulator, that would be a good start.
I'm already going down that road. Trouble is MatrixManipulator doesn't
have getCenter(). TrackballManipulator does, and using
Hello,
A quick question about the camera view matrix.
I have a viewer which is close to the default osgviewer, with the
default camera manipulator. I can see that at startup, the camera is at,
say, (0,-40,0) (looking down the positive Y axis, with the +Z up
convention). I can also see that I
Hello Thibault,
I am using VS 2008 and Mike's DLL compiled for 7.1. I have had no
problem so far, so I guess the problem is inside the OSG, and not
exactly related to FreeType.
First of all, if you're using VS 2008 you really should use the 8.0
precompiled binaries at a minimum, and I
Hello Ahmed,
I need to draw a sphere inside a Transparent one.
Can anyone tell me how to set the material and color of the Transparent one.
If you're using ShapeDrawables for your spheres, you can do it like this:
// Sphere of radius 1, red and semi-transparent.
Hello Wang Rui,
Codes from 14.1 Shaders Introduction to 18.1 Node Mask Demo(7 files)
and all the texts are modified by me. Some of the chapters have
been completely rewrote, e.g 12. Two cameras.
I will be very glad to help update the English versions. Should I send a
tarball to someone?
Hello Pedro,
I am making an application and I would like to play MP3 sounds. Do you
know how can it be done? Thanks in advance.
Please start a new thread by starting a new message addressed to
osg-users@lists.openscenegraph.org instead of replying to another
message next time. It makes
Hello Ahmed,
What is better for performance (and/or) memory?
1- Share a sphere geometry between more than one node after transform and
scale.
Or build a new sphere with the correct size and place.
In general it is preferable to share geometry and use transforms if the
objects are
Hello Wang Rui,
I want to first say good work to all involved in this Chinese mirror of
the OSG site, I had a look though I cannot read it, it looks like a
faithful transition. Great work Yang Shixing and the osgChina team!
The NPS tutorials in Support/Tutorials have all been modified and
Hello Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Sorry, I was out of town finally this weekend. I will try it out tonight.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hello again,
I finally looked into this, and it seems that commenting out the lines
that set the input range in CompositeViewer.cpp fixes the issue. I don't
know why that would cause a problem. While debugging, it always entered
the branch of the if() that set it according to the traits, but
Hello René,
If it is possible to use Visual Studio Express Edition and command line
build, let me know, as far as I know the command line files are not in the
express edition.
It is definitely possible, that's what I use at home. They just renamed
devenv.exe to vcexpress.exe, but the
Hello Roni,
I recently changed my application from using Viewer to CompositeViewer with
one view (currently...).
Everything seems to work as before, except for picking.
I think you may have stumbled onto the same problem I mentioned on the list last
Friday:
Hello,
If I use the osgViewer::View::setUpViewOnSingleScreen() method, the view
is on the single screen but the other one is black. I would have
expected that if there is nothing specifically set to occupy the second
screen, my application would not occupy it so I would see (for example)
my
Hello Sebastian,
I'm quite confused regarding the osgShadow implementation.
My scene and my light-positions are static. My idea was to capture the
shadow-map only once
and apply it consecutively in all frames. I'm a bit lost where to start.
Neither update nor cull seems to be the right
Hello Raphael,
Welcome! Hope you enjoy your time working with OSG, and the community
around it!
- OpenGL selection buffer seems not recommended as a way of picking in
OSG, explicit primitive intersections are used instead. Could someone
please comment on this (why...)?
I'll let others
Hello Wojtek,
I have spent couple months banging my head against the wall, implementing
perspective shadow mapping algortihms and that is the only rason I know how
osgShadow::ShadowMap works ;-).
Hehehe, I suspect I am on the same road, so only a few months to go if
your assessment is
Hello Wojtek,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull on ShadowMap level - it won't draw the scene as well. The
trick is to block only the portion that culls ShadowCasting graph.
Bonjour René,
I am using commandline build system nmake on windows,
since the OSG_MSVC_VERSIONED_DLL hack this does not work anymore,
because there are hard-coded paths to move the dll's, but nmake has different
locations for the files.
I don't quite see why versioned DLLs would be a
Hello Wojtek,
then I compute intersection of this convex scene hull with main camera
frustum and coarse light (shadow) camera frustum. This produces my
minimal scene bound polytope which I then use to further narrow shadow
camera projection.
This is the part I'm having trouble with. I
Hi Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
I did some tests last night. Full results below. The executive summary
is this:
For 2,244,800 samples (individual ray tests),
Floats: 113.121566 seconds (original)
Doubles: 113.954178
Hello,
Hello all :
Somebody found that He(at Singapore) cann't visit www.osgChina.org
(located HangZhou China.
I don't know this site can be visited normally or not at other
country. Thanks All.
Yang ShiXing
very slow but it works from europe
Seems to work from Canada as well.
Hello Wojtek,
Actually most of the time was spent
on algorithms finding minimal shadowed scene bounds under OSG. It was a key
to good shadow mapping results.
Well, that's what I'm working on right now too! If you are planning on
contributing this sometime, would it be possible for you to
Hello Wojtek,
And thats it. Thank you Robert !
Thank you Wojtek, I'll check that out! I'm really very grateful to you
for contributing this. I've been banging my head on this and we're still
on OSG 2.2 here so I didn't think of going to see in the new additions
if there was something that
Hello André,
There might be a way to avoid this by using a separate thread for message
dispatching in the GraphicsWindowWin32 class, but that remains to be
explored.
And in fact, I imagine that's what video players like Windows Media
Player do, since you can move the window while video is
Hello Frans,
m_osg_shape = new osg::ShapeDrawable( new osg::Box(
osg::Vec3f( 0, 0, -0.005f ), 29.7f, 21.0f, 0.01f ) );
osg::Image* image = osgDB::readImageFile( gras.jpg );
osg::Texture2D* tex2d = new osg::Texture2D( image );
tex2d-setWrap(
Hello Carlo,
1 - osgText (osgfreetype plugin): The plugin doesn't free memory
correctly, I think there are a massively memory leak.
There is a submission in the queue for a crash on exit related to the
freetype plugin. It's not a memory leak, it's a use of a pointer after
it's been freed.
Hi Robert, welcome back!
You'll be seeing a scattering of emails from me today as I slowly make
my way through my email backlog. I'm a bit jet lagged am not fully
functioning so if I write more nonsense than I usually do then put it
down to 5 hour shift in time of day...
Please don't
Hello Samuele,
i am newbie for OSG; my initial goal is write a program
to load point could file and pick a point.
I tried to use the example osgpick with .3dc file format.
The program osgpick reads the file and displays the point cloud
but does not select any point.
In addition to what
Hello Robert et al,
I have a very specific application in which I need to wrap the
SwapBuffers call with two other function calls. So for example, in
GraphicsWindowWin32:
void GraphicsWindowWin32::swapBuffersImplementation()
{
if (!_realized) return;
// function call 1 here
if
Hello Robert et al,
Wojtek and I have been discussing on and off list about making shadow
mapping view-dependent. Wojtek says he has a few implementations but it
is not possible for him to release them at the moment. On my side, I
also have something working pretty well (thanks Wojtek!) but I
Hello Wojtek,
We noticed another issue. When statistics bars are on - framerate slowly
degrades. This happens with osgviewer dumptruck.osg for example. When stats
are on draw time slowly grows and framerate starts to decrease.
I've seen that, but only when compiled in debug mode... Check to
Hello Robert,
Which platforms have you seen this problem on?
Windows XP/Vista.
What happens when you setUpViewInWindow(...)?
It's in a window :-)
I've found a workaround, which is to use setUpViewInWindow(), and once
it's done, turn off window decorations. I have to adjust the (x,y) and
Hello Romain,
I use the Scribe effect all the time (both at work and in my Masters
project) and I've never seen that particular issue.
But do you add the scribe effect in real time ?
Yes. Just be sure to do it in the update thread and make sure you don't
do it while traversing (to not
Hi Robert,
I don't think it should be a case of shrugging ones shoulders and
excepting that Windows doesn't work properly and documenting this.
osgViewer should behave the same on all platforms as far as we can
possibly make it.
I'm not saying Windows does not work properly, just it does
Hello Judd,
I can confirm that when we run on two monitors and the stats are up that
the framerate slowly degrades in OSG 2.2 binaries from the website. It
went from 60fps to 8fps in about 2 minutes. We are running WinXP with a
GeForce 8600 GTS.
What would be interesting would be to try
Hi again,
Am I missing anything? As I said, the prints are in the console, but the
screen stays black.
After further investigation, pressing 's' to display the stats displays
them, but they don't get cleared so they just draw overtop the old
image. Seems some clearing is not happening, in
Hi Robert, Windows gurus,
Simply assign your custom GraphicsWindow implementation to the
viewer's osg::Camera's directly, rather than rely upon
View::setUpView*() methods.
I've gotten this to work partially. My method is getting called, but I
get only black onscreen. My overridden
Hello André,
Looks like the constructor of the base class (GraphicsWindowWin32) is not
being called by your derived class (_realized is false).
Here is my whole class (no joke!):
class MyGraphicsWindowWin32 : public osgViewer::GraphicsWindowWin32
{
public:
MyGraphicsWindowWin32
Hello André,
This looks fine. Try setting a breakpoint in
GraphicsWindowWin32::swapBuffersImplementation() to see in what state the
object is. Either _realized is false or the handle to the device context is
invalid (and this is not trapped by the ::SwapBuffers call as an error).
I'll try
Hello Per,
I too need to show images. Since osg is (and should be) 3d-based, the
way to do is seemed to be to display a rectange Geometry infront of an
orthographic camera, and set the rectangle texture to be the image.
To that end, there is a utility function in the Geometry header.
Hello Guy,
How could it be a driver bug if it's debug/release issue?!?
Don't both versions use the same driver?
Not sure we're talking about the same issue here. Re-read my message: I
said if you're in release mode, then it might be a driver bug. The
premise is that you should never do any
Hello Guy,
This method also creates geometry, I think those guys are trying to
avoid geometry creation.
I think the class osg::DrawPixels can do the trick, but I never tried
it.
It's a tradeoff. You can create geometry (ooh, one whole quad!) and then
set it to absolute reference frame or
Hi Robert,
Quick question about screen arrangement. As I understand it,
WindowingSystemInterface currently has no way of reporting the
arrangement of the screens (physically), so there is no real way to
support, for example, a single view spread over 4 screens arranged in a
2x2 square. Is
Hi Robert,
The defaults settings in osgViewer can't cope with novel display
arrangements, and this is well beyond the scope of
WindowSystemInterface as once you start going beyond nx1 displays
things can very rapidly get very complicated.
Nothing novel in this case, just trying to get
Hi Robert,
Trust in configuration files, they are very powerful for this type of
stuff. For instance you can have it work on one screen of your four
using one file, then another configuration file can set up all four.
etc. etc.
Well we already have config files for the views (similar to
Hi Wojtek,
When rendering shadow map LODs
are drawn based on distance computed from shadow camera. But this is
plain wrong: LODs should be always selected based on distance from main
camera.
Oh, nice problem there... It's probably just an oversight, and the fact
that osgShadow tries to
Hello John,
Can anyone help me out with this?
Robert answered some time ago, the osgviewer application itself is not
designed to do this, but it can be done programmatically. So if you're
not willing to roll up your sleeves or get someone to do it for you, it
looks like you're out of luck.
Hi Robert, all,
... but I just thought if the OS/driver can give us the info for the
physical screen setup we could avoid having that in the config file too.
I just looked at src/osgViewer/GraphicsWindowWin32.cpp and noticed that
the Win32WindowingSystem (subclass of
Hi Robert,
In other words, for 2 side-by-side screens, it will return
screen 1 = 0, 0, 1280, 1024
screen 2 = 1280, 0, 1280, 1024
and for 2 screens one above the other, it will return
screen 1 = 0, 0, 1280, 1024
screen 2 = 0, 1024, 1280, 1024
Have you tested and confirmed that
Hi Paul,
Second, and more worrisome, the TrackballManipulator appears to be
ignored with the -1 argument. In other words:
1) Run osgcompositeviewer -1 cow.osg on a dual-screen Windows system.
2) Two fullscreen windows open, displaying fountain.osg.
3) Use left or right mouse motion in
Hi Robert,
There is a bug and bug fix relating to picking and CompositeViewer,
but I haven't yet had the time to investigate if this bug or review
the bug fix. There is chance its related to the above.
It is. :-)
J-S
--
__
Jean-Sebastien
Hi Robert,
I haven't reviewed it yet. I did mostly clear my backlog on my
return, but since then have had to get on with other tasks, and the
backlog has grown back again... W.r.t merging submissions it tends to
be first submitted gets reviewed first unless the submission itself
requires
Hello Benjamin,
we want to use OpenSceneGraph for a parallel rendering system. The scene
graph
should be located on a central computer which gets the user input, modifies
the scene graph (with draggers) and displays the rendered image. The
rendering should be done on other computers. We
Hi Robert,
OSG 2.3.4
UpdateVisitor
#91
osg::NodeCallback* callback = geode.getUpdateCallback();
if (callback) (*callback)(geode,this);
// Call the app callbacks on the drawables.
for(unsigned int i=0;igeode.getNumDrawables();++i)
Hello Franz,
AFAIK the first is right and the second is wrong. I don't know how
the C: is handled (as a dir or as a prefix to the first dir name),
but apart from that the syntax is supposed to look like this:
file://hostname/C:data/blah ... whereby a localhost can be left away:
Hi Franz,
try Firefox :-)
I do, daily :-) as you saw further down in my message.
Sorry about this whole thread, I guess I was remembering my conversation
with Jan wrong. Gino, could you add a comment saying that the URI needs
to comply to RFC2396 along with your change?
Thanks,
J-S
--
Hello,
I was wondering if there were any known problems related to using
osgShadow::ShadowMap and changing the threading mode.
In the osgshadow example (SVN), if I change the threading mode (I added
a threading handler to it) my graphics driver crashes.
In our own software based on OSG 2.2
Hi all,
So since no one has replied, I gather no one else has had any problems
changing the threading mode when shadows are enabled (for example, in
the osgshadow example)?
J-S
Hello,
I was wondering if there were any known problems related to using
osgShadow::ShadowMap and changing
Hello Raymond,
Do you have an example which I can try. Then I can give it a try here,
on a couple of machines.
You can just add
viewer.addEventHandler( new osgViewer::ThreadingHandler() );
to the osgshadow example (around where the other handlers are added) and
comment this line:
Hello Alberto,
Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP
x86_64):
Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
Threading model 'SingleThreaded' selected.
Threading model 'CullDrawThreadPerContext' selected.
Threading model
Hi Bryan,
So I'm playing with the example osg apps, but I don't seem to have an Images
folder, which many of the examples assume I do.
Did I miss something with the download?
Did you download the OpenSceneGraph-Data distribution?
Hello,
I am looking for more elegant way of doing this. My Display HUD is
directly under the root (just as in the example). Is there a way I can
turn off its visibility or make it non-renderable?
You were asking about node masks and picking a few days ago, right? You
can use node masks for
Hi Bryan,
Warning: Could not find plugin to read objects from file Images/lz.rgb
Do you have the OSG binaries on your PATH? Where you installed, you
should have a osgPlugins-(version) subdirectory. In there you should
have an osgdb_rgb.dll file, which is the plugin it's looking for. Note
Hi Adrian,
i have retested osgShadow and get some really strange behaviour. event
PSSM doesn't work on my ATI x1600 based pc. was there changes and did we
really test all options of osgshadow / implementation, or do
i only have such a problem
I remarked a while ago that osgshadow --pssm
Hi Wojtek,
I was on vactions. But if you are still interested I did the test you
wanted.
Of course I am interested. :-) Thanks for testing. Seems like the more
recent nVidia drivers give problems when switching threading modes, and
older ones are OK. Unfortunately I am on Vista so using old
Hello,
could someone please tell me how to create the collada db so osgconv can
load collada files? i can't find any documentation on this.
I assume you're on Windows.
From this page on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
Hi Maciej,
Yes but its fetched from vpb namespace - TaskManager.cpp line 32 :).
Hmmm, but I'm getting a link error:
(when building vpb.lib)
2TaskManager.obj : error LNK2019: unresolved external symbol char *
__cdecl vpb::_getcwd(char *,int) ([EMAIL PROTECTED]@@[EMAIL PROTECTED])
referenced
Hi Norman,
AFAIK all MSoft compilers support
char *_getcwd( char *buffer, int maxlen );
int _chdir( const char *dirname );
Read the rest of the thread, that's not the issue. The issue is that
another header somewhere has
#define getcwd _getcwd
which in turn changes even vpb::getcwd() to
Hi Wojtek,
I believe that setting threading model to SingleThreaded was not deliberate
but was done as a default. Consecutive lines of code check arguments and
switch to other Threading modes accordingly.
Well, it sets the threading model to SingleThreaded and does not add a
Hello Robert,
The secondary role of OSG examples is also to act as a unit test, here
adding extra viewer functionality can help with testing, but this is
something we should only add if there is a real need for this extra
functionality, and done on a case by case decision.
I can see your
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