you are saying, but I don't have time to
understand and create a custom node right now.
We are not using Shaders, the number of tags is very dynamic, however is
less than 100.
Thank you very much,
Catalin
On Thu, 13 Feb 2020 at 10:04, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org&
./../inputs/Rectangle.osg");
>> // define simple transformation matrix// apply simple trnasformation matrix
>>
>> osgDB::writeNodeFile(*rectangle, "../../outputs/saved.osg");
>>
>> Any hint?
>>
>> --
>> You received this message because y
That's pretty old. What are you struggling with trying to compile it
yourself?
On Thu, Feb 13, 2020 at 8:05 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi all
>
> I need to use OSG 3.0.1 in order to be compatible with some legacy app.
> I ca
be
downloaded?
Thanks
Regards
Luca
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That's pretty old. What are you struggling with trying to compile it
yourself?
On Thu, Feb 13, 2020 at 8:05 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi all
>
> I need to use OSG 3.0.1 in order to be compatible with some legacy app.
> I ca
ruggling to compile it on my own with Visual Studio.
>>
>> Does anyone has such binaries to share, or can point where they can be
>> downloaded?
>>
>> Thanks
>> Regards
>>
>> Luca
>>
>> --
>> You received this message because you are
Hi Luca,
Building an old version of OSG with a relatively new compiler will provoke
these errors. Can’t you build with an older compiler toolset?
Cheers
Sebastian
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent: Donnerstag, 13. Februar 2020 17:38
To: osg-us
Hi,
I have an issue, might not be related to osg::Billboard it self.
At every frame, I delete all the drawables for a osg::Billboard:
tags->removeDrawables(0, size);
and I add them again, possible with different values for position:
tags->addDrawable(osg::Geometry, osg::Vec3(pos.x, pos.y,
rendering your main scene graph.
Robert.
On Sun, 23 Feb 2020 at 14:14, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Robert,
>
> I have an application with several complex shaders. According to the
> profiler some of them take a while to link (glLinkPro
ideas of course.
Glenn Waldron / osgEarth
On Thu, Feb 20, 2020 at 10:31 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Glenn,
>
> On Wed, 19 Feb 2020 at 17:56, OpenSceneGraph Users <
> osg-users@lists.openscenegraph.org> wrote:
>
>> I w
into one drawable would be
much more efficient. osgUtil::Optimizer does not seem to do this for me, or
am I missing something?
Andrew
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> --
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> "OpenSceneGraph Users" group.
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> email to osg-users+unsubscr...@googlegroups.com.
> To view this discussion on the web
compiling/collecting the geometry into one drawable would be
> much more efficient. osgUtil::Optimizer does not seem to do this for me, or
> am I missing something?
>
> Andrew
>
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.
Like, sometimes the question is "how do I make my axe cut faster" but the
real answer is "here, use a chainsaw instead".
On Mon, Mar 2, 2020 at 4:48 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
>
> I found a reasonably good generic solution
.
Like, sometimes the question is "how do I make my axe cut faster" but the
real answer is "here, use a chainsaw instead".
On Mon, Mar 2, 2020 at 4:48 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
>
> I found a reasonably good generic solution
r(new
> osgViewer::ScreenCaptureHandler);
>
> osg::ref_ptr loadedModel = osgDB::readRefNodeFile("cow.osg");
> if(!loadedModel) {
> std::cout << "No data loaded" << std::endl;
> }
>
> osgUtil::Optimizer optimizer;
>
gViewer::ScreenCaptureHandler);
>>
>> osg::ref_ptr loadedModel = osgDB::readRefNodeFile("cow.osg");
>> if(!loadedModel) {
>> std::cout << "No data loaded" << std::endl;
>> }
>>
>> osgUtil::Optimizer opti
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that culling is maximized.
Cheers,
Robert.
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To view this
hild is fairly simple osg::Geom geometry. Clearly, this is
>> inefficient and draws slowly.
>> So obviously, compiling/collecting the geometry into one drawable would
>> be much more efficient. osgUtil::Optimizer does not seem to do this for me,
>> or am I missing so
egraph/OpenSceneGraph/pull/907
These changes fix my Windows VC builds but I'm no expert in CMake or the
requirements of all the different builds so I suggest that this is reviewed
by experienced OSG builders.
Cheers,
Stuart
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n a start investigating the issue.
Cheers.
Robert.
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; HI All,
>
> Still waiting on feedback on how well 3.6.5-rc2 is working OK. I'm ready
> to tag 3.6.5 at my end as there are no Issue reported yet that I can look
> into resolving.
>
> If there are no Issue's raised by Monday I'll go ahead and tag 3.6.5
> stab
n linked above that we can
>move forward with that again if you've got more time now.
>
>
If this is the one that the attached example recreates then I will be
looking into this today.
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I have been testing with trunk and have only come across one problem so
far (this might not be a new issue).
I have a simple viewer set up with two nodes. The first is loaded from
an osgb. Internally it sets the glBlendFunci(0, GL_MAX) via
osg::BlendFunci.
The second node also sets
fa
Shadow byte legend (one shadow byte represents 8 application bytes):
Addressable: 00
Partially addressable: 01 02 03 04 05 06 07
Heap left redzone: fa
Freed heap region: fd
Stack left redzone: f1
Stack mid redzone: f2
Stack right redzone: f3
crash.
>
> If it's possible to recreate the crash with an standard OSG example, or a
> small modification of one, then this would be really helpful for me to jump
> in a start investigating the issue.
>
> Cheers.
> Robert.
>
>
>
>
>
>
>
>
>
Hi Fabian,
> My build is using static osg, static osg-plugins and link time
> optimization.
> I created an address sanitizer enabled build.
> It exhibits a heap-use-after-free.
> I will try to further investigate this week.
>
> =
>
Hi Chris,
On Mon, 27 Jan 2020 at 23:51, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> As I've mentioned in the past, I'm an OpenMW (note the single M)
> developer. It was actually me who reported the issues with the default
> font, and only a subset were reso
do. Hopefully enough has been linked above that we can
move forward with that again if you've got more time now.
- Without knowing what source code Fabian has built, I can't reproduce
or identify the issue he's seeing.
Cheers,
Chris
On Tuesday, 28 January 2020 11:51:31 UTC, Op
On Tuesday, January 28, 2020 at 10:11:49 AM UTC+1, OpenSceneGraph Users
wrote:
>
> Hi Fabian,
>
>
>> My build is using static osg, static osg-plugins and link time
>> optimization.
>> I created an address sanitizer enabled build.
>> It exhibits a heap-use-
than twenty hours. If you're not keen, £4 is a reasonable investment for me
to make to increase cooperation between our projects, but it would help if
you got back to me quickly.
Thanks,
Chris
On Wednesday, 29 January 2020 14:46:02 UTC, OpenSceneGraph Users wrote:
>
> Hi Chris,
>
was previously using OpenSceneGraph version 3.6.2,
osgText::Text creation never crashed.
Regards,
Anna
On Wed, Jan 29, 2020 at 5:15 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Robert,
>
> I'm reasonably sure that Fabian's crash isn't the same issue as that
&g
Hi Anna,
On Wed, 29 Jan 2020 at 22:38, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> In relation to the DefaultFont crash issue, I noticed that my code would
> occasionally crash on creation of osgText::Text.
> Most of my osgText::Text is not created on
and
destructors in orders they've never been in before and that's what's
causing the problem.
Hopefully this will point the investigation in the right direction.
Cheers,
Chris
On Wednesday, 29 January 2020 22:38:08 UTC, OpenSceneGraph Users wrote:
>
> Hi Robert,
>
> In relation to the
::assignGlyphToGlyphTexture() modifies some structures without Mutex
protection. Just something to check.
Glenn Waldron / osgEarth
On Thu, Jan 30, 2020 at 4:36 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Anna,
>
> On Wed, 29 Jan 2020 at 22:38, OpenSceneGraph User
Hi Rob,
Have you tried the 3.6 branch? Is the issue a regression?
Could you provide a test model and screenshot of the results your are
getting vs expecting if possible.
Cheers,
Robert.
On Wed, 29 Jan 2020 at 19:41, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
>
Groups
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What have you tried so far? What are your results?
Cheers,
Robert.
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the geometry and not use any MatrixTransforms.
Thx
Andrew
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Hi Andrew,
On Thu, 6 Feb 2020 at 18:11, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> This is an old issue that appears to still be in 3.6.3
> It appears that if any geometry is under a MatrixTransform node then
> osg::LineSegmentIntersector fails to int
g-users-boun...@lists.openscenegraph.org] On Behalf
Of OpenSceneGraph Users
Sent: February 5, 2020 2:12 PM
To: OpenSceneGraph Users
Subject: [osg-users] Rendering dynamic occupancy grid
*** This e-mail originated from the public Internet and its authenticity cannot
be confirmed. Please exercise caution w
was...
Cheers,
Chris
On Thursday, 30 January 2020 16:30:05 UTC, Robert Osfield wrote:
>
> Hi Chris et. al,
>
> On Thursday, 30 January 2020 14:39:08 UTC, OpenSceneGraph Users wrote:
>>
>> I slowly closing in on the cause of the Font issue, currently it looks
>> lik
tion...
>
> I will hold the 3.6.5 release back till we have some conclusion on this
> issue, in case we need to make changes to the core OSG.
>
> Cheers,
> Robert.
>
Hi Robert,
Thank you for the help.
Manually clearing the registry fixed my crash on exit.
I will continue testin
code,
or have different environment settings (OSG_OPTIMIZER=OFF maybe?).
I know very little about Qt and cannot reproduce your problem, I can do
little more than provide hints for you to search on.
Laurens.
On Thu, Jan 30, 2020 at 5:07 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.
On Fri, 31 Jan 2020 at 12:21, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I'm creating a lunar map. I started with a small base image. Great.
> Now I want to extend the base image with surround imagery.
> I can't seem to craft the right Google query
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t anything dirty
- you don't need a state set / matrix at all (in my case, because all is
in global coordinates)
Maybe if someone like me stumbles across this thread, this Info helps
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Hi Anna & Glenm,
On Thu, 30 Jan 2020 at 13:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I too have seen thread-related issues when creating Text from multiple
> threads. I was never able to find the time to debug it to conclusion; but I
> suspect
.
Let me know if any questions or problems arise or if you would like to see
additional build types and/or plugins added in the future.
Enjoy,
Stuart
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neGraph-3.6_GLQUADS[*]
ParticleSystem: Use GL_TRIANGLES instead if GL_QUADS when GL{1,2}…
Fri, 26 Jul 2019 21:14:45 +0300
Author : Konstantin S. Matveyev
[*] ParticleSystem: Use GL_TRIANGLES instead if GL_QUADS when GL{1,2} or
GLES1 are unavailable
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.
There is also a pre-existing oddity in the sdl examples cmake, where
SDLMAIN_LIBRARY is not found. Shouldn't this be requiring SDL_LIBRARY
instead?
Thanks,
Rob
On Thursday, January 30, 2020 at 12:09:39 AM UTC-8, OpenSceneGraph Users
wrote:
>
> Hi Rob,
>
> Have you tried the 3.6 branch?
ot seem to exhibit the same behavior.
>
> I'll keep trying to debug. When is applyGlobalDefaultAttribute supposed
> to be called? What sets these defaults?
>
>
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To u
Hi Chris,
I guess you want the scene to accept the IntersectionVisitor, not the
camera.
Laurens.
On Sat, Feb 1, 2020 at 1:18 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I have a scene built with a few objects loaded, the most pertinent one
> being a large p
Hi Chris et. al,
On Thursday, 30 January 2020 14:39:08 UTC, OpenSceneGraph Users wrote:
>
> I slowly closing in on the cause of the Font issue, currently it looks
> like the removeView() is behaving differently form the CompositeViewer
> destructor and not handling clean up
at 5:40:51 PM UTC+1, OpenSceneGraph Users
wrote:
>
> Maybe you can try to write out the Node to .osgt just after you read it,
> and compare the result between the working and non working version.
> Also to try: write out the options string; maybe other options have
> changed as wel
Hi Robert,
Compiling and a few simple runs worked fine, using
windows 10 Enterprise 1909 18363,592
Visual Studio 15.9.19
CMake 3.15.5
Regards, Laurens.
On Thu, Jan 30, 2020 at 5:30 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Chris et. al,
>
> On Thurs
from DeadParrot/OpenSceneGraph-3.6FBX plugin
updates / PREFIX-NOTFOUND work-around
Sun, 26 Jan 2020 14:28:56 -0500
Author : Stuart Mentzer
FBX plugin updates / PREFIX-NOTFOUND work-around
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iously wrong, but in case I got the above line incorrect, I
> wanted to post my failed results here for further comment.
>
>
> On Monday, February 3, 2020 at 3:06:33 AM UTC-5, OpenSceneGraph Users
> wrote:
>>
>> Hi Chris,
>> I guess you want the scene to ac
ode
is the same as before. I'm going to search to see if I'm doing something
obviously wrong, but in case I got the above line incorrect, I wanted to
post my failed results here for further comment.
On Monday, February 3, 2020 at 3:06:33 AM UTC-5, OpenSceneGraph Users wrote:
>
> Hi Chris,
>
Thanks Stuart, I'm sure it'll be helpful to lots of users.
On Sun, 2 Feb 2020 at 02:41, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello OSG Community,
>
> OpenSceneGraph 3.6.5 Windows binaries are now up at the Objexx Engineering
> OSG page at:
&g
ill adequate for performance.
Regards,
Hannes
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ect, so potentially you'd be able to use the RTX functionality in
Vulkan/VSG and then use the results in your OpenGL/OSG application.
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, or if there is existing
code to do this.
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Hi Fabian & Chris,
I was curious about the clean up of the global getGlobalReferencedMutex()
so I added some debug messages to OpenThreads and to relevant calls in the
OSG to track the creation and clean up of mutexes. I tried an alternative
means of static initialization of the static
Roth wrote:
>
>
>
> On Tuesday, January 28, 2020 at 10:11:49 AM UTC+1, OpenSceneGraph Users
> wrote:
>>
>> Hi Fabian,
>>
>>
>>> My build is using static osg, static osg-plugins and link time
>>> optimization.
>>> I created an addr
without unofficial changes yet. Can you get back to us with a specific
> answer?
>
> Cheers,
>
> Chris
>
> On Tuesday, 28 January 2020 23:13:47 UTC, Fabian Roth wrote:
>>
>>
>>
>> On Tuesday, January 28, 2020 at 10:11:49 AM UTC+1, OpenSceneGraph Use
or texture filter that could amiss.
Robert.
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ory so can't recall
the circumstances of that addition...
I will hold the 3.6.5 release back till we have some conclusion on this
issue, in case we need to make changes to the core OSG.
Cheers,
Robert.
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ursday, January 30, 2020 at 5:40:51 PM UTC+1, OpenSceneGraph Users
> wrote:
>>
>> Maybe you can try to write out the Node to .osgt just after you read it,
>> and compare the result between the working and non working version.
>> Also to try: write out the options s
Hi laurens,
I've tried osgDB::Options("noTriStripPolygons")
and now I can see
VertexCacheVisitor searching all triangles
but nothing is rendered.
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hat. I believe
that the problem is coupled only with QOpenGLWidget and
osgViewer::GraphicsWindowEmbedded to load OBJ file(only) on linux (ubuntu
19.10, xubunu 18.10).
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Hi Laurens,
thanks for the reply, I've noticed that also, that mean the Qt creator
along with is triggering something (OpenGL related maybe) that in turns
triggers this option switch in both cases.
On Thursday, January 30, 2020 at 3:49:22 PM UTC+1, OpenSceneGraph Users
wrote:
>
> Hi M
checked in this afternoon.
This fix might remove the issue with the static initialization by cleaning
up Font GL objects before the viewers are entirely destroyed and prior to
static clean up.
On Wed, 29 Jan 2020 at 22:21, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
Hi Mohamed,
there seems to be a difference in options between "works.txt" and
"doesntwork.txt",
doesntwork seems to run with "noTriStripPolygons" option, NOT generating a
message "VertexCacheVisitor searching all triangles"
Laurens.
On Thu, Jan 30, 20
guess is that I'm missunderstanding how the visitor works. Perhaps the
accept() function is not what I should be using to execute the intersector?
~ Chris
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our animations take?
>
>
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To view this discussio
For some reason, when I scroll the wheel, the frame function
> doesn't update the view. If I click on the view after scrolling, it gets
> updated with the zoom operation applied. Am I missing something?
>
> Thank you,
> Scott
>
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it a look and see if you might be able to use it.
Jason
On Mon, Feb 17, 2020, 2:46 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Robert,
>
> The animations are reading live data and rendering them - so it's not a
> simple format, but can be repres
f any open sourced GLTF importers or exporters for the OSG.
>>
>> What form do your animations take?
>>
>>
>
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Does osgShadow supports multiple lights?
Greetings,
Catalin
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doing bechmarking mark sure you are using a release build of the
> OSG and your application as this can make a huge difference.
>
> Cheers,
> Robert.
>
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To uns
for the rendering, however, this isn't the general
case, intersections can potentially can happen for any direction, or any
one of multiple views.
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Hi Glenn,
On Wed, 19 Feb 2020 at 17:56, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I was looking in the glProgramBinary support in osg::Program. I don't
> *think* it is integrated with your "pragmatic" define-based shader
> composition system. S
" << std::endl;
}
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel);
osgWidget->getOsgViewer()->setSceneData(loadedModel);
}
MainWindow::~MainWindow()
{
}
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On Wed, 19 Feb 2020 at 14:26, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> thank you for your advice about initial setup of a big array. That is a
> big help.
>
> As you said:*"There a number of ways to go about this type of task,
> which
Hello Robert,
I was looking in the glProgramBinary support in osg::Program. I don't
*think* it is integrated with your "pragmatic" define-based shader
composition system. Specifically there doesn't seem to be a way to
associate a ProgramBinary with a particular defineString at the
; http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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("../../inputs/Rectangle.osg");
// define simple transformation matrix// apply simple trnasformation matrix
osgDB::writeNodeFile(*rectangle, "../../outputs/saved.osg");
Any hint?
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> To view this discussion on the web visit
> htt
OSG version is 3.6.4
在 2020年2月14日星期五 UTC+8下午4:29:10,OpenSceneGraph Users写道:
>
> Hi, All
> AutoTransform cannot be picked up correctly when it is a child node of
> LOD. Does anyone have the same problem as me? How did it work out?
> Thanks
>
>
>
>
--
You receiv
ersectiinTraversal assumes the same matrix
> that that was computed for the rendering, however, this isn't the general
> case, intersections can potentially can happen for any direction, or any
> one of multiple views.
>
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To creat terrain using textures and elevation data, which graphics card is
sufficient?
please help me...
my system properties are given in below image:
[image: opengl version.JPG]
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on your hardware you are good to go. If
you hardware is a real limit that using a add in card from NVidia or AMD is
a way to go.
Cheers,
Robert.
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Hi, All
AutoTransform cannot be picked up correctly when it is a child node of LOD.
Does anyone have the same problem as me? How did it work out?
Thanks/* OpenSceneGraph example, osgpick.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and
Hi
Yes, I was thinking that as well.
Tomorrow I will try using an older version of VS
Il giorno gio 13 feb 2020 alle ore 18:23 OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> ha scritto:
> Hi Luca,
>
>
>
> Building an old version of OSG with a relatively new
d be OK, just try our applications that have the
> features you want and if they work on your hardware you are good to go. If
> you hardware is a real limit that using a add in card from NVidia or AMD is
> a way to go.
>
> Cheers,
> Robert.
>
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> You received this mes
,
Robert.
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