Hi Robert,

Abstract: I don't necessarily agree, but I do see your point. The reason I don't agree, is that OSG is pretty much documented by its code. So in such a case, I would expect the code to auto enforce these rules. If not, then I would otherwise expect having that information in the documentation. And I say this in all due respect, as I believe OSG to be a remarkable library and I do am conscious of all the effort you, personally, have put into it. I would, though, think that some documentation improvements, in which I would be glad to participate, would greatly add to the value of OSG and its usability and its further acceptance as the main standard for 3D/OpenGL programming. I am planning to setup myself for collaborating as we (our company) use OSG a lot and see areas where we could be of some help.

Code: No, no worries, that was in my code. It is the line that was the source of the error.

Merry Christmas to you!
J-O

Robert Osfield wrote:
Hi Jean-Oliver,

On Thu, Dec 24, 2009 at 2:04 PM, Jean-Olivier Racine
<[email protected]> wrote:
Thanks for the quick reply. It is, indeed a node. But if the node was not
intended to be used as-is, shouldn't it be abstract?

Sometimes in C++ you have to be pragmatic about this stuff as forcing
it be abstract causes other issues.
I indeed fixed my problem by replacing:
new osg::Node(node, osg::CopyOp::DEEP_COPY_ALL);

Where was this code?  In your app?  In one of the OSG plugins?

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to