Okay ... if you find in any case 5 minutes, attached are the proposed mods.
Thanks as always!
Nick
On Fri, May 1, 2015 at 8:16 PM, Robert Osfield
wrote:
> Hi NIck,
>
> On 1 May 2015 at 19:11, Trajce Nikolov NICK
> wrote:
> > Hi again Robert,
> >
> > I took a
interface, that is easier .. What you think?
Nick
On Fri, May 1, 2015 at 7:24 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> thanks for the reply. Well, I spent quite a good amount of time to
> understand how it works and it all points to the Stan
x27;t provide the answer. In
> general overriding the management of osg::Program and other
> osg::StateSet setting shouldn't require lots of hacks, so if a
> particular ShadowTechnique is failing in this respect then perhaps
> this needs looking at.
>
> Robert.
>
>
&g
nd. What you think?
Please let me know and thanks a bunch as always!
Nick
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te an example that illustrates this problem?
>
> Robert.
>
> On 28 April 2015 at 18:49, Trajce Nikolov NICK
> wrote:
> > It happens when there is no node attached to the CameraMainpulator and
> > home(..) is called. Then some undefined behavior is presented by the
> > manip
gt; two methods, one that takes a matrix and one takes no parameters. I
> have implemented this and checked it into svn/trunk.
>
> Could you test it out under OSX for me?
>
> Cheers,
> Robert
>
> On 28 April 2015 at 16:25, Trajce Nikolov NICK
> wrote:
> > Hi Ro
It happens when there is no node attached to the CameraMainpulator and
home(..) is called. Then some undefined behavior is presented by the
manipulator .. I have found work-around so please ignore
Nick
On Tue, Apr 28, 2015 at 6:23 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>
ays!
Nick
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gBox computeScenePolytopeBounds( const osg::Matrix & m =
osg::Matrix::identity() );
In the implementation it wont matter since when the matrix reference "is
not NULL reference" is multiplying vertices with it
What do you think?
Nick
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to not
recieve or cast shadows but still the same. Any clue?
Thanks a lot!
Nick
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It was introduced in 3.3.4 .. just as an info if someone
Nick
On Thu, Apr 23, 2015 at 11:40 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Robert :-)
>
> On Thu, Apr 23, 2015 at 10:32 AM, Robert Osfield > wrote:
>
>> Hi Nick,
>
Thanks Robert :-)
On Thu, Apr 23, 2015 at 10:32 AM, Robert Osfield
wrote:
> Hi Nick,
>
> On 22 April 2015 at 22:38, Trajce Nikolov NICK
> wrote:
> > I did port of my app from 3.3.1 to the latest 3.3.7. All went smooth only
> > one line of code I want to #ifdef with OSG
Arrays? It will save me time to go across the code of each version from
3.3.1
Thanks a lot as always
Nick
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ting apply to this as well.
>
>
> Any sample how the defines with Values set works?
>
> Simply by setDefine("MY_VALUE_DEFINE", "42", osg::StateAttribute::ON)
>
> or Roberts example defining a function:
>
> sta
I fornid this define somewhere down the tree ? Simple removing it
is not helping (as expected I guess).
Any sample how the defines with Values set works?
Thanks a bunch !
Nick
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>
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etHWND(), GWLP_WNDPROC);
fWndProc(hdl->getHWND(), msg.message, msg.wParam,
msg.lParam);
}
}
}
#endif
..
Nick
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ating on anything else
> complicated right now.
>
> Robert.
>
> On 25 March 2015 at 17:24, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Robert,
>>
>> here is my situation. My client has large UTM database. Their IOS
>> software
freshed by PagedLOD's that need them - this is done by tracking the
> frame number that of when the cull traversal hits a PagedLOD and requests a
> child.
>
> Robert.
>
> On 25 March 2015 at 16:04, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>>
Hi community,
is there a way to flush (discard) the currently pending PagedLODs with a
call? I read the class and didn;t found anything
Thanks a bunch as always!
Nick
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>
> Thank you!
>
> Cheers,
> Steven
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=63113#63113
>
>
>
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too for sharing osg::Image, which will help the
> SharedStateManager spot places where osg::Texture can be shared when they
> use the same osg::Image.
>
> Robert.
>
> On 10 March 2015 at 16:24, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Com
Hi Community,
what was the way to have textures cached and reused on load? any hint?
Thanks a bunch!
Nick
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>
>
>
>
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ood luck on you bug hunting!
>>>
>>> Björn
>>>
>>> ------
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=62968#62968
>>>
>>>
>>>
>>>
>>>
&
suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error
still the same :-/
Nick
On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Bjorn. I will start debugging
>
> Nick
>
> On Thu, Mar 5, 20
---
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Hi All,
have some of you experienced this error. it is annoying and I have not clue
how to fix it. Any hint is appreciated
Thanks a lot as always !
Nick
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http
okay... :-) .Thanks Robert
Nick
On Thu, Mar 5, 2015 at 2:39 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 5 March 2015 at 13:33, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>>
>> are these matrices local or world?
>>
>
> Neither ;-
Hi Community
are these matrices local or world? Anyone with a clue?
Thanks as always
Nick
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switch to
> dynamic linking of libstd++ by default. so libstdc++-6.dll is a right lib.
>
> but as you have the same problems then I have no answer.
>
> Regards
> Sergey
>
> On Sun, Mar 1, 2015 at 5:16 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
&
Hi Sergey,
on my system with the latest from the Qt bundle I don't have the
libstdc++_s ... only libstdc++.a and libstdc++-6.dll . And I added
-lstdc++ and still getting the same issues. Any further hints?
Thanks a lot
Nick
On Sun, Mar 1, 2015 at 1:07 PM, Trajce Nikolov
ared libstdc++ add -lstdc++_s
>
> Regards
> Sergey
>
>
> On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein
> wrote:
>
>> -BEGIN PGP SIGNED MESSAGE-
>> Hash: SHA256
>>
>> Hi Nick,
>>
>> On 28/02/2015 14:46, Trajce Nikolov NICK wrote:
also I am using Qt Creator and MinGW (whatever the last version is). I know
in Visual Studio you can specify the /MD option to use shared CRT libs and
to avoid this problem. Any MinGW gurus around with hints?
Nick
On Sat, Feb 28, 2015 at 2:46 PM, Trajce Nikolov NICK <
trajce.nikolo
lways!
Nick
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ce to start. Checking the support/forum
> discussions for SUSE and Radeon would also be an avenue to explore.
>
> Robert.
>
> On 9 February 2015 at 19:20, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I spent the
how to setup X11 for this configuration
Anyone can share some nowhow, hints?
As always, thanks a bunch!
Nick
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t;>>>>> chunk of code of OSG could set up bump mapping on a node by itsefl and
>>>>>>> NOT
>>>>>>> add an osg::Program to it? For instance, if it finds more than one
>>>>>>> texture
>>>>
ancourt
>>>>>
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>>>>>
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>>>>
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t; for most stuff now, and it includes its own sky, though it doesn't have the
> same featureset as osgEphemeris.
>
> On Thu, Feb 5, 2015 at 9:25 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Me again, on this topic. I hope noone will be mad fo
Nick
On Thu, Feb 5, 2015 at 4:12 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again
>
> Nick
>
> On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson wrote:
>
>> Seems like we rebuilt
>> GNUmakefile:1: /makedefs: No such file or directory
>> GNUmakefile:6: /makerules: No such file or directory
>> make: *** No rule to make target '/makerules'. Stop.
>>
>>
>> --
>> trajce nikolov nick
>>
>> __
am missing
Thanks a bunch as allways
p.s. the output is this
~/Dev/osgephemeris/osgEphemeris> make all
GNUmakefile:1: /makedefs: No such file or directory
GNUmakefile:6: /makerules: No such file or directory
make: *** No rule to make target '/makerules'. Stop.
--
trajce
never mind .. blind me.. It is commented out .. Please ignore
Nick
On Sun, Feb 1, 2015 at 3:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am seeing in the default fragment shader (snippet bellow) that a fog is
> used into account but
r.x = color.z; \n"
" color.y = color.z; \n"
" color.a = 1.0; \n"
#endif
// " float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale,
0.,1.);\n"
// " color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog
); \
Thanks Robert, Robert,
I will wait for the new code then.
Nick
On Thu, Jan 29, 2015 at 11:54 AM, Robert Milharcic <
robert.milhar...@ib-caddy.si> wrote:
> On 29.1.2015 0:23, Trajce Nikolov NICK wrote:
>
>> I read the shader composition code and the used classes - which are
Hi Community,
I read the shader composition code and the used classes - which are really
without any documentation :-). Can someone give a fast intro into this, the
sample for example?
Thanks a bunch as always
Nick
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t; Cheers,
> Chris
>
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>
>
>
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&
nce a couple of
> months or so. Can you verify this ?
>
> cheers
> Mattias
>
> On Sun, Jan 18, 2015 at 9:15 AM, Trajce Nikolov NICK
> wrote:
> > Hi Community,
> >
> > I have this case:
> >
> > osg::ref_ptr node = new osg::Geode;
> >
should,
only strange on Mac
Thanks for any input as always
Cheers,
Nick
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and any dds texture.
Thanks a bunch for any hint/finding
Cheers,
Nick
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Hi Nicolas,
yes it is possible. Have a look at osgprerender example. You have to attach
the texture to the camera. Look for
camera->attach(osg::Camera::COLOR_BUFFER, texture,.
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yes That is what I was look for !! Thanks a bunch Robert!
Nick
On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 12 January 2015 at 09:54, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> yes, I know that, but tha
ert.
>
> On 11 January 2015 at 20:48, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I remember there was a change in the later OSG for calling explicitlly
>> the setting of some defaults for the Camera (not sure thoug
Thanks a bunch as always
Nick
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herited from PAT, because I need my own values.
>> This PAT contains gizmo from lib gizmo and osggizmo examples. When i put
>> matrix transform of my osg::Node* scene, I can move object but it doesn't
>> move PAT actually, so I trying understand how could I move whole PAT with
&
> Cheers,
> Conan
>
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>
>
>
>
>
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Year.
>
> May you all have a great end of year and happy prosperous 2015 ;-)
>
> Robert
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janders...@exactal.com
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> <http://www.exactal.com/viewer/download.php>[image: Send a CostX
> Invitation] <http://www.exactal.com/viewer/invite.php>
>
> ------
> *From:* osg-users [osg-users-bou
any privilege in the email is waived,
> lost or destroyed by reason that it has been transmitted other than to the
> addressee. If you are not the addressee indicated in this message (or
> responsible for delivery of the message to such person), you may not copy
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> Read this topic online here:
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adowMap, and it also uses prerender camera and they
> don't produce lagging shadow, so there has to be a solution.
>
> Can anybody help?[/code]
>
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Yeah, work well now. Thanks !!!
Nick
On Mon, Dec 1, 2014 at 9:45 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Sebastian.I could of thought of this. Let me give it a shot.
> Thanks again!
>
> Nick
>
> On Mon, Dec 1, 2014 at 9:26 AM,
enegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
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also it has to be "number of instances" instead of indices
Nick
On Tue, Nov 25, 2014 at 12:52 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> it sent the email too fast
>
> The code debug down to
>
> void Statistics::drawElements(GLenum
ount);
}
and it is not taking into account the number of instances. Any pointers
what is needed to be modified?
Thanks
Nick
On Tue, Nov 25, 2014 at 12:51 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community, Robert,
>
> I debug the code where I have my o
Hi Community, Robert,
I debug the code where I have my own drawable down to
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submission from Robert with the VertexAttribDisvisor StateAttribute now.
Will ping you with the findings . Stay tuned :-). And thanks for the
support so far
Cheers,
Nick
On Mon, Nov 24, 2014 at 4:53 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Roman,
>
>
Yeah, there is osg::TriangleIndexedFunctor. Works well so nevermind :-)
Nick
On Mon, Nov 24, 2014 at 5:48 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> any hints for this one? I see there is osg::TriangleFunctor that extracts
> tr
Hi Community,
any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry but this is not preserving the uv's and
normals. Any hint is appreciated
Thanks a bunch,
Nick
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online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61823#61823
>
>
>
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>
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On Mon, Nov 24, 2014 at 1:41 PM, Julien Valentin wrote:
> Have you tried
> geom->setUseDisplayList(false)
> geom->setUseVertexBufferObject(true)
> ?
>
>
> Trajce Nikolov NICK wrote:
> > I have attached a callback for this, but it is never called as well .
&
, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK:
>
> HI Sebastian,
>
> thanks for the reply. I also have vegetation generated on the GPU, works
> really fine - like 5mil trees on 60Hz. Now I want to try HW
; Hi Community, again :-)
>
> what can be the reason for the drawImplementation to not be called? I
> have set setCullingActive(false) to not cull the node but still I am not
> hiting the call to this method.
>
> Thanks a lot,
> Nick
>
> --
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>
>
>
Hi Community, again :-)
what can be the reason for the drawImplementation to not be called? I have
set setCullingActive(false) to not cull the node but still I am not hiting
the call to this method.
Thanks a lot,
Nick
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with this and is willing to share
hints, code snippets?
Thanks a bunch as always,
Nick
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gt; Cheers,
> Robert.
>
>
>
>
>
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gt; Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61456#61456
>
>
>
>
>
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1:02 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 29 October 2014 11:14, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>>
>> it is TextureRectangle so NPOT is not an issue. Also, I am using the
>> osg::Image for transfer of data from the CPU
tip of task?
>
> 1. Make sure it is not resized during upload (NPOT)
> 2. If possible try to keep it on the GPU. I.e. try to move your
> CPU-algorithm to the GPU.
>
> Cheers
> Sebastian
>
>
> Thanks a bunch as always!
>
> Nick
>
> --
> trajce nikolov
Hi Community,
I have a case where I work with osg::Image on the CPU and uploading it to a
osg::Texture object. However, it is terribly slow - the osg::Image is
modified on each frame.
Any hints techniques for this tip of task?
Thanks a bunch as always!
Nick
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trajce nikolov nick
ReferenceFrame to
> REALATVE_TF so that it inherits the view and projection matrix from above?
>
> Robert.
>
> On 25 October 2014 08:35, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Robert,
>>
>> below is my frame code, and this s
tionCamera->setUpdateCallback(new
FollowMainCameraNodeCallback(_viewer->getView(0)->getCamera()));
Nick
On Fri, Oct 24, 2014 at 5:31 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> thanks Robert
>
> Nick
>
> On Fri, Oct 24, 2014 at 5:19 PM,
r own application can override any of the viewer.frame() or
> updateTraversal/eventTraversal() methods so if you want to take control and
> do things in a different from standard you can do.
>
> Robert.
>
> On 24 October 2014 16:13, Trajce Nikolov NICK <
> trajce.nikolov.n...
eras), but seam it is not the case?
Any hints on this?
Thanks a bunch as always!
Nick
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Thanks Conan!
Nick
On Thu, Oct 23, 2014 at 3:08 PM, Conan Doyle wrote:
> +1 on gDEBbugger.. very useful tool... also look into AMD CodeXL, which I
> believe, is an updated version of gDEBugger.
>
>
> Trajce Nikolov NICK wrote:
> > Thanks Sebasitian . I have heard of it
ject: [osg-users] invalid enumerant error
>>
>> Hi community,
>>
>> This is question for those who has debug OpenGL apps. I am getting the
>> following message:
>>
>> "Warning: detected OpenGL error 'invalid enumerant' after applying GLMo
doing it.
>
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Trajce Nikolov NICK
> Sent: Thursday, October 23, 2014 7:36 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] invalid enumerant error
&g
inal Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Trajce Nikolov NICK
> Sent: Thursday, October 23, 2014 6:57 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] invalid enumerant error
>
> Hi community,
>
> This is question for those wh
Hi community,
This is question for those who has debug OpenGL apps. I am getting the
following message:
"Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
0x40b3"
Any hints how to resolve it or at least get some more info?
Thanks a lot,
Nick
--
Thanks Robert,
I will have a look at freetype and osgText::Text then
Thanks again
Nick
On Mon, Oct 20, 2014 at 10:39 AM, Robert Osfield
wrote:
> Hi Nick,
>
> On 15 October 2014 14:47, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> any clu
Thu, Oct 16, 2014 at 3:55 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi community,
>
> what are the steps to have different characters (language, like russian
> for example) working with osgText?
>
> Thanks a bunch!
>
&
Hi community,
what are the steps to have different characters (language, like russian for
example) working with osgText?
Thanks a bunch!
Nick
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http
Hi Community,
any clue how to load fonts (or set) with underlined characters?
Thanks a bunch,
Nick
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