HI Sergey,
On Sat, Oct 10, 2009 at 12:03 AM, sergey leontyev wrote:
> Robert,
> I tried the 2.9 trunk code with.
> osg::DisplaySettings::instance()->setMaxTexturePoolSize(1);
> osg::DisplaySettings::instance()->setMaxBufferObjectPoolSize(2);
>
> The problem still exists. As memory
Hi Chris,
On Fri, Oct 9, 2009 at 7:45 PM, Chris 'Xenon' Hanson
wrote:
> It seems like we don't have any capacity in this regard right now. I'll
> shorten the
> question -- other than Robert, who does have SVN commit access?
As J.S. mentions a number of engineers have commit rights on the
branc
On Sat, Oct 10, 2009 at 2:28 AM, Shiina Ringo wrote:
> Hi,Phil
>
> I just have met the same problem , like the switching of 2
> MatrixManipulators , that the home position is not the position which is like
> the default position.
>
> I just look forward to anyone could give some advice.
You gu
On Sun, Oct 4, 2009 at 10:44 AM, Erik den Dekker wrote:
> This issue was already fixed and submitted to the osg-submissions list by
> Bob Kohne:
>
>
> http://www.mail-archive.com/osg-submissi...@lists.openscenegraph.org/msg04134.html
>
> but Robert has not yet merged the changes to SVN.
Bob's tw
Hi Jim,
I believe this issue has already been tackled so could you please test
svn/trunk and let me know.
Also for future reference could you provide whole modified files
rather than copy and paste entries as whole files is most reliable way
for me to review changes.
Thanks,
Robert.
On Fri, Sep
Robert Osfield wrote:
I feel for your situation. I'm not very fond of getting torn between coding
and the
other side of business. I'd much rather code.
> As J.S. mentions a number of engineers have commit rights on the
> branches to help out with convergance towards and maintenance of
> releas
Hi Chris,
On Sat, Oct 10, 2009 at 4:26 PM, Chris 'Xenon' Hanson
wrote:
> I feel for your situation. I'm not very fond of getting torn between coding
> and the
> other side of business. I'd much rather code.
Curiously I'm torn between coding and coding, just that one side is
client focused and
Hi Robert -- Someone recently pointed out to me that FrameBufferObject
is a StateAttribute. As I'm looking at ways to improve how OSG handles
FBOs, I wanted to make sure I understood the reason for this. FBO never
seems to be used as a StateAttribute; as far as I know, you can't attach
it to a
Further note on this: wxWidgets OpenGL graphics context handling was
changed in wxWidgets version 2.7. Possibly a bug was introduced in
wxW at that time, or possibly slightly different GC setup is required.
To be continued...
Randolph
On 2009-10-08, Randolph Fritz wrote:
> Oh, yes. The exact s
Hi Robert,
Yes, it's resolved.
I saw the same keyboard fix already in the svn trunk.
>I believe this issue has already been tackled so could you please test
>svn/trunk and let me know.
>
>Also for future reference could you provide whole modified files
>rather than copy and paste entries as whole
On 2009-10-10, Randolph Fritz wrote:
> Further note on this: wxWidgets OpenGL graphics context handling was
> changed in wxWidgets version 2.7. Possibly a bug was introduced in
> wxW at that time, or possibly slightly different GC setup is required.
> To be continued...
>
That's not it. I built
Hi Paul,
On Sat, Oct 10, 2009 at 8:29 PM, Paul Martz wrote:
> Hi Robert -- Someone recently pointed out to me that FrameBufferObject is a
> StateAttribute. As I'm looking at ways to improve how OSG handles FBOs, I
> wanted to make sure I understood the reason for this. FBO never seems to be
> use
Hi Cedric,
As another lead into this problem I've found that the osgcatch example
now hangs on exit when it's run multi-threaded. All the other
examples exit fine, but osgcatch hangs inside th new TextureObject
clean up code at a mutex that seems to be left locked by another
thread. I don't know
Hi All,
It's school mid term holidays so my family and I are heading off to
see the extended family for the week. I'll be beavering away on the
OpenGLES port, but otherwise won't be popping up online.
This morning I was attempt to put the 2.9.6 dev release out, and came
close, everything was don
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