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 compiler will provoke
>
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:
std::min / std::max undefined -> solved adding #include at the
beginning of a couple of files
min and max not defined -> solved changing them in std::min and std:: max
and adding the same header
if(getline(x, y) == 0) error -> it should be if (stream.fail())
right now it's building again, but
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 cannot find anywhere the
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 cannot find anywhere the
Hi all
I need to use OSG 3.0.1 in order to be compatible with some legacy app.
I cannot find anywhere the precompiled binaries for Windows, and
unfortunately I am struggling to compile it on my own with Visual Studio.
Does anyone has such binaries to share, or can point where they can be
Hi Robert,
I fixed my issue by recreating the osg::Billboard, instead of re-adding all
the drawables to the billboard.
1) tags = new osg::Billboard;
// add all the billboards
2) tags->addDrawable(osg::Geometry, osg::Vec3(pos.x, pos.y, pos.z));
3) draw scene
I understand very well what you are
HI Catalin,
I would recommend against deleting and recreating scene graphs on every
frame, this will lead to poor performance.
If you have a really dynamic dataset then it may be appropriate to write a
custom node for this, or use a shader.
In the case of shaders you can often replace
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