Hi Raizel
Proland Looks pretty interesting. Is there an exising OSG Integration available
somewhere?
Cheers,
Daniel
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Hi there
I was just reading about the capapilities of terrain building using the tools
that go with the flightgear.
There is TerraGear (http://wiki.flightgear.org/Using_TerraGear) that can be
used to generate full world scenery based on elevation, textures and shapefiles
(similar to VPB, I
Hi Martin
How do you bring the TerraGear scenery to OSG? I was just reading about
TerraGear and its capabilities of generating airports and stuff. But its all in
the the proprietary DSF file format...
Cheers,
Daniel
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Hi there
I have a scenario with around 100 cars driving around in my scene. I wondered
if I could gain some performance by using impostors to simplify the rendering
if this high-poly objects.
For now I have no experience with impostors, and I don't know if they integrate
well with Shadow
Hi there
I have experienced that generally as soon as I use shaders, my DRAW time starts
to increase significantly, and this even if I just reimplement the fixed
function pipeline basic functionality.
I wonder if some out there make the same experiences. Either it is my poor
shader
Hi silver
In our project we have a driving simulator using rear view mirrors. And we had
the same issues about what should be seen in the mirror and what in the main
view. First we had no shadows and light effects in the mirrors, but after some
time, we figured that light effects are essential
Hi all,
Currently the statshandler can show the main camera plus slave cameras. The
available cameras are fetched via viewer->getcameras method.
It would be great if the list of interesting cameras could be customized to
show for instance an interesting prerender camera.
Adding it via
Hi all
Meanwhile SpeedTree V7 is available. But unfortunately there is still no really
good implementation available of how it can be integrated tightly into OSG.
So this is a call for all the users of SpeedTree out there. Please post your
experience and sample code and as much of your
Hi all
Until now we had trees made of billboards in our terrain, and used VDSM as a
shadow algorithm. Shadows of billboard trees are ok on the ground, but the
billboard itself is always half lit and half in shadow which is not very nice.
So I decided to put trees made as a 3d model with solid
Any examples available meanwhile?
Thank you!
Cheers,
Daniel
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Hi all
I used to generate trees for OSG using a tool called tree[d]. It comes from a
website called www.frecle.net, but this site was updated and there is nomore
reference to the tool.
The only way to get it is via a cached website:
Hi Sebastian
I read in lot of posts that you have experience with deferred rendering in osg.
Could you share some of your insights and probably even samples or code
snippets that could bring some more light into this topic?
I'm basically interested in:
- construction of G-Buffer
- integration
Hi all
I solved the problem! Actually the mistake I made is that the uniform holding
the texture-matrix was added to the stateset of the root node. Instead I had to
dive into the ShadowedScene, find the stateset of the shadow receiving scene
part and add the matrix (and the prerendered
Hi Robert
I do all my matrix calculations in the cull, which is renderTraversal. I don't
understand why the camera matrices shouldn't be correct at this time...
Code:
void EfxTracksPrerenderer::ViewData::cull(osgUtil::CullVisitor* a_cv)
{
osg::NodePath l_NodePath = a_cv-getNodePath();
Hi Sebastian
You you provide your own derived class of DatabasePager and overload the method
addLoadedDataToSceneGraphLocal.
Thats the place where the databaseRequest-loadedModel is added to the scene.
Afterwards, the model is set to zero to notify the completion of the
databaseRequest.
You
Hi there
I have a huge scene and would like to know what geometry is contained in view
frustum. Doing via a ComputeBoundsVisitor is not an option, there's way to much
to traverse.
I was wondering of doing it by examining renderstage/renderleafs but there are
too much objects contained. I
Hi Michael
I wonder if your SpeedTree and terrain rendering is doing ok? We are about to
integrate SpeedTree and we use paged/tiled terrain aswell.
Can you provide example code of how you integrated the SpeedTree classes and
shaders into OSG? and also share some insights on the issues you
Hi all
I know this topic comes from time to time. But it is a real pitty that there
seems to be no good Editor that allows you to modify .osg files. I know that I
can use blender or similar, but I when I really need to modify stuff in the
scenegraph and classes that are proper to osg, then
I chose the following solution: by knowing that binding program 0 (zero)
doesn't give 100% correct results with all drivers, I created a fragment
program that simply passes the incoming color to the output. Like this I was
sure that at least the vertex part of the pipeline is using fixed
Hi Robert and all
I have a main shader for my scene graph. Then I have some parts of my loaded
models that I want to explicitely render with the fixed-function-pipeline (FFP).
In osg 3.1.5 I was able to modify a particular stateset by writing
I know setting an empty program is the way this used to be done. And it seemed
to work for some time. But in my case it doens't.
In the apply method of osg::Program, a call to glUseProgram(0) is issued when
the program object is empty.
According to
As far as I know, NVIDIA for instance left the Maximum number of multitexturing
Units for the fixed function Pipeline at 4 also for more current Cards and
Driver Versions. They say that for more textures you have to use shaders. I had
the same issues a couple of weeks ago and had to Switch to
Hi all
I have a custom renderstage, that I use for prerendering of a sub-scenegraph.
The drawables within are stacked along the y axis (up) to simulate priority,
the projection is done as view-from-top. The highest-y drawable is supposed to
be drawn last (topmost). Since I look down on from
Is there nobody who has knowledge of how to implement post perspective texture
matrix, like used in perspective shadow map (PSM) ?
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Hi there
I'm doing projective texturing of a texture created in a prerender pass. In
fact something similar to OverlayNode, using a vertical projector (like
vertical light source if we were talking in shadow language). Everything works
fine so far. Now I want to add perspective projection in
The mistery is solved. On Nvidia cards, a maximum of 4 Multitexture Units are
allowed. you can simply query this value by calling
glGetIntegerv(GL_MAX_TEXTURE_UNITS, iUnits);
So it looks like using TexGen is therefore limited to the lowest 4
Textureunits, which is not very logical. Actually
Hi Wojtek, would you mind doing the simple test with the sample program
osgspotlight and the modifications I documented? I wonder if you get the same
different results as soon as you use texture units from 4 and above.
Cheers,
Daniel
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lit. So it looks to me like an issue with
applying or blending the texture on stage 4 and more... Its not a problem of
coord generation its the problem of texture not used correctly...
Cheers,
Wojtek
2013/12/16 Daniel Schmid ()
Hi Wojtek, would you mind doing the simple test
I have an Nvidia GTX TITAN with current drivers. Sure this could be a driver
issue... but I doubt it with such current hardware.
I would be curious if you Robert or anybody could quickly make the test
according to my previous post and just tell your results.
I know it sounds silly for such a
I made the test now with a GTX 580 and a different driver version, and I still
have the same issues!
Daniel
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Hi all
The forum seems to be out of service.
Is there anybody working on this issue? The mailing list is gread but in order
to look up and search, I still prefer the forum...
Regards
Daniel
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Hi there
I noticed a limitation in TexGen. It looks like osg::TexGen can only be used up
to a texture unit between 0 and 3, starting from texture unit 4 to 7,
osg::TexGen have no more effect.
You can easily test this with the osgspotlight.cpp example by changing the
following lines:
Line 249:
Hi gambr
I had similar issues when adding/removing views from composite viewer. Finally
my crashes were solved by stopping and restarting Threading !
The code then looks like this:
Code:
// adding
m_Viewer.stopThreading();
m_Viewer.addView( a new view pointer );
Hi all
I searched the forum already but didn't find anything that pointed me further.
My question is the following: When is the correct moment of removing/modifying
objects from the scenegraph? In my multithreaded context, cull and draw run
parallel, and in my understanding (and according to
Hi there
I have a tiled DB that is loaded using the DatabasePager. Everything ok and
fully performant.
Now I generate some custom drawables and attach them to the tiles sub-scene
graph. Suddenly I notice a heavy load problem (stutter) in the moment when the
node is being added to the main
@Robert, would it be possible to call
Code:
if (osgDB::Registry::instance()-getSharedStateManager())
osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get());
in the db loading thread scope instead of during the scene update?
Hi all out there
I am trying to build content for our OSG-based driving simulation engine. I
have some complete terrains (terrain, buildings, streets, vegetation, etc) that
were build (externally) on a terravista based toolchain.
I was searching the forum to find out what tools people use to
Sounds interesting to me. I would be glad if you added me to the list of beta
testers. When will public beta tests be starting?
Cheers,
Daniel
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Hi all
Here comes my follow up. As you can see in the code snipped above, the clipping
plane of the refraction camera is looking in the opposite direction. Since the
clipping is done on the graphics card, and the primitives are still in world
coordinates, the refraction clipping plane has to
Hi all
I was unsuccesful with the ClipPlanes, so I decided to write a Vertex/Fragment
Shader pair that handles the clipping by doing a fragment abort upon testing
the vertex world height with a clipping height uniform.
Like this I was finally able get the control I wanted.
Thank you!
Cheers,
Hi all
I use VDSM of osg 3.2.0. In my current project (terrain rendering for driving
simulation), I want to render the surface of a big lake. Until now it was
composed of a bunch of polygons (~40), that described its surface as a flat
plane withoug any animation, just showing a simple texture.
Hi Robert
I checked my viewers camera. I set it on DO_NOT_COMPUTE_NEAR_FAR explicitely.
I noticed that the shadow camera uses COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES
...
But there is one thing I don't understand. I set the nodemask on this
particular geometry to NOT shadow cast. Why is it
Hi Laurens and Robert
This is exactly what I was looking for...
@Robert, I think this is the barycentric method you were talking of...
Cheers,
Daniel
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Hello all
I have geometry with vertex arrays that contain triangles that are duplicated.
They appear once as normal polygons, and once using the same vertex points, but
with the normal pointing in the opposite direction. So in the same array I have
polygons that cover the exact same surface
Hi all
I use pointsprites to simulate precipitation (rain/snow). The implementation is
completed and works very well.
Now the end user decided to rotate the viewport about 90 degrees. The problem
is now that the pointsprite texture coordinates to not take into accout the
rotated viewport and
Hi Dario
For this case you have to derive your own shadow class from MinimalShadowMap,
in order to get access to the protected statesets and programs. That's the way
I did it.
Regards
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Hi all
I have a number of modeled lightcones that simulate the illumination area of
spotlights in my scene. These lightcones allow me to render lightshafts very
nicely.
Now I want to render the impact of the light on the lit geometry, known as
lightmap. imagine a street lamp and the floor
Hi wernerM
Could you please provide some example code of how you are doing things? I have
a prerender camera rendering part of the scene which is applied in a ppu unit
over the main scene.
Are both background and hud text missing?
For hud text please have a look all the statistic and help
Hi all
I have a prerender RTT camera that renders part of my scenegraph, and i set
reference_frame to RELATIVE_RF, the view direction of the camera is identical
to the main camera. The output of the prerender camera is then applied in a
postprocessing step. Everything works fine and is
Hi Robert
Its not the ModelView Matrix of that I need, it is the ViewMatrix, since I want
to calculate the current eyepoint/direction in world coordinates.
Or is there a way to get to eyepoint by using the ModelView Matrix of the
cullvisitor? I'm not that strong in matrix math...
Regards
In the method Procesor::init(), it added the following code:
Code:
osg::PolygonMode* l_Polymode = new osg::PolygonMode(
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL );
mStateSet-setAttributeAndModes(l_Polymode, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
Problem solved, my last posted solution is working. It was a compile problem...
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Hi Robert
I discovered an issue with multithreading. Consider the following Code in
ViewerBase::startThreading:
Code:
void ViewerBase::startThreading()
{
if (_threadingModel==CullThreadPerCameraDrawThreadPerContext
numThreadsOnStartBarrier1)
{
Cameras::iterator
Hi all
Maybe you noticed that when using osgPPU and pressing 'w' to change the polygon
mode to wireframe, the screen goes black, because only the screenquad is
rendered in wireframe, but the actual scene is not rendered anymore.
Does anybody know how to change this?
Thank you!
Cheers,
Hi all
I have a NESTED_RENDER camera that 3 RTTs plus a Depth texture. Works fine. Now
I added a PRE_RENDER camera rendering part of geometry to a texture and a
Depth texture. This works aswell except that the depth texture remains
empty/untouched. Is there an issue with PRE_RENDER cameras?
Lets put it this way round: my pre-render camera has a depth and a color
buffer. My geometry has a vertex and fragment shader that fades the geometry
using alpha. I have the desired result in my color buffer but my depth buffer
remains empty. How can I force geometry to always write depth, no
Hi all
I have some light cones that simulate the glowing of a light. All the light
cones are in one group in the scene graph, and they have their apropriate
shader in the group stateset to get the desired effect.
Now my goal is to render the cones in a osgppu postpro step. I want to have
With all postprocessing solutions I checked out so far, they all have the same
issue: they lack support of multiple viewports (for instance using
CompositeViewer) and they all need some additional elements (camera, quads,
etc) being added to the scene graph.
My expectation of a postprocessing
Hi Wang
I'm using your VDSM implementation in my project, and also Silverlining for
atmosphere simulation. Did you implement your own tone-mapping (HDR) or do you
use Silverlining in the standard way?
In case you use your own tone-mapping, I would be interested in some sample
code, because I
Hi Robert
Sounds like a good idea to use observers. I just did the following:
- Derived my customized ViewDependentShadowMap class also from Observer.
- override the createViewDependentData method to add this-ptr to CullVisitors
observers
- implemented Observers objectDeleted method to remove
Hi Robert
I tried with dynamic_cast and also with reinterpret_cast. Both didn't give me
the correct pointer. Could it be that with multiple inheriance it is not
working correctly? CullVisitor is derived from NodeVisitor AND CullStack...
Finally I created my own map of the following type:
Hi there
I run a CompositeViewer, and I can add views dynamically, and they all share
the same scene and the same graphicscontext.
Now I have the following issue: As soon as a view is added, it looks like all
the texture objects are invalidated and/or recreated.
In my log I have tons of lines
Hi Robert, Wang Rui, and all
I discovered a great gpu memory wasting in ViewDependentShadowMap.
I use CompositeViewer with dynamically adding/removing view, and one global
scene graph for all views.
ViewDependentShadowMap uses ViewDependentData to store the shadows etc. These
Data are
Hi all
I'm trying to track down some memory leaks in my application which uses osgPPU.
I noticed a difference between the following two methods of cascading units:
- When I cascade units through childUnit-setInputToUniform(parentUnit, ...),
then the units seem to have a object reference that
Hi all
I implemented a particle system using pointsprites, using fixed function
pipeline. Now I have the requirement that the particles must react to lighting.
I tried everything, but somehow my points don't care.
I know I can do my own thing by implementing a shader program, but first I
I'm kind of talking to myself here... and since 2010 there is no sign of Art
Tevs... anybody saw him lately?
Well, if anybody cares, I found out a solution to have multiple processors with
compositeviewer, each view can have its different osgPPU pipeline, etc.
1. All you need to add is a group
Hi,
You can have a look in my post:
http://forum.openscenegraph.org/viewtopic.php?t=11385
there is an example attached!
Thank you!
Cheers,
Daniel
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I tried everything, it only worked with bind per VERTEX. It must be an opengl
issue...
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Daniel,
Is there a reason why you can't just use a osg::Camera that is drawn after
the main scene?
Robert.
On 21 November 2012 08:58, Daniel Schmid () wrote:
Hello all
I have a camera postdrawcallback, and I want to draw a little
scene-subgraph manually. So lets say
illustrates the use of RTT cameras to render to texture
and
* post render cameras to render the texture again on a quad.
*
* Daniel Schmid 22.11.2012
*/
#include osg/Geometry
#include osg/Texture2D
#include osg/io_utils
#include osgGA/StateSetManipulator
#include osgDB/Registry
#include osgDB/ReadFile
Hi
I wonder if you are using some kind of ambient occlusion for your scene? how
did you do it?
Cheers,
Daniel
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Hello all
I have a camera postdrawcallback, and I want to draw a little scene-subgraph
manually. So lets say for my subgraph I have a osg::Node as an entry point.
How can I call the drawImplementations of the objects inside this subgraph
manually?
The reason for doing this is a post
Hi art and all
This is not my first post about osgPPU and composite viewer, but I get no read
feedback so I try it once more.
I have a composite viewer, and I can add views at runtime. I use osgPPU and it
works with one viewer (the first created). For every additional viewer I also
create a
Hi all
I have a composite viewer, where the main camera renders to texture. No I added
a slave camera (POST_RENDER that uses the same graphics context as the main
camera). I had a screen quad child on which I would like to render the texture
from the main camera. But all I get is a black
Thanks for the reply. The problem I had was that I had only a OSG-debug build.
The FindPackage funktions can either find release libs or releasedebug libs,
but if you provide only debug libs (with d postfix), there is no luck, the find
will abort.
Finally I had a release and a debug build,
Hi all
I use the following lines to find the libraries of osg:
SET(OSGLIBRARIES osgDB osgUtil osgGA osgViewer osgText osgSim osgParticle
osgShadow osgManipulator)
FIND_PACKAGE(OpenSceneGraph 3.0.1 COMPONENTS ${OSGLIBRARIES} REQUIRED)
Now I want to look for debug libraries. I specify the env
Hello all
I bring this subject again to the surface. And I wonder if Art (or anybody else
out there) has an opinion about this he would like to share...
In a composite viewer setting, views can be dynamically added and removed. In
osgPPU, the Processor is part of the scene graph, but it has to
I have a similar problem, but simply tricking the ambient light is not enought.
I have a particle system to simulate snow.
I have two GL lights. One is the normal daylight (sun) that defines my
ambient/diffuse light. The second light is a spotlight simulating the car head
light, which should
Hi all
I struggle to add a light to my viewer. I have the sky light illuminating the
scene (light 0). Now I want to add a spotlight to illuminate the area right in
front of my camera for night scenarios. I tried to attach the light to the
scene and position it in a cull visitor in front of
Hi all
I want to pass a custom vertex attribute (lets say a material code) to my
vertex shader.
For the moment I use BIND_PER_VERTEX:
Code:
int l_SMC = 1027; // some material code
for (unsigned int i=0; ia_geode.getNumDrawables(); ++i)
{
osg::Geometry* l_Geom =
Hi all
I want to pass a custom vertex attribute (lets say a material code) to my
vertex shader.
For the moment I use BIND_PER_VERTEX:
[code]
int l_SMC = 1027; // some material code
for (unsigned int i=0; ia_geode.getNumDrawables(); ++i)
{
osg::Geometry* l_Geom =
When I would use uniforms, I cannot set different values for different
geometries. Uniforms are global for a particular stateset. So I HAVE to use
vertex attributes, since in my shader I want to treat some particular surface
in a special way, but without the need of separate stateset.
Hi all
I wonder what experiences other users made with the ghosting effect on LC
Displays and projectors.
As soon as I move in my 3D scene (viewport move or rotate), I start to have
double images or blur better known as ghosting. I run at 60 Hz vsync refresh so
I'm in perfect sync with my
Hi all
I'm thinking of a solution to prevent self shadowing for billboards:
If I can determine the radius of the billboard, and verify that the surface
that casts shadow on the billboard is further away that the radius, I could
make sure that all objects can cast shadows on the billboard, but
Hi Robert
I wonder if this bug has been investigated further or even fixed.
Do you have any news concerning this?
I face the exact same problem. No AA / multisampling on floating point render
targets...
Cheers,
Daniel
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Hi Art
I create a processor and units and hock to processor to the root scene node.
Then as soon as the viewer is up, I set the processors camera pointer.
Now in my application I have the feature of destroying the view and setting it
up again (we use composite viewer).
As soon as I set the
Regarding your code, I think you missunderstood the concept of shaders and
shadowtechnique. You do not need to have a visitor to add the shaders to your
objects. You have to set the shaders to your shadow technique! Its the
shadowscene node which takes responsibility to render your scene using
Hi Sebastian
You were talking about a deferred shading example. Do you have any example code
you could provide? I'm just about to start with deferred shading and I'm very
interested in having a look...
Regards
Daniel
Sebastian Messerschmidt wrote:
Hi Micael,
Feel free to ask If you
/chapter6/ch06_12
(https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter6/ch06_12)
Wang Rui
2012/7/5 Daniel Schmid ()
Hi Sebastian
You were talking about a deferred shading example. Do you have any example
code you could provide? I'm just about to start with deferred
Hi all
I render my scene into a frame buffer object which is attached to the main
camera. Then I add a post render camera that renders the scene on a quad. So
far so good, all is well, the quad fills a quarter of my screen as expected.
Now I wanted to add a Dragger (TabPlaneDragger) to my
Hi Wang
In your latest submission update, there is the possibility to set splitvalues.
I somehow have a hard time to figure out how to use it.
In my settings I calculate shadows up to 500 m max distance, with two shadows
for my sun-light. Can't I just say that I want a shadowmap going from
Hi all
I use VDSM and I have a self shadowing issue. The polygons with both faces
visible flicker with the shadow.
Imagine this is the case for a fence around a house. The fence polygons show
the fence texture on both sides.
Did anybody experience the same behavior and find a good solution for
Hello all
I'm using SilverLining-SDK to render clouds and athmosphere, and I HAVE to
render clouds in the PostDrawCallback. I do not use precipitation of
SilverLining, I decided to use osgParticle::PrecipitationEffect. The
precipitation MUST be drawn the very last, otherwise there are
10:07
An: OpenSceneGraph Users
Betreff: Re: [osg-users] ViewDependentShadowMap
On 11 April 2012 15:35, Daniel Schmid
daniel.sch...@swiss-simtec.chmailto:daniel.sch...@swiss-simtec.ch wrote:
Hi all
Somehow I feel pretty alone out here working with VDSM...
I have a huge paged terrain, and shadow
Hi all
Somehow I feel pretty alone out here working with VDSM...
I have a huge paged terrain, and shadow looks awesome unless that as soon as I
change my viewpoint (move camera), the shadows start to flicker and fuzz. I
need somehow to limit the shadow distance... similar to MinimalShadowMap
Hi there
I noticed that in StandardShadowMap, in the method ViewData::init starting from
line 607 there is code that sets the cameras stateset to an empty shader
program. Does this mean that all shaderprograms that are set in my scene graph
are deactivated for the shadow pass?
I abuse some
Hi everyone
I'm goving another try to VDSM shadow technique. I have scene with paged
terrain, and a great visibility. Is there a way to limit the max distance that
should be taken into account in VDSM? When I use a top down perspective in my
view, I have sharp shadows, but when I use a view
Hi there
I observed a strange behaviour with osg 3.1.2 shadows. You can reproduce it
very simply with osgshadow example. Just run it with the following arguments:
Osgshadow -4 –vdsm –unit 4
As soon as you select a shadowunit of 4 and above, no more shadows are
displayed. In my project
Hi there
I'm trying to switch my application from osg 3.0.1 to osg 3.1.1 (and even to
head 3.1.2) and I suddenly have the following message appearing cyclically:
GraphicsWindow::bindPBufferToTextureImplementation(..) not implemented.
The Line is written in PixelBufferX11 obviously, but
be going on.
What hardware/drivers are you using?
Robert.
On 29 March 2012 09:36, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
Hi there
I'm trying to switch my application from osg 3.0.1 to osg 3.1.1 (and
even to head 3.1.2) and I suddenly have the following message appearing
cyclically
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