Terence Ou wrote:
Hi,
If I am correct, the current openflight loader does not support the full
features of 16.3, e.g. reflection map, etc? Are there any heads up regarding
when these would be in or considerations for them to be supported by the loader
any time soon?
I just glanced at
Loic Cayou wrote:
Hi all,
I'm a real beginner on OSG and I want use it with Qt 4.5 on Win32.
I have to export an activeX based on OSG (dev. with VS) on a Qt application. The main purpose it's to display an osg model, and to interactive with it (mouse and keyboard). I already use the
Loic Cayou wrote:
Hum,
it's seems it works better ! My model disappear with
setProjectionMatrixAsPerspective, but I also a coordinate system wich it's
displayed. And with it, the mouse interactive works perfectly (I mean left,
right and middle clic). I really don't know why my model isn't
Andy Lundell wrote:
Hi,
I'm trying to set up my system so that I can manually specify the clipping
planes.
In past projects I would use the SceneView object and the SetComputeNearFarMode method.
This project I'm not using a SceneView (Just a viewer) and I have no idea how
to get at this
Andy Lundell wrote:
Thank you. I've got it now.
Glad I could help.
A ComputeStereoMatricesCallback in osgUtil::SceneView is probably what
you're looking for. You can get to the SceneView object through
osgViewer::Renderer (just a different inheritance road to travel).
I
Martin Beckett wrote:
That was rather what was confusing me. The 'already included in every node'
nodemask seemed to have more capability than the 'have to add it the scenegraph
and manage it manually' switch.
The only advantage for a switch node I could see was the example in Paul's book
Eric Sokolowsky wrote:
Mathias Buhr wrote:
Hi everyone,
I'm trying to use the stencil buffer to render only parts of the final
image through other graph-attached cameras. The app works fine on ATI
hardware but NVIDIA fails. OpenGL reports that the stencil buffer has
only 0 bits (which is 8
Kris Dale wrote:
[quote=omdown]
Chris 'Xenon' Hanson wrote:
Tony Horrobin wrote:
Hi Kris,
Is the target moving too?
Cheers,
Not at the moment. Currently I'm only worried about figuring out how to orient
in the right direction, I'll worry about tracking at a later time. =)
Simon Su wrote:
Hello All,
Hi, Simon,
I remember you from the Performer list :-)
We have a rather complex graphics application (about 100,000 lines of
code) developed on Performer that we need to port to openscenegraph.
What do you think, in the ballpark, the effort will be in man month
Michele Olsen wrote:
Hello,
I have been having some trouble rendering textured models with shaders. I am a little confused about how to set the sampler uniform to the textures.
Also, from my understanding, if a vertex shader is not specified that
functionality is pushed to the fixed
Tim Allen wrote:
Hi,
I dont understand why apply() method is used in osg??? That means a
function needs to be applied for all particular node types??
http://en.wikipedia.org/wiki/Visitor_pattern
( replace visit() with apply() )
--J
___
Tim Allen wrote:
Hi Jason Thank you very much for the quick reply.
No problem. OSG makes use of several of those design patterns. If
you're interested in how things are working under the hood, you might
want to pick up the book by Gamma et al...
http://tinyurl.com/yxlas4
--J
Andrew Thompson wrote:
If I create individual QUAD's will this work better? Or perhaps does it have to
be individual Geodes to get the sorting working right?
It's per-geode, I believe
--J
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Paul Speed wrote:
See my other post in this thread as I've done exactly this before.
Split the cube into the inside faces and the outside faces, each as
their own drawable and then use the render bin number to have the inside
always drawn first.
It might be that if you always add the inside
Robert Osfield wrote:
If GL3 isn't providing any gl_ uniforms surely they can't be reserved,
you can only reserve something if it might exists. I can see why gl_
will be reserved for GL2, but I can't see the issue for non backwards
compatible GL3.
It doesn't provide uniforms, but there are
Rabbi Robinson wrote:
Hi,
Well, I see the code and the reason why I am posting here is because even I
match the allocation type properly, it still crashes. In VC, it complains that
there is something wrong the heap.
Are you compiling your application in Debug or Release mode? Does it
Rabbi Robinson wrote:
Hi,
Well, I see the code and the reason why I am posting here is because even I
match the allocation type properly, it still crashes. In VC, it complains that
there is something wrong the heap.
It's also conceivable that you are munging memory (it's easy to run off
Brett Thomas Lee wrote:
Can you please provide some example code.
Sorry, I really don't have time to do that. Try looking at the
osgprerender example to see how to set up the Camera to do render to
texture. The actual drawing code should be pretty straightforward.
--J
Rabbi Robinson wrote:
Hi,
I attach the image to the camera and use PRE_RENDER for the camera. I just use the osgDB to write the image to file.
I also notice that the chance of getting an image for calling viewer.frame()
once is zero. What I do now is calling frame() for 10 times before
Brett Thomas Lee wrote:
Hi,
I want to copy a previously assigned texture image to an array so that I can
modify that and reassign the texture.Or Is there an efficient implementation in
osg so that I can dynamically update the texture.Intial Texture Image is
previously assigned and I need to
Jean-Sébastien Guay wrote:
Possible solutions in your case might be depth peeling (but then there's
a limited number of depth levels you can render, but see the bucket
depth peeling paper from Siggraph 2009), or order-independent
transparency (which is apparently pretty slow). So there's
Jean-Sébastien Guay wrote:
Possible solutions in your case might be depth peeling (but then there's
a limited number of depth levels you can render, but see the bucket
depth peeling paper from Siggraph 2009), or order-independent
transparency (which is apparently pretty slow). So there's
Rabbi Robinson wrote:
Hi,
Is there anyway that I can enforce drawing the objects inside first before
drawing the outside membrane?
Sure, just use setRenderBinDetails() to set a render bin for the
membrane that has a higher number than the render bin used by the
interior objects. For
Rabbi Robinson wrote:
Hi,
What is the best approach to change stateset based on the distance between the
object and the camera?
You could attach an update callback to the StateSet in question. The
callback could compute the distance and adjust the state as needed.
You could also
Rabbi Robinson wrote:
Hi,
For render-to-texture, there are several implementation. At least I know RTT
buffer, Frame buffer and Frame buffer object. Can someone explain the
difference to me and which one is more portable across different hardware?
Not sure what you mean by RTT buffer,
Tim Allen wrote:
Hi,
I have four points of 2d texture coordinates inside a texture and I need to
fill the quad formed by these four points in the texture.That is I need to
update the texture array at those pixels.I actually use openGL to be
specific.Can someone suggest an easy way of doing
Rabbi Robinson wrote:
Hi,
Is there quick way I can get the distance from the camera or I need to save or
reference to the position of the camera each frame and use that to compute the
distance?
Thank you!
I'm sure there's a way. I don't know exactly what it is off the top of
my head,
Brett Thomas Lee wrote:
Hi,
Thank you for the reply jason.Theres no triangle there.I just have four pixel
coordinates and its a rectangle.I want to update the texture after filling the
rectangle with some color thats it.I can do this by some thing similar to
glTexSubImage2D but the rectangle
Vinay Shah wrote:
Hello,
I'm getting a segmentation fault in Group::traverse() and have no idea how to even start debugging this. The stack trace looks like this:
Hi, Vinay,
The stack trace is a good start, but we're going to need to know a bit
more about how your app works before we
Eric Sokolowsky wrote:
John and everyone,
I realize I'm getting into this discussion very late (I've been pretty
absent from OSG development lately). We also use Centos (currently at
5.2), and the older package versions is a problem for us as well. I have
taken it upon myself to make RPMs of
Vinay Shah wrote:
There is a scene generation thread which builds up the scene graph and updates
position of various nodes.
Each camera thread has it's own viewer which renders (using the viewer.frame() ) part of the same scene graph. The only different in the
scene graphs between the camera
Vinay Shah wrote:
Thanks for the suggestion Jason.
There are a few other questions that you might be able to help me with also.
But first, I should also mention that I am writing to an off screen pbuffer . I have attached an image to viewer's camera
Rick Pingry wrote:
Hi,
I am writing a plugin to handle the nsm file type, so my plugin is named osgdb_nsm(d).dll.
That is working well, but I have found that my customer also uses the extension csg for exactly the same
file type. I would like my plugin to be called for the csg extension as
Rick Pingry wrote:
Hey guys,
Thanks for the replies. I can do those, but both answers concern me a bit.
The idea of needing to modify the osgDB/Registry.cpp file directly does not
make sense to me. Why should I need to recompile the OSG source to get a
plugin working? Isn't that the
Andrew Thompson wrote:
Hi Gordon,
Thanks for your reply, I'm going to give that a go.
First check - see if its in the bounding sphere of the PAT
Second check - go for the bounding boxes of the drawables.
I guess I'll need to inverse transform my point by the PAT's matrix first?
Anyway
Martin Großer wrote:
Hello,
I have make a new message, because I replied another message and it
was not so good. I hope this is ok.
Ok, back to my problem.
Mourad thanks for your help. I try it and it seems that I lose the
half image information. When I have a image 12 x 12 I get a image
Michael Angelkovich wrote:
Hello,
I've made an OpenGL application of considerable size and now I am exploring
possibilities to display its results on a stereoscopic wall. Particularly, I
will be let to try this on a VR system that is in possession of Technical
University Sofia, in Bulgaria.
Gordon Tomlinson wrote:
Its more
hey did you update the specs docs ? , err no did you ? Don't worry someone
will do it err I think ..
:-)
Spec errors I can understand, but how exactly do you accidentally write
code that squeezes a double value in between the bytes of another
double,
Robert Osfield wrote:
Curious. Perhaps recent refactors of the 3ds plugin to support
reading for http (via istream) has broken the old functionality. Have
a look at the plugin.
I made some changes to osgDB/FileUtils.cpp to enhance the
case-insensitive search for the .mdl plugin. I
Tomlinson, Gordon wrote:
What's this QA thing you talk of :-)
Oh, I'm not sure. I work at a university. I just overheard a couple of
software engineers talking about it once. I think it has something to
do with why some companies take a long time to fix bugs...
--J
Evan O'Toole wrote:
You also will probably want to depth-sort the geometry, and make sure
it's drawn later than any opaque geometry (so the blending will work
properly):
stateSet-setRenderBinDetails(1, DepthSortedBin);
The objects I'm drawing will need to be dynamically changed from
Wojciech Lewandowski wrote:
Hi Andreas,
DDS is flexible container format capable of storing 2D, 3D, Cube and Array
Textures (with or without mipmaps) in many pixel formats. Block compressed
pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I
don't know all existing image
Wojciech Mruczkiewicz wrote:
Hi all,
I'm using COMPUTE_NEAR_FAR_USING_PRIMITIVES near and far planes
computation mode with OSG 2.8.1. The scene contains a number of
various models. One of them is a long curve that is drawn as an array
of vertices in osg::Geometry using GL_LINE_STRIP primitive.
andreas.rich...@dlr.de wrote:
If you say, DDS files are not compressed, the DXTn compression doesn't matter,
because the algorithms are hardware accelerated?
Did this features (being not compressed) pays off even if I write my scene into
an IVE-file and load this file later on in another OSG
Jason Daly wrote:
No, all texture files are embedded into the .ive file just as they are
on disk. The .ive doesn't store the decompressed version.
Oops, my mistake. You were correct. The image data is stored
uncompressed in the .ive file.
--J
Bob Youmans wrote:
Hi All,
I’m starting to develop shader, texture, uniform, etc. code for our
app and I have what’s probably a very simple question. I understand
these shader-related objects live in the Stateset, and in most
examples I see the stateset being set on osg::Geometry within
Scott Johnson wrote:
I am testing my company's own OpenFlight implementation and came across some
corrupt data reading in Dof nodes. Google found that the OSG OpenFlight plugin
is compensating for the same corrupt data so that was useful to me and
validated what coworkers were telling me
Scott Johnson wrote:
Sorry, I don't know if it is known problem with Creator. I'll look into that.
I tried Google, but not much came up. I might look on the Presagis site
when I get more time.
--J
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Scott Johnson wrote:
Yes, it is strange! Why couldn't they just read in four doubles like the spec
says?!? Of course that is what I had to start but it didn't work. A coworker
has warned me that the spec cannot be relied on to implement OpenFlight and
this is showing me that he is right.
Brad Huber wrote:
Thanks Ulrich and Jason,
Originally I was thinking of something that would load a texture and modify
everything with a certain hue (eg everything with a given hue is set to a
different hue at runtime). Sounds like there aren't any existing tools for
something like that
Evan O'Toole wrote:
No matter what value I enter for opacityPercentage, from zero to 100, the
volume ends up looking the same.
I forgot to mention in my previous post that I'm running osg version 2.6.0.
Hi, Evan,
You're halfway there. You also need to enable blending:
osg::StateSet
Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I have
VS8 sp1, have downloaded the corresponding debug package from the OSG
website and have a really small test application that forces OSG to
use some freed memory. If I build (in debug mode of course) and then
Bob Youmans wrote:
Hi, what’s the preferred way to tell which version an osg55-osg.dll is
build from, say 2.8.0 vs 2.8.1. Is there no versioning resource in
the dll (e.g., Windows resource)? Is there an easy way to tell which
version osg55-osg.dll is?
55 is the shared object version
Bob Youmans wrote:
Hi,
but what if i have a team of developers and they're not working on osg components, and i ask them to get these new binaries (i build them, they don't). Then later, there's no better way to tell what versions they have than looking at the date/time and/or file sizes
Paul Melis wrote:
A collegue and I where wondering some time ago if the binary windows
packages provided on the website are usable for debugging. Even though
there are separate release and debug distributions the debug ones (at
least the VS8 ones) don't seem to contain any .pdb files. I
Jean-Sébastien Guay wrote:
Well the name old-style might also mean that there are drawbacks to
using that option... I wouldn't know if the only effect is that the
debug information is embedded instead of in a separate file.
We develop with SCons (which uses the MSVC compiler on Windows),
Hi, Andrew,
Andrew Burnett-Thompson wrote:
// Set specular attribute
mat-setDiffuse(osg::Material::Face::FRONT_AND_BACK, osg::Vec4(0,0,0,0));
mat-setSpecular(osg::Material::FRONT, osg::Vec4f(1.0f, 1.0f, 1.0f,
1.0f));
mat-setShininess(osg::Material::FRONT, 12.0f);
Brad Huber wrote:
Does anyone know of a good way to modify pixels in a texture at
runtime w OSG?
Basically I’m looking for a way for the user to select an arbitrary
color to be used on an airplane or similar. EG ability to switch to
any color as in the attached image.
I’m hoping
Andrew Burnett-Thompson wrote:
Thanks for your reply Jason,
I actually worked this out I think, I removed mat-setDiffuse and added
mat-setColorMode(osg::Material::ColorMode::DIFFUSE) and it seemed to
do the trick!
OK, that just makes your Material diffuse color track the vertex colors
Butler, Lee Mr CIV USA USAMC wrote:
Qt 4.5 came because the osgAdapterWidget code relies on QMdiSubWinodw and QMdiArea which
don't exist in Qt 4.2.1 (the installed Qt on RedHat 5).
Qt 4.5 required a newer version of fontconfig than was in RedHat 5 to avoid the
otherwise undefined reference to
RHEL 5, CMake 2.6.4
Tested with a couple of our own apps. All seems good.
--J
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Butler, Lee Mr CIV USA USAMC wrote:
Linux:
Clearly RedHat 5 is *not* the linux of choice for OSG. The real question
is: Which distro *is* the preferred one?
OSG works fine with Red Hat Enterprise 5, but it may not be the best
distro to use if you need to work with Qt 4.5. I'm not sure
Gordon Tomlinson wrote:
Slightly of topic
Any one tried use using the new Nvidia Bindles Graphics Extensions
they look quite interesting
http://developer.nvidia.com/object/bindless_graphics.html
Wow, pointers in a shader. Weird!
It sounds a lot like direct state access, but for
Jean-Sébastien Guay wrote:
OSG sorts by state to minimize state changes, but I'm not sure how it
does the sort.
I believe the state sort is done using the compare() method of
StateAttribute. In the case of Uniforms, the comparison is pretty
thorough (first data type, then number of
Jean-Sébastien Guay wrote:
We've built the ffmpeg dependency (with mingw; I wonder what issues
we'll encounter linking this against other VS object files),
As you probably know, you can't build ffmpeg with MSVC, but you can link
other programs with it. This page has some info about
Michael W. Hall wrote:
I did find an osgIntrospection include file in the directory where I got
OSG from SVN. Copied that to the installed location of OSG. The
osgDotNet built, but gave a link error about OsgIntrospection.lib. I
downloaded the precompiled libs and copied that to the OSG
Cysneros, Nelson A CIV SPAWAR SSC PAC, 56510 wrote:
So sorry if this is a way too obvious question but what is the
difference between observer_ptr and ref_ptr? And when would you use
one over the other?
osg::observer_ptr : Smart pointer for observed objects, that
automatically set
Paul Martz wrote:
Are all your Geodes within the view frustum and not culled? If so, I'd
think the fewer Geodes case would be faster. But if some are culled,
then the more Geodes case would take advantage of host culling,
sending less data to the hardware, and would therefore run faster.
I
Hi, Nico,
Nico Kruithof wrote:
Hello,
Say I would like to call a (global) update function every frame (not
directly associated with a node), just before the update of all scene
graph objects. How would I go about? Is there a call back function in
osgViewer that I missed? Or should I make a
Patrick Shinpaugh wrote:
That fixed it and likely the same would be required for the NPOT texture2d.
Actually, no. NPOT textures still use normalized texture coordinates
(0.0 - 1.0). I'm not sure why they're not working in your case. You
said your card supports the *_texture_rectangle
Vic Ace wrote:
In Visual C++ Express Edition I looked at the Help-About page and there it
says:
Microsoft Visual Studio 2008
Version 9.0.30729.1 SP
Would that be the version number that we're talking about?
For the SDL lib it says VC8 in the file path so that would be compiled in 8.0?
And
Kris Dale wrote:
Morning all,
Okay, bear with me if this seems an extremely dumb question. I'm extremely new
to OSG (heck, I'm new to 3D graphics in general, I've only made it through
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much
as fast as I can and what
Maxim Gammer wrote:
Hi all
Nvidia has released it's scene graph recently
Just fyi, NVSG is not new. It's been around for several years. We
considered it when we were looking for replacements to Performer.
Fortunately, we picked OSG :-)
--J
Vincent Bourdier wrote:
Hi all,
I saw in the osg 2.6 release log a svg plugin.
But, it does not appear in the cmake config or in the compiled plugin
and 3rd parties.
So i can assume there are some external dependencies, or a special
procedure to install it... but I did'nt found anything.
Well, what do you know? All that fuss and now there's a CMake 2.6 RPM
available. I swear I checked just two weeks ago and it wasn't there.
It figures... :-)
http://www.atrpms.net/dist/el5/cmake
--J
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Butler, Lee Mr CIV USA USAMC wrote:
I want to highlight certain nodes (or de-emphasize others) without
killing performance (I'm at the lower limit already) or requiring a
second render pass. Any good suggestions?
I was thinking of setting temporary colors. What is the appropriate OSG
way
Hi, Guy,
Great explanation, except you didn't say what the problem was :-)
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire
Ignore me, I just found it...
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
Christopher Wang wrote:
Hi,
Sadly I am the first person from the office to have to do anything with OSG,
they are using cygwin for other projects.
To give some idea of the errors, I will pipe my make into a file and post the
beginning of the errors. Also, I am rebuilding cygwin. I noticed I
Todd J. Furlong wrote:
Alena,
Did you install the Visual Studio 2005 runtime redistributable?
Also make sure you compile in Release mode before deploying.
--J
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Vinay Shah wrote:
Hi,
Thanks for responding. Do you know if this can be done using OSG 1.0? It looks like osg::Camera doesn't exist back then.
I think OSG 1.0.0 has the capability, and I also think osgprerender
existed back then. You should find similar code in that version of the
Mike Wozniewski wrote:
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
I'm not sure why you'd need a CompositeViewer if both cameras
Jason Beverage wrote:
Hi Jason,
You're exactly right, if texture 1 has transparency, then I want
texture 0 to show through no matter what. Doing something like the
following on unit 0 works great in that case, but I also want to add
in another scaling factor that will scale the alpha value
Robert Osfield wrote:
Hi Jason,
Your rant shows you didn't grasp the point of my earlier email.
And your responses show that you didn't grasp the point of mine.
You seem to still be under the impression that I expect you to continue
supporting CMake 2.4.5, no matter what. Let me be
Robert Osfield wrote:
Um it was mostly a rant...
Then you didn't read it. There were quite a few intelligent points.
Sure the first part was a rant (I'd call it a counter-rant to yours),
but the rest were well-formed ideas.
I have already said that if CMake 2.4.5 is possible
Max Bandazian wrote:
That looks like exactly what I need; unfortunately my project isn't up
to 2.8.1 yet, so I don't have that method. There's no way to plug in
my own PagedLOD class, is there?
I'm not sure if this will work, but you might look into a
ReadFileCallback (look in
Andrew Cunningham wrote:
I am struggling with the same/similar issue.
I want to set the transparency level dynamically ( the user has a slider) of a group in my scene. My understanding is that apart from setting the state GL_BLEND etc it is required to traverse/visit all of the nodes of the
Bob Youmans wrote:
My questions are currently:
1.What’s the best way to connect the two cameras so they’re
the same position orientation, only rendering to different targets
(e.g., update the matrix of one with the other using an update
traversal, put both under a transform node in
Andrew Cunningham wrote:
Adjusting the material color alpha will work for some geometries but I have
other geometries where each vertex has a BIND_PER_VERTEX color ( think of a
contour plot of a value), so I would still need to adjust the alpha of each
vertex color.
Actually you don't
Bob Youmans wrote:
Hi,
about the view and slave cameras, i got it, thanks. one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap. does it matter for the master/slave status for prerender vs the displayed camera.
I don't believe it will
Bob Youmans wrote:
Hi,
regarding matrixmanipulators, almost all the example have TrackBallManipulator
as the view's manipulator, separater from the cameras. So, if i have an update
callback on a camera to set its (and its slave) position and orientation, how
does that interact with a
Christopher Wang wrote:
Hi,
I hope nobody minds me spawing another thread on this question, but I think
I've moved onto a new question.
I am trying to Compile OSG and I'm getting some OpenGL issues.
My system:
CYGWIN 1.5.25
GCC 3.4.4
LibGlut 2.4.0
some of the many pages of errors
Jason Beverage wrote:
Hi all,
I'm trying to figure out a way to modify layer opacity using
TexEnvCombine that takes into account the underlying alpha channel of
a texture.
Do you mean if unit 1's texture has transparency, you want that to show
through to unit 0's texture?
The
Oh, boy. Where to begin. First of all, I don't have a clue how this
discussion got out of hand. We started out with a simple issue that
showed up on a CentOS box. It couldn't compile the recently released
OSG 2.8.1 version. The issue came down to the fact that CentOS and Red
Hat
Jean-Sébastien Guay wrote:
Hi all,
I, for one, would really like to thank you for the time you spend
helping others and contributing, Jason. Since I've been here I've tried
to take example on you and other people who have been active for a very
long time on this list.
I don't really have
Cory Riddell wrote:
I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.
Perhaps the nVidia system is better at offloading working or blocks the
CPU
Cory Riddell wrote:
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
Try putting the text in a different render bin, with a higher number
John Kelso wrote:
Hi,
I'm a bit surprised by this because as far as I know we have a fairly recent
version of Centos. Are there no other Centos users out there trying 2.8.1?
We're using RHEL 5, but we haven't tried 2.8.1 yet (2.8.0 is meeting our
needs for now).
Is cmake-2.4.8 really
John Kelso wrote:
Below is from our sysadmin when I asked him about getting a newer version cmake.
Any comments, anyone?
I've seen several instances of the typical OSS bigger, better, faster
mentality clashing with the if it ain't broke, don't fix it mentality
of the enterprise distros.
Hi, Robert,
Robert Osfield wrote:
Hi John and Jason,
Can we get a little perspective on this issue. The build problem was
a warning that we've already fixed in OSG-2.8 branch. As for snooty
admin's, best to leave them alone if helping you out is too much for
them.
There's no loss of
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