Hi Theo,
I ran osgdb_ffmpeg.dll on dependency walker [...]
No, you should load your app in dependency walker, run it (Profile is
what it's called in the dependency walker menu) and then try to load the
file that uses the ffmpeg plugin. That way dependency walker has all the
info about
Hi Torben,
thank you for your explanation regarding the camera manipulators. this explains
everything and after the correction it worked instantly :)
Great to know you got things working how you want them to. Just so we
know, what correction did you make exactly?
J-S
--
Hello Theo,
So, I guess it is finding the plugin but it's not loading it for some odd
reason.
Seems like that to me too. Good that you already ran with
OSG_NOTIFY_LEVEL=DEBUG, that's a great first step.
At that point I would run your app through dependency walker. That will
show you if
Hi Luke,
[...] osg::GUIEventAdapter::getXnormalized(), but I cannot for the life of me
find the code for that function.
It's directly in the header (include/osgGA/GUIEventAdapter):
inline float getXnormalized() const { return
2.0f*(getX()-getXmin())/(getXmax()-getXmin())-1.0f; }
If
Hi Leandro,
I've updated my old OSGUIsh library, so that it works with newer
versions of OSG. This small library allows to register functions that
get called when GUI-like events (mouse click, mouse move, key
down...) happen on a specific OSG node.
Interesting project! One question: how do
Hi Torben,
the framecylce consists of 4 parts:
Code:
advance();
eventTraversal();
updateTraversal();
drawTraversal();
What you called drawTraversal is actually called
renderingTraversals(), and consists of two phases: the cull phase, where
OSG traverses the scene gathering things it needs
Hi Markus,
I'm using osg 2.9.8 and trying to do intersection tests in a thread. The code
is real straightforwards and works well when not threaded:
[...]
Is this a known issue?
Err, you say what you want to do, that it works when not threaded, but
not what happens when you try to do it
Hello Jason,
I'm trying to understand how the OSG ShadowMap class works on a frame by frame
basis. I understand that the shadow is computed when the Cull Visitor hits the
ShadowedScene node, which has the ShadowMap technique set to it.
That's right.
Right now, adding the Shadow technique
Hi Igor,
Still hope there is someone, who familliar with LWO+OSG, to answer.(It's most
important question for me, because i'm thinking about OSG generally because i
found a bug in Assert Importer, so it can't load lwo bones now. I've reported
it, but i don't think, that is will be fixed
Hello Igor,
1) Is it hard to change components of OSG, to meet my requirments and use my
own version within scene graph integrated? For example, i'm not very satisfied
with render code and shadows\other FX, can i do a pure opengl replacement in my
engine and replace component without any
Hi Robert, John,
Guarding the FRAMEWORK keyword sounds like the sensible thing to do,
it's a bit of pain, but it would allow those using cmake out of the
box on older OS spins to keep working.
Yes, but who will do it? It would need to be someone who runs into the
problem... John, do you have
Hi John,
As a quick test I deleted the line
FRAMEWORK DESTINATION /Library/Frameworks
in CMakeModules/ModuleInstall.cmake, and everything builds and installs
just fine.
Yes, that's great news.
I tried this:
INSTALL(
TARGETS ${LIB_NAME}
RUNTIME DESTINATION ${INSTALL_BINDIR} COMPONENT
Hi John,
I hope you're not asking me! 8^)
Nah, it was more kind of a general question aimed at the universe :-)
I'm not sure how to do that myself. I'll let Stephan and Robert see if
they can come up with any ideas, I was just thinking out loud...
Sorry I can't help more,
J-S
--
Hello Sanat,
For the osgAnimationViewer example, what is the data that we need to use?
I am runnng the example from VisualStudio, so it comes to the line in bold
below and exits with 1.
Like osgviewer, you need to give it a file to load. It will load any 3D
model file that OSG can load, but
Hi David, Tom,
Are you enabling transparency? - for example by:
Code:
osg::StateSet* state = node-getOrCreateStateSet();
state-setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
state-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
That last one should probably have been:
Hi Roman,
There are many ways to do this, how you do it will depend on what you
find more convenient... Ulrich's solution is one.
You could create two Geodes with different textures (summer/winter) that share
the same
geometry.
Or you could have two Geometry objects that share the same
Hi Michael,
Does anyone know how I could go about stopping the View from doing a back
buffer swap during the rendering traversals. I am outfitting OSG into current
rendering engine, but I need the OSG view to not swap the back buffer at the
end of the rendering traversals. Is there something
Hi Michael,
Ah, sounds easy enough. I noticed if you call setupViewInWindow or
setupViewOnSingleScreen the graphics context is created there. So would I just
not call that method and then just do the graphics context, camera, and window
setup manually?
Yes, exactly. You can take
Hi Chuck, John,
There have been a lot of OSX-specific updates to cmake between your version and
the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK
argument, let alone do the right thing with it (ignore in your case).
Upgrading cmake will solve your problems.
When
Hi Sanat,
1) Since I am trying to use models in my simulation, I wouldn't want to spend
too much time on creating rigged+animated models in blender/3ds etc. I would
want to buy/use already rigged+animated models.
I did a bit of looking around and didn't find a good source of models
with
Hi Alejandro,
How is the right way to compile OSG without Qt?
On my Windows machine at least, if I set QT_QMAKE_EXECUTABLE to empty
and do configure in CMake, it will set all the Qt variables to
*_NOTFOUND and when I generate it won't include the osgQt library in the
build. Perhaps that
Hi Gianni,
a prototype I implemented seems working.
Thanks again for the hints
Great to know you got this working!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi gianni,
The solver I have generates positions and rotations for the object to move at
runtime. So I can not set all positions and rotations when the animation
starts. In case of using the osgAnimation library, how could I append new
positions and rotations at runtime?
Err, I wonder, if
Hello Gianni,
Maybe what you suggested is correct but it seems the callback method allows me
to update the transform when the three is traversed by the update visitor.
Moreover I need a way to show the animation in realtime so I need a way to
synchronize the transform update to the time
Hello Tim,
Based on the previous posters response it appears that recompiling the Source
within Visual studio is the method to address this problem.
Err, no, usually just making sure you don't mix debug and release and
that you use binaries for the same version of Visual Studio should make
Hi Tim,
It just means you have to know what you're downloading. If you see
binaries for Visual Studio 8 and you're using Visual Studio 9, don't
assume it will still work and then wonder why it crashes...
In fact, the download page even states it in underlined text...
- Quote
Hi Theo,
I just have a small little question: when you multiply your screen coordinates
by the inverse matrix you are using the z values of 0.0 and 1.0 for the points
on the near and far planes, right? Are you using these values because they were
previously set on your projection matrix or
Hi Theo,
Sorry to bother you so much with this J-S but I just can't figure out what am I
doing wrong! I'm sure it's something really simple!
I think you'll have to read about the math involved, look at the values
in the debugger and work out what you're supposed to get on paper... I
wanted
Hi Gianni,
is osgAnimation library quite new and growing fast?
Yes.
Anyway, I really didn't get the pro and cons of using osgAnimation library wrt
the callback method explained for instance in osganimationnode example. Is the
callback method more general? Does osgAnimate basically use
Hi Randy,
Thanks for your explicit response!
Yes, I've solved this problem and the cow could appear.
But another question now:
The command line shows an error after osgviewerd cow.osg: Error: [Screen #0]
ChooseMatchingPixelFormat -Unable to choose the requested pixel format
Any suggestion?
Hi Theo,
I'll have a camera that will be still for the whole time. 2D objects will be
put in front of the camera as it was a 2D application. Although, sometimes
these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho
projection.
Why not? Your objects are still in 3D
Hello Sanat,
I am trying to create a scene in which I want to add 3d models of humans and
control their motion through keyboard and/or automated.
However I am having trouble starting off as I'm not sure what exactly to do.
You should look into osgAnimation. It is a sub-library of OSG (node
Hi Theo,
As for the coordinates, I can see where you are going but I still don't know
how can I know the boundaries of my camera view on the xz plane. I mean, if I
use the ortho projection I can set it and my viewport to the size of my screen
and I'll know exactly what coordinates the
Hello Sanat,
Using a similar mechanism, can one also use 2 states of a model- a static one
and a rigged/walking one when the model is made to move ?
Yes of course, I don't know what tutorial you're talking about but
generally you do that with node masks or Switch nodes, and that will
work
Hello Issam,
can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ]
(http://img94.imageshack.us/i/shadowlg.jpg/)
What command line options are you using to run the osgshadow example?
For me, these work well
osgshadow --sm -3
osgshadow --ssm
Hi Sanat,
For the bottom left view, I wanted a view of the 3D model (backhoe) and the
terrain with the camera either inside the cab of the backhoe or hovering just
above it. So I did the following:
Code:
view-setSceneData(backhoe1PAT);
//where backhoe1PAT is the positionAtttransform of the
Hello Randy,
After installing, I don’t know how to set environment variable
”OSG_FILE_PATH” which should be the “sample” directory. Since I get only
4 files in installing directory——bin,include,lib,share,but with no
sample file.
See
Hello Sanat,
The NodeTrackerManipulator worked perfectly. It gives me the exact behavior I
wanted except for the fact that its default orientation is a side on view to my
model node. I can rotate that with my mouse and change the view to my
preference.
But I would like to have the scene
Hi Bruce,
I downloaded some IVE files from a website that I am trying to use for a
project teaching teens how to create video games using OSG. I want to
dynamically add objects along the path in the scene. To do this I will have to
specify the XYZ of the point to add the path. My problem
Hello Jose,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
You might have seen that ShadowedScene has methods called
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks
Perhaps you didn't see it, but he did :-)
See file balls_01.zip attached to the first post.
J-S
--
Hi Jose,
I'm working with a light (spotlight) concretely. I would like that this light
didn't go through walls. How can I obtain this effect?
In real life, the fact that a light doesn't go trough walls is a
consequence of the fact that solid objects block the light (i.e. cast
shadows). The
Hi Farshid,
If your are on Windows, the excellent (and free) Paint.NET image editor
can open/save compressed dds files.
I personally like XnView (also free ($) but not free (libre) unfortunately).
Ulrich, it's really not hard these days to find something to open dds
files with. The DirectX
Hi David,
Wow!
Every time I look at this stuff, I learn something new!
Thanks for expanding my knowage of OSG under QT!
Yeah, OSG is cool like that, we all learn constantly :-)
FYI: I tried to run 2.9.8 on an old box I have at home, but it has an AGP card
and I kept running into GART
Hi Don,
Sorry to hear your problem doesn't seem to be the same as mine.
It looks like I need some quality debugging time.
That generally helps make things clear. In particular for the
intersectors it's generally pretty easy to see why your node is being
rejected when you're tracing through
Hello John,
How do I draw QT controls over my 3D rendering?
I am using OSG 2.9.8 and QT 4.7.0
I must to drawing qt contols similary as in example openglcanvas. (trolltech)
See the example osgQtWidgets that was part of 2.9.8. Also see the
modified files I attached to my post here:
Hi Frank,
I looked at osg::View::computeIntersections to try to replicate what it is
doing. I have mimicked the code pretty much exactly, with one exception.
Instead of having the camera accept the IntersectionVisitor, I have the root of
my sub-tree accept it.
The reason it works when
Hello Frank,
Thanks very much, J-S. That explains everything. Luckily, your first solution
will work for me because there aren't any other transforms in the way. However,
the more-general solution looks more interesting so I think I will give it a
try! =D Could be useful later, who knows.
Hi Don,
I'm having a problem with not being able to pick on my HUD geometry when
the main camera has a perspective projection. My app is able to toggle
between
perspective and orthographic. Picking on the HUD geometry works fine with
orthographic, and the HUDs are visible in both projections.
Hello Gianni,
I looked at the OSG examples in vain to understand how to load a font properly. OSG examples work fine if started from my
dev environment (VS) but setFont(fonts/blablabla.ttf) does not work if I run my app normally double
clicking on the .exe file. The osgtext example have the
Hi Nikhil,
I want to know if there is a simple way from converting composite viewer
(having multiple views) to multiple windows each having a single view
Actually, it only depends on how your graphics contexts are set up. If
all your views' cameras are using the same graphics context, then
Hello Rakesh,
I have followed this link to load collada plugin in OSG,
i am getting this error in cmake ui tool.
Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR).
This is not related to Collada and should not cause any problems.
i just genearated the solution file
Hello Rakesh,
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
but not enough to do collada plugin.
What do you find is missing? I found it completely adequate when I
started building the Collada plugin a little while ago.
If the plugin requires additional
Hello Gianni,
One more question. Suppose I have two viewers and I would like to show the axes
just in one of them. Since the camera with the axes model is in the scene, is
there any flexible way to enable/disable the axes in one viewer?
You could search the archives for hints of how to
Hello Roman,
How can I switch off osg::Material from my model?
You could just traverse your whole graph, and on every node and drawable, do
nodeOrDrawable-getOrCreateStateSet()-removeAttribute(osg::StateAttribute::MATERIAL);
J-S
--
__
Hi Wojtek, Wang Rui,
Its on QuadroPlex. But I doubt hardware is involved. Maybe Windows
version (mine is 7 64 bit) has more to do with it...
Windows 7 64bit here too... Wang Rui, were you able to debug into the
code and find anything?
J-S
--
Hi Adam,
Got osgOcean (oceanExample) to work finally (yeah!) [Well, sort of as I am
still having issues with the SkyDome not showing up].
Good to know you got your compilation and runtime issues worked out.
The skydome is loaded from images, so two obvious causes for it not
working would
Hi Sanat,
I was trying some example in osgviewer and found the following error messages
in the command line:
C:\Tools\OpenSceneGraph-2.8.0_VS_2005\binosgviewer.exe C:\Tools\OpenSceneGraph-
2.8.0_VS_2005\bin\OpenSceneGraph-Data-2.8.0\cow.osg
Windows Error #127: [Screen #0]
Hi Robert,
If you use billboard quads then the OSG will have to depth sort all
the osg::Geometry of the quads, as well as do the cull and draw
traversals through all the separate nodes and geometry. Sorting just
a index array will only have the cost of the sort, and given the
nature of the
Hi again Paul,
Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
Hi Robert,
Your sort functor would take a reference to the Vec3Array+lookvector
or an array of the distances to sort against and then make decision of
based on the dereferencing the indices. Preparing an array of
distances based would mean you only do the compute of the distance
once per
Hi Robert,
Have you tried doing the two pass strategy - first the opaque pass
clipping out the alpha 1.0, then a second blended pass accepting all
alpha 1.0. This won't cure the ordering issue completely but it
will lead to less obvious artefact's as it'll only be the transparent
edge that
Hi Gianni, Vincent,
isn't that problem the same as having a cross axes fixed in a corner of
the viewer and rotates accordingly to the scene? If so, after looking at
the osgautotransform example I don't think it would solve the problem,
but I hope someone can help us :)
Please search the
Hi Tim,
I've written a pair of articles on the internals of OSG that members of
this list might find interesting. The first,
http://www.bricoworks.com/articles/stateset/stateset.html, covers
osg::StateSet and osg::State. Almost every programmer that uses OSG is
familiar with StateSet, but it's
Hi all,
I saw a post from Robert today suggesting to use osg::PointSprite for
particles.
One question I have about that is - say the texture you use for the
point sprite looks like a dust particle, with the contour transparent
and the edges semitransparent. Since the sprites are rendered
Hi Robert,
2) Do fine grained depth sorting via a cull/draw callback. I'd sort contents of
a DrawElements rather than the vertices themselves, as this would allow
you to manage the vertices consistently in an animation/update
code you have.
I thought manually sorting all vertices
Hi Paul,
Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
sprites, of
Hi Adam,
I still have a bit of a problem however, as I am still unable to run the
osgOcean example. I encounter:
DynamicLibrary::failed loading osgPlugins-2.8.3/osgdb_png.dll
(and then of course the subsequent Could not find plugin... messages).I'm
baffled as to why it can't load but
Hi Robert,
I've just wrapped up my work for the week, and taking this afternoon
and whole weekend off! The car is packed with food, camping and
running equipment and I'm now setting off. Tomorrow morning I set off
on my first mountain marathon, the Lochalsh Dirty 30.
Hi Greg,
Kudos on taking the initiative to debug into the OSG source yourself. I
don't think many would have been able to answer your question of why the
intersection test was failing, so that was the good thing to do.
The last test ( line 16 ) is failing. From reading the web I understand
Hello,
Once again, for OSG questions please post to the OpenSceneGraph mailing
list (subscribe at
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
or on the Forum (http://forum.openscenegraph.org/). Please DO NOT send
e-mail personally to one of the members of the
Hi Martin,
I get the number of screens with the following lines:
_wsi = _gc-getWindowingSystemInterface();
std::cout Detected Screens: _wsi-getNumScreens() std::endl;
My question is: How can I define the screen which show me my viewer?
If you're creating your window yourself using
Hi weihuan,
i use osgshadow in osgart, the shadow map work fine. the model is standing on a
plane, shadow cast to the plane, the plane is attach to the pattern, what i
want is to make the plane invisible but the shadow remains, to make it looks
like shadow on the top of pattern. i try alpha
Hi Nikhil,
I need to cast rays from a point(cone like beam) recognizing obstacles .
That's clearer. So what Robert said would probably work for you: look
into LineSegmentIntersector, enabling kd-trees, and the osgintersection
example in the OSG sources.
Hope this helps,
J-S
--
Hello Vincent,
Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to
Cmake as well as osg.
Please do a bit of research on your side. A simple case-insensitive grep
(or find in files) for ffmpeg in the OSG source tree would tell you
what you need to know...
In
Hello Adam,
Reading your message, it seems to me that you don't have a clear idea of
what you need to do to get to your desired goal. Key phrases like
obtain ... from somewhere and somehow cram... scream to me that you
need to understand a bit more instead of just going from one site to
Hello again Adam,
I need to take the extra time to understand what I am doing.
Just a note: it usually takes less time when you take it step by step
and make sure you're doing it right, than when you just try tinkering
until you get it right. This is true for anything, and I also have to
Hello Vincent,
I was wondering if anyone has tried back porting ffmpeg to 2.8.2? Please advise.
We have used the ffmpeg plugin in OSG versions as old as 2.6 without
problems (at least none I can recall now, so if we had any problems they
must have been easy to fix).
In theory all you
Hello,
First, I would request that for questions related to OpenSceneGraph, you
send the question to the mailing list and not personally to someone. You
will get more answers that way, and likely faster too.
so I want turn to you for help.How to display a 3x3 screen display of a
scene?Could
Hi John,
However, when logged in, it seems that I do not have permissions to edit any of the pages
(no edit page link in sight). I've updated pages before (long time ago), and
I vaguely remember that I then used some sort of guest account. But either the guest
account has been disabled, or
Hi Gianni,
I'll add this to Serge's answer:
Is it true that if I declare a pointer as follows:
osg::Group* test = new osg::Group;
I would have a memory leak since I can not call a delete on test
object pointer?
You would have a leak if you never add test to a container that holds
Hi Brad,
What is the best way for picking / selecting the quads under the mouse
cursor when the location of the vertices is calculated in a vertex
shader? When I used the fixed function pipeline I could simply using
OSGs intersection utilities for the picking, this will obviously no
longer
Hello Manjeet,
I have created a sphere *( with setUseDisplayList(false) ) .*
Even if you have used setUseDisplayList(false), you still need to update
the drawable's bounds when it changes. Add sphere-dirtyBound() when you
change the sphere's radius and that should help.
J-S
--
Hi Nikhil,
I am getting a feeling that using osgVolume(rayCasting) i can get the lights
done. I am using 2.8.0 . I am not sure though(Hence this post).
No. osgVolume is for doing volume rendering of a stack of images or 3D
texture.
J-S
--
Hi Tan,
Note, if you do not want to change the internal scene structure in the file, do not use
osgconv which may optimese and change it. Try to use osgDB::writeNodeFile
instead.
You can set OSG_OPTIMIZER=OFF before running osgconv if you don't want
any optimization. The default setting is
Hello Manjeet,
How to pick a vertex of any triangle by mouse.
You already posted that question not once, not twice but three times.
Plus, Nick gave you a possible solution, and you replied to that message
by repeating the question in large font. That seems a bit rude to me, so
please
Hi Carlo,
According to yum, FreeType is already installed.
Code:
Package freetype-2.2.1-21.el5_3.i386 already installed and latest version
Remember that to be able to build anything with it, the -dev package
needs to be installed too... Otherwise you just have the shared libs
installed (so
Hi John,
Also, as a side note, how do I convert osg::Node* to osg::Node ?
This is a basic C/C++ programming question. Node* is a pointer-to-Node,
and Node is a reference-to-Node. The quick answer is:
osg::Node* node_pointer = new osg::Node;
osg::Node node_reference = *node_pointer;
Hi Justen,
So, I've looked at the tutorials for this, but it doesn't much in depth into
the texture coordinates and how they work. If someone could help me out, I'd
much appreciate it.
You seem to have the right idea. I didn't have to change anything in
your code (other than the path to
Hi Anders,
Hi. I suddenly get a problem on my laptop (DELL xps13, NVIDIA G210M)
where I cannot run any OSG-based applications.
Using OSG 2.8.2 under Windows Vista 7 64Bit.
osgviewer file.obj reports:
Viewer::realize() - failed to set up any windows
Viewer::realize() - failed to set up any
Hi Nikhil (assuming this is your first name),
i tried to figure out what are the properties of light that are to be set so
that
the light is visible on the space(3d) along with the surface(this is default).
but didn't go far.
Sounds like you want to render volumetric lighting /
Hi Sanat,
I want to place a model of a truck over a 3D terrain that I created from DEMs
and navigate the truck over the 3D terrain using my keyboard. However I am
having trouble trying to think about what I need to do to get this done.
I can give you general pointers but to go into any
maybe StateAttribute::OVERRIDE|StateAttribute::ON
Yes, I think it's the 3rd person in the last month who assumes OVERRIDE
includes ON... But that wouldn't be flexible enough, because then you
wouldn't be able to override something OFF...
J-S
--
Hi Sanat,
After that I started getting a bunch of 1104 Linker errors as it could not find
a certain .lib file.
An OSG lib file? If it couldn't find a certain .lib file, it means one
of the previous projects failed to build. Look higher in the compile
log, you should see which one failed to
Bonjour Olivier,
Actually I had tried IntersectionVisitor before. I had the same problem, which
is why I switched to IntersectVisitor.
You really need to send us a complete code example that reproduces your
problem. That means one source file that contains a main() and which we
can compile
Hi Fabien,
I have removed the warning by putting the declaration of objectDeleted()
directly into the class definition. See attached file.
Yep, that works. Can you forward your modified file to osg-submissions
so Robert is sure to see it?
Thanks,
J-S
--
code or telling me you won't...)
Thanks,
J-S
On 19/04/2010 10:13 AM, Jean-Sébastien Guay wrote:
Hi Robert,
I don't believe removing newlines that exist in strings from
Ouput::wrapString() is appropriate. If a newlines are in a string it
really should be honored.
That's not the problem
Bonjour Olivier,
Finally, I decided to reinstall osg using the sources. I took the osg 2.8.3
sources and I compiled them using my version of visual studio. Now everything
works perfectly !
Good to know you got it solved.
Looks like I didn't have the good binaries.
Yes, I think Peter hit
Hi Ku,
I had an idea : might inheritance interfere with the osg::Referenced system? I
mean, if I create my own class derived from PAT, then put it in a ref_ptr, will
it be handled correctly?
No, it should work well as long as you follow the rules... see below.
'cause I've found out the
Hi Robert,
Yep, that works. Can you forward your modified file to osg-submissions so
Robert is sure to see it?
Oop, forgot to mention Febain's change is already checked into svn/trunk ;-)
Heh, thanks :-)
J-S
--
__
Jean-Sebastien Guay
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