Hi Robert,
Given the repeated problems I face, and the lack of active usage of
osgIntrospection out in the community I am ready to move
osgIntrospection out of the core. It has long been a real maintenance
problem for me and I really know my own productivity will improve with
moving
Hi Robert,
This fixes a small problem in .osg files, where inline shaders would
have an extra newline per line:
Shader {
type VERTEX
code {
#version 120
#extension GL_EXT_geometry_shader4 : enable
uniform mat4
Hi Shayne,
My question is, is adding and removing the views during runtime the way
to go or is there a more efficient/elegant way of turning my views on
and off? Is there an equivalent of a switch node for managing views in a
composite viewer?
To add/remove views at runtime you have to stop
Hi Danny,
I would like to do the following:
1) To disable static counter on the output file name and alway overwrite the
last file.
2) Save this file in custom path on hard drive.
How can set these option to ScreenCaptureHandler?
If you look at the osgViewer/ViewerEventHandlers header,
Hi René,
The re-factored manipulators do make the implementation simpler. I made
some subclasses for customization ( and a more model/view like approach ).
There are only a few small remarks regarding the manipulators. The line
segment intersectors don't intersect with the cylinders when
viewed
Hi all,
I just wanted to mention for the sake of closing this thread, that the
problem was caused by the shadows and the skydome both having a texgen
state on the same texture unit. This caused two things I could observe:
1. No shadows at all when the skydome's renderbin was set to a
Hi all,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I had set up my skydome in renderbin -100 to make really sure it was
rendered before other things, and set its
Hi again,
I was wondering if someone has had problems with objects which are in
negative-numbered renderbins with shadows (in my case,
osgShadow::LightSpacePerspectiveShadowMapVB).
I should have mentioned that this is using the view dependent shadow
classes from OSG 2.8.x backported to OSG
Hi Wojtek,
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() is
good place to start looking. Check what are the dimension of returning
volume. Good hunting ;-)
Thanks for the hint. I'll look there. In the mean time I did more
testing and found that even now that I've changed
Hi Wojtek,
I don't think such backporting should be an issue. Practically recent
fixes were cosmetics, improved precision in first iteration of shadow
camera projection setup and better handling of spot lights.
One more thing came to my mind: StandardShadowMap forces RenderBin
override on all
Hi Wojtek,
Look inside the
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method.
ComputeBoundingBox visitor has node mask set to cast shadow bitmask
before visitor is run on ShadowedScene graph. I did not mean more than
this.
Hmmm, changing it to use the ReceivesShadow mask
Hi all,
Back from vacation, glad to see progress has been made on this thread. A
few comments:
o Porting the website for MediaWiki, are there any tools that might
help this?
This page on the official MediaWiki site has one pointer:
Hi Robert, all,
OK, so I leave for the night and come back and there are tens of new
messages in this thread, perhaps I should work in GMT hours so I'd be up
during the same hours as many of you! :-)
I think the discussion is rolling nicely, we've got a few good leads on
what to improve.
Hi Mathieu,
I'm testing svn import into github at the moment, it might take some
time (if it succeeds) importing those 11000 revisions :
http://github.com/mathieu/OpenSceneGraph
Nice, I'll check it a few times to see if it finishes.
Then, any suggestions of how to go about checking it out?
Hi again Mathieu,
I'm testing svn import into github at the moment, it might take some
time (if it succeeds) importing those 11000 revisions :
http://github.com/mathieu/OpenSceneGraph
Nice, I'll check it a few times to see if it finishes.
I just noticed the github pricing, this is what they
Hi Raymond,
I get a black window on my 2nd monitor when I use osgviewer
without arguments (and other programs that I tried). The second window
is rendered ok when the first window does not have focus, i.e. when
another program is on top of it.
I get the same on Windows 7 64 bit with nVidia
Hi Mathieu,
Quick Start Guide :-)
Yes, thanks! :-)
If your the of TortoiseSVN sort
I am :-) thanks.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Raymond,
I hadn't noticed this because I always start up osgviewer fullscreen on
my second monitor only, or in a window.
And about this, I think this new problem might be related to the weird
behavior I and others have noticed with OSG apps before:
- Start fullscreen on screen 0 : the
Hi Chris,
I am very hesitant about changing our wiki and VC hosting. While what we
have is not
perfect, it works 99% of the time, and is mostly under our control. Changing to
a new
platform involves MORE work, not less, and we don't really know the reliability
and
performance of the new
Hi Robert,
After a long slog tending to some very meaty submissions, and
similarly taxing bug fixes/feature refinements, and can finally say
that 2.9.7 is here. Yay!
A bit late to the game this time, but I just wanted to tell you that
I've compiled one of our simulators with OSG 2.9.7 and
Hi Chris,
I believe we could introduce a issue ticket tracker without cost to you.
I'd be curious to hear input from other significant OSG developers about
whether they
use an issue tracker in their work, if they find it effective and useful, and
if they
believe it would be similarly
Hi Raymond,
Is there a way to let the osg open just 1 window that spans accross the
2 monitors?
You can modify osgviewer to create the context in any way you like. By
default when using run() it will call one of the setUpView*() methods,
in this case setUpViewAcrossAllScreens(). You can
is very hard. And people need to be objective and see the
downsides as well as the good points.
J-S
On 2/23/2010 3:45 PM, Paul Martz wrote:
Jean-Sébastien Guay wrote:
Hi Chris,
I am very hesitant about changing our wiki and VC hosting. While what
we have is not
perfect, it works 99
Hi Robert,
After a long slog tending to some very meaty submissions, and
similarly taxing bug fixes/feature refinements, and can finally say
that 2.9.7 is here. Yay!
Yes Yay! Congrats and thanks for all your hard work, hopefully this is
the start of the steady ramp up to 2.10/3.0!
J-S
--
Hi Robert,
The fact is that right now, there's one person with commit access.
Errr no. This is not fact.
There are several developers with commit access to svn/trunk and
svn/branches. In the case of svn/trunk those with commit access are
for specific portions that they are the lead author
Hi David,
I will keep playing with it to see if it is dropping the u,v coords as you
suspect. Worst case scenario I just remove the ability to apply a texture at
run-time for a mesh and make them specify it in the mesh file.
Or, just map a dummy white 1x1 texture by default, so that the obj
Hi Robert,
You know full well I meant commit access to the core on svn trunk. That's
the main point right now.
No I didn't know you meant something other than what you said. You
said something that wasn't true so I corrected it. Don't forgot that
you're not the only one reading this thread.
Hi Robert,
Of course you had to know that I would be one of the first to reply :-)
_My situation : just keeping up, but only by dedicating almost 100% of
time to unpaid project work, which is not sustainable_
[...]
Right now
I am clearing the submissions backlog but slower than I'd like, and
Hi J.P.,
PS. I've come across this great lecture series (with videos) from Andrew
Tridgell (of Samba fame). Lecture 7: FOSS Governance might be of
interest (in the sense of being informative, not prescriptive).
http://cs.anu.edu.au/students/comp8440/lectures.php
Thanks for sharing this! I've
Hi Robert,
And updated the dev release page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
But you didn't update the news on the front page...
I'd offer to do it but no one other than you has access to that...
J-S
--
Hi Torben,
What is the issue with the server and repository?
Our hosting is provided at AI2, Universidad Politecnica de Valencia,
Spain by Jose Luis Hidalgo (see the footer on openscenegraph.org). In
the last few months there have been various outages and server problems,
some of which
Hi Chris,
I'll revisit this if anyone thinks of anything else to try, but for now I'm
going to give up on osgEarth (since it seems osgOcean may be more valuable to
us) and try VirtualPlanetBuilder to generate terrain that IS compatible with
osgOcean.
From your screenshots, I don't think
Hi Robert,
I am angry because of your attitude towards me, accusations of
un-professionalism - something based on my inability to live up to
your expectations on just how much work I can personally take on.
These expectations *are* unreasonable, so I will never be able to live
up to your
I hate being the one to get between you two, but I think this is getting
out of hand. As is often the case in these heated arguments, you're both
right, and you're both wrong.
Paul, finding which header is missing from the places where you get the
errors would probably not be too hard.
Hi Paul,
Paul, finding which header is missing from the places where you get
the errors would probably not be too hard.
I often do provide fixes, but I'm under the gun to get demos out the
door in a few days.
And Robert's under the gun (perhaps his own gun) to get a dev release
out the
Hi David,
In addition to what Paul said, I have this to add:
... I want them to be able to move together in sync like they where sharing the
same camera manipulator.
Your intuition here is good, you actually can give both views the same
camera manipulator! Basically try out each solution
Hi Nick,
The reasoning behind this is that I want to capture flyover video and have
reproducibility of my captures. Using the current APM, the captures would be dependent
on the FPS performance of my machine and if it varies during capturing, my video will
look off. If I interpolate based
Hi Akilan,
Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully.
But viewer is saying couldn't find plugin to read .png, tif of 3ds files even
if osgdb_freetype.dll is in path and created from compilation.
What needs to be done?
Why do you think osgdb_freetype.dll
Hi Brett,
I know a lot of OSG users are building things in the ModSim space and I
know that two of the bigger industry conferences are ITEC (Europe) and
I/ITSEC (USA). I was wondering how many people from this list go to
either of those and if there is any interest in a OSG Users Group
meeting?
Hi Fausto,
Sorry to bother again.
I've got some improvement and in fact the problem was in the trails
setup. But it's not perfect yet, and I was wondering if you could send
your QOSGWidget code, at least the part concerning the context creation,
just to see if there are other settings that I
Hi Philip, Paul,
Does this happen with anyone else's builds?
I'm pretty sure it's a widespread issue, my builds seem to suffer from
the same problems. WHITESTAR and both Skywalker builds on
cdash.openscenegraph.org are mine.
J-S
--
__
Hi Andrea,
I just wanted to share with everyone this experience...
Yes, absolutely, thanks for sharing the resolution, it will probably
help others in the future!
Glad you found the reason, as I agree that it was quite a weird problem.
J-S
--
, obviously...
J-S
Philip Lowman wrote:
On Sat, Feb 13, 2010 at 3:48 PM, Philip Lowman phi...@yhbt.com wrote:
On Sat, Feb 13, 2010 at 1:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Philip, Paul,
Does this happen with anyone else's builds?
I'm pretty sure it's a widespread
Hi all, hi Robert,
It seems to me that the OSG site has not been very reliable in the past
few months. We see these kinds of posts pretty often (maybe once every
two weeks?) and the problem often lasts for a day or more, and is most
of the time corroborated by multiple posters so it's
Hi Fausto,
I've read your post regarding this problem, and I was wondering if you
found the solution because I have the same problem when I try to embed
osg into a Qt application.
It works fine in simple tests, but when a more complex Qt windowing is
concerned I receive the same error as
Hi all,
I just wanted to mention that unless I'm mistaken, there's a pretty good
OSG presence in the January/February issue of IEEE Computer Graphics and
Applications. Two articles have been co-authored by members of this list:
Dynamic Terrain for Multiuser Real-Time Environments
Christopher
Hi Andrea,
If I compile my application in Release build and launch it through VS2008 with the
Start Debugging (Ctrl-F5) command, the performance is good and close to what
I was expecting:
...
If instead I launch the same application with the Start without Debugging
(F5) command, the
Hi all,
I'm trying to replace the fixed function texgen for a given effect by a
shader in order to remove the back projection problem. But I'm
struggling a bit to even get the texgen to work with shaders (once
that's done removing the back projection will be a cinch).
The original (fixed
Hi Paul,
Or better yet:
gl_TexCoord[1] = texGen * gl_Vertex;
There is a lot of overlap between the object plane equations and the
texture matrix. Originally, the thinking behind the object plane
equations was that you might only be concerned with s and t, so it was
more efficient than
Hi Paul,
I've found the problem.
So you confirm that the fixed function fragment stage will not do
anything special when texgen is active, i.e. that it will only do:
vec4 col = texture2D( tex, gl_TexCoord[1].st );
?
Seems this was not correct, I had to do a transformation:
vec3 texCoord
Hi Adrian,
does someone have for all existing openscenegraph plugin build the 3rd
party library and is willing to share them.
There is 3rdParty_Win32Binaries_vc90sp1.zip on this page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
Though it probably doesn't contain
Hi Luigi,
What about having a repo of working recipes where people who have the
itch and have successfully scratched can share the recipe in a somehow
formalized way.
In my previous mail, I' m suggesting use of Cmake external projects as a
way to formalize
Hello Ernie,
Given your two symptoms, which are:
I place both: $(OSG_LIB_PATH) and $(OSG_INCLUDE_PATH) into the necessary fields
when i am configuring my project, like it says in the above tutorial, but i get
errors when i include them [...]
and
When i try to run the program by pressing
Hi Paul,
Interesting... I ran a nightly build on 5 Feb at 00:05 (5 minutes past
midnight) CET, and that was Feb 4 16:05 local time. Immediately after
the build completed, I saw the results posted to the dashboard. Then I
took the evening off and went to sleep. This morning 15:45 CET (7:45
Hi Paul,
Huh! Even though it's the _same_ day in CET...
Yeah, well, it only knows about its own local timezone... Makes sense I
think.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Miguel,
Is the feature I want is possible with the MatrixManipulator of OSG or should I
implement my MatrixManipulator ?
I think you should subclass osgGA::NodeTrackerManipulator or just modify
it in OSG to add a new TrackerMode to it that would do that. It falls
within its scope of
Hi Kevin,
My project is throwing an occasional unhandled win32 exception error and I've been trying to figure out why. There is no consistency in the timing so I assume that I have a dangling pointer somewhere.
I doubt you're on the right track with changing standard pointers to
ref_ptrs in
Hi Chris,
In the osgOcean project settings, the additional include directories includes
the osg header directories, including osgDB and osgText. These are put there by
CMake, which demands those paths in order to generate the project files.
osgText has its own String class based on
Hi Chris,
By removing those two directories from the additional includes, osgOcean builds
correctly.
Oh, and I forgot to mention - great work tracking this down, it was
certainly not obvious what the problem was when considering only the
compiler errors you posted :-)
J-S
--
Hi Kian,
I am trying to use OSG to play a video but it keeps indicating to me that it can't find the plugin. I am trying to load the quicktime plugin in but is having some diffculties, I have downloaded the quicktime sdk but is not sure how to use the cmake to configure and generate, can someone
Hi Alberto,
I found that the reports were likely bogus at least for me
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html
so I stopped submitting my results for a while. I think that having bad
information is worse that not having any at all.
Yeah, you're right
Hi Chris,
Do you guys have any special tips on setting up a nightly build environment?
Or just --
go at it and see what happens.
See the wiki page here:
http://www.openscenegraph.org/projects/osg/wiki/Build/CDash
If all you want is to build nightly (as opposed to publishing the build
Hello Ted,
thanks very much for any insights, suggestions, help--
Sending the same message three times won't get answers quicker...
I have never tried the code you're referring to, so other than suggest
to trace into the code (or place breakpoints where the OSG view matrix
is updated and
Hi Paul,
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult.
...and it just completed and published. The system name is UTAH.
Perhaps you should change the name so it reflects it's a GL3 build
(something like UTAH (GL3)). You can do
Hi Ted,
Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single
Hi Ted,
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single osg::Group below
the MatrixTransform that contains the MatrixTransform's old children).
For some
Hi Chris,
Here's hoping someone has figured out this problem in the last 6-7 months since
this thread was active... Because I'm stuck.
I've used VS2005SP1 to build osgOcean and have been doing so
successfully since the start of the project... What version of OSG are
you building osgOcean
Hi Chris,
Is anyone out there doing automated nightly builds on Windows?
Yes, I am on both my home and work machines. You could see my work
machine's submitted builds on this page if the openscenegraph.org site
wasn't down/unbearably slow:
Hi Raymond,
Did anyone succeed in this?
I'm using VC2005SP1, and precompiled ffmpeg downloaded as
ffmpeg-r15261.zip from somewhere (I can't remember where) and it works
fine in both release and debug. There shouldn't be any problems about
C++ runtime and using debug libs in release libs
Hi Raymond,
I'm pretty sure that it crashes somewhere in the SDL Audio part... What
version of SDL do you use?
There's a difference between our use of osgmovie/ffmpeg plugin, I've
never used it with audio. All I can say is try other versions, or
compile SDL yourself?
You might also be
Hi Raymond,
Hmm, that's interesting, never used that combination. Do you know how I
enable Debug info for Release mode?
When building OSG, after generating the project files with CMake, if you
open the solution file you'll see RelWithDebInfo as one of the
available configurations.
For
Hi Martin,
I can afford buying a different graphics card and am flexible in regards to operating system, I would only like to have information on a confirmed working setup. So has anybody managed to get a good looking shadow, preferably PSSM, working?
OSG's PSSM implementation has been
Hello Bondy,
I am trying to import a .fbx file(maya2010) into OSG2.9.6. I am facing some
problems in installing the fbx plugin for OSG2.9.6. Here are the steps i
followed.
1.I am using a Linux system and I downloaded the linux version of fbx sdk from
autodesk website.
2. Unzipped the
Hi Nick,
when I add ocean to my scene, the mem goes up very agressively. and its
still increasing. Are you experiencing the same things ? I run the app
for 15 seconds and it crashes with FBO setup failure
I've modified the oceanExample so that it calls
OceanScene::setSunDirection(...) each
Hi Robert,
I'm building VPB from svn trunk to do a bit of terrain generation, and I
got a suspicious compile warning and some linker errors:
Warning:
1..\..\..\src\vpb\BuildOptionsIO.cpp(202) : warning C4005:
'ADD_ENUM_VALUE' : macro redefinition
1
Hi Nick,
on windows, it does eats the memory in large chunks after 5
minutes, It reach the limit
I'm on Windows... Vista (at work) to be specific.
Did you just compile osgOcean and the oceanExample? Which compiler?
Which version of OSG?
Sorry I'm kind of out of ideas, since it works
Hi Robert,
Build fix for VPB now checked in.
Which marks revision #1000 in the VPB repo, where do I send the
champagne? ;-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Robert,
Cool, I hadn't spotted that milestone go by. Keep the champage in
reserve for when I tag 1.0 ;-)
Heh, ok :-)
BTW, your fixes didn't fix the linker errors I had also reported:
1BuildOptionsIO.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public:
Hi Robert,
It's got an OSGDB_EXPORT declaration, but it's a template so shouldn't
have one... I've now removed this and checked it into svn/trunk.
Could you please test?
Yep, that did it. Thanks.
J-S
--
__
Jean-Sebastien Guay
Hi Nick,
I nailed this down to
ocean-getOceanScene()-setSunDirection(sunpos);
calling this each frame increases the mem usage
I'll check this out on Monday at work. At first glance setSunDirection()
shouldn't cause leaks but perhaps it's the dirty each frame that it
causes that leaks.
Hi Nick,
Great. Yeas, that is what I was thinking as well. the sun direction set
dirties the scene so the init is called over and over again. I am not
into the details of osgscene too much, but for me it looks like an
overhead to recreate just about everything on sun position change.
init()
Hi Charles,
The only problem is: every time I attach the camera to the
PositionAttitudeTransform node, I get a segmentation fault. Is it possible to
attach a camera to a PositionAttitudeTransform node?
In OSG, you can't put a camera as child of another node in the hopes of
getting the
Hi Robert,
This problem will be fallout from a fix for Mingw's freetype header
location. I've just reverted this change as it obviously cause more
pain than gain.
Totally agree. If I have some time I'll see if I can find another fix,
and post it to osg-users first for others to test. But
Hello Laurence,
Below an overview of my settings (just in case somebody wants to confirm
the results)
Thanks a lot for testing and for reporting your findings!
I'll just comment on one thing:
(5) Qt libraries 4.6.1 for Windows (minGW 4.4, 277 MB)
Download:
Hi Nick,
is there a way to have a node to be only reflected but not rendered? I
have tryied to set up the node mask to just
ocean-getOceanScene()-getReflectedSceneMask()
but the node still gets rendered
This has nothing to do with osgOcean... If you want your node to not be
rendered you
Hello Sebastien,
I am running on Visual 2008 SP2 with osg 2.8.2
2005 or 2008? Here you say 2008, and lower you say 2005... Since you
said 2005 multiple times I'll assume 2005.
I have seen no info on an SP2 for Visual Studio 2005 (or 2008 either for
that matter). Are you sure? Searching
Hi Gordon,
But windows 7 and NVIDIA drivers fails and dies a lot for both Opengl
and Direct X, and that causes issues even though Window 7 recovers and
restarts the driver is sucks up resources leading slowdowns and crashes
You see a lot of nvlddmkm.sys problems in the event logs ( there's a
Hello Andrew,
When running on Windows 7/Vista using accelerated graphics, and when resizing a window,
an MFC OSG window flashes a lot and phantom bits of the window frame are
left behind while resizing. The same is seen when using an MFC CRectTracker and
TrackRubberBand on the OSG 3D
Hi Robert,
Could you have a look to see if you can get CMakeLists.txt
configuration that adds in the path to where the headers are. If we
can get it working then we may just have to revert the changes for
Mingw and force Mingw users to fix there local install of Freetype.
Another solution
Hi Nick,
However, I started the osgwidgetinput example and for some reason it is
not getting my input from the keyboard.
This is the same problem I noticed in other osgWidget classes lately.
Someone changed the signature of virtual methods in the EventInterface
class (which Widget inherits
Hi Robert,
Ooo the torrent of posts on this topic is rather daunting... ;-)
I personally don't have anything to say, I haven't used osgIntrospection
at all... But I've been following the development of the new extensible
plugin, and if you can do the same thing with less code and a more
Hi MArtin, Danny,
It isn't, worldmatrices is a list of all the individual matrices up the leg to
the top.
No - getWorldMatrices() returns the list of the localToWorld matrices
for all paths from the node to the root. So if your node has only one
path from itself to the root, then
Hi Adrian,
Just FYI
http://www.gamedev.net/community/forums/topic.asp?topic_id=558794
Yep, I saw the paper, here are a few more links:
The paper itself: http://hal.archives-ouvertes.fr/inria-00443630
The author's page: http://evasion.inrialpes.fr/~Eric.Bruneton/
Looks great, something like
Hi Laurence,
@Jean-S
(1) libjpeg
That's strange, I don't know if mingw32 on ubuntu is using the same
files as on windows. I'm currently not using the offical verison of
MinGW (latest verison 5.1.6,
http://sourceforge.net/projects/mingw/files/) because it is using a GCC
compiler version
Hi Guy,
This might sound like an odd question, but is there a way to disable rendering
(no culling and no draw) while still allowing intersections. The reason why I
am asking is because I have a distributed system - i.e. some applications only
performs intersections with the scene without
Hi Laurence,
While creating this tutorial I found some minor issues (In the tutorial
I explain how to patch it):
I have just sent the fixes I could come up with to osg-submissions. You
can look at the message here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6738
You
Hello Dominic,
I would like to have my object cast a shadow to its environment with
ShadowMap and ShadowedScene. This works, but - like ShadowMap defines -
there are shadows on the object self. It is not possible to turn off
these shadows, is it?
The ShadowMap-based techniques only honor
Hello Agostinho,
Regarding the compilation problem, it was solved, as you said.
But I think that info should be in the documentation or in a readme file, because it's so
important, or if it is there, it should be made more visible because I
searched a lot and still couldn't find it.
The
Hi Nick,
I am trying to write some more sophisticated input control on top of
osg. The one in osgWidget::Input is ok but I am to get it more feature
rich. Now, I have all the code almost done, and I come accross one issue:
I can't really help except to tell you that Jeremy Moles who wrote
Hi Nick,
one thing I dont like on osgWidget::Input is how inefficiently works
with the text so I wrote my own
Do you have the time to try and improve osgWidget::Input? If you find it
inefficient chances are others will too (for example me :-) I will
probably use it in the near future), but
801 - 900 of 2696 matches
Mail list logo