What is the status of OSG 2.9.10? I don't see it on the download page and I
don't have access to SVN (not allowed through my company firewall)?
Paul P.
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Hi Paul,
On Thu, Dec 23, 2010 at 11:20 AM, Paul Palumbo paul1...@yahoo.com wrote:
What is the status of OSG 2.9.10? I don't see it on the download page and I
don't have access to SVN (not allowed through my company firewall)?
Sorry, I tagged 2.9.10 then had to dive into a major bug hunt and
Hi,
Issues with osgWidget
My System: Widows 7 x64, VS2010
Building for x64
osgWidget couldn't build ( Input.cpp ) due to: 'inserter' : is not a member of
'std'
fixed that with #include iterator
Cheers,
ParticlePeter
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Hi Peter,
Could you post the whole modified file to osg-users so I can review
the change whilst avoiding the chance of mis-interpreting your
suggestion.
Cheers,
Robert.
On Tue, Dec 7, 2010 at 8:29 PM, Peter Wrobrl particlepe...@gmx.de wrote:
Hi,
Issues with osgWidget
My System: Widows 7
the same may happen in Debug config.
Cheers,
Wojtek Lewandowski
-Oryginalna wiadomość-
From: Robert Osfield
Sent: Tuesday, December 07, 2010 9:52 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev
release
Hi Peter,
Could
Hi Robert,
I don't think that this is a valid fix, just mentioned what worked for me and
my system. File attached.
Cheers,
ParticlePeter
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Hi Tom,
I'll have a look at the enum and rename it to something less likely to
overlap with other libs over zealous using of #define.
Robert.
On Sat, Dec 4, 2010 at 2:51 PM, Thomas Hogarth thomas.hoga...@gmail.com wrote:
Hi Robert
Nice one on the fix for the subload it's much appreciated.
Hi Tom,
On Mon, Dec 6, 2010 at 10:16 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
I'll have a look at the enum and rename it to something less likely to
overlap with other libs over zealous using of #define.
I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES
to
Hi Robert
I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES
to FITS_IN_CURRENT_ROW, which are both better descriptions and won't
overlap your #defines.
An update to svn/trunk will get this change.
Thanks, that did the trick, clean builds on Windows and IOS now. This
release
Hi Stephan
I'll keep you posted on the rebuild
Did the rebuild and still had the same errors. in the end ensuring Optimzier
is included before anything that includes the Foundation Frameworks
Foundation.h and probably others. To illustrate the compile error try adding
the following to the top
Hi Robert
Nice one on the fix for the subload it's much appreciated.
Thomas could you test out svn/trunk and let me know how you get on.
Quick test on windows went fine, but now I've moved over to IOS I'm getting
an unrelated compile error. I Optimizer.h there exists an enum
Hi Tom,
Am 04.12.10 15:51, schrieb Thomas Hogarth:
Does anyone know of a setting in xcode that might
disable it.
Are you using the xcodeproject generated by cmake? try deleting the
cmake-cache and reconfigure the project and crate a new xcode-project.
I can't reproduce your error on my side.
Hi Stephan
Are you using the xcodeproject generated by cmake? try deleting the
cmake-cache and reconfigure the project and crate a new xcode-project.
Yes I'm using cmake generated version. Trying a quick re build now, but I
have noticed it's only happening if I #include osg/Optimizer in my
Hi Thomas,
On Fri, Dec 3, 2010 at 7:05 AM, Thomas Hogarth thomas.hoga...@gmail.com wrote:
Hi Robert
Attached is a simple example demonstrating my NPOT subload issue.
I have tested your example and reproduced the constant rebuild of the
texture object, and using this have dug into the
Hi Thomas,
I'm not sure of what form this method needs to take yet.. will do some
further thinking on the topic.
I have settled upon a new SubloadCallback method:
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual bool
03.12.2010 17:22, Robert Osfield wrote:
Hi Thomas,
I'm not sure of what form this method needs to take yet.. will do some
further thinking on the topic.
I have settled upon a new SubloadCallback method:
class OSG_EXPORT SubloadCallback : public Referenced
{
Hi Mikhail,
Thanks for the close observation. I made a mistake when amending the
code and left in the !textureObjectValid(state) that should have
removed. This code was there as part of interim development that I
decided not to follow up.
Could you do an svn update and check again.
Cheers,
Hi,
03.12.2010 20:20, Robert Osfield wrote:
Hi Mikhail,
Thanks for the close observation. I made a mistake when amending the
code and left in the !textureObjectValid(state) that should have
removed. This code was there as part of interim development that I
decided not to follow up.
Hi All,
I have now make the 2.9.10 tag, I have to head out now so can't
complete the updates the website and blog to mention the new dev
release, I'll do this in the morning.
To check it out :
svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.10
OpenSceneGraph
Hi Thomas,
On Wed, Dec 1, 2010 at 11:10 PM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
I did want to raise one issue with the Texture objects being released from
my NPOT subloadcallback, this is also effecting osgArt so I know others will
be looking for a fix. If you check out this post
Hi All,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated. I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.
Cheers,
Robert.
Hello Robert,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated. I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.
I'm in
Hi again Robert,
I'm in the process of building our simulator with OSG SVN trunk. I don't
expect any trouble. I'll let you know in the next few hours how it goes.
Just finished building, and ran a few scenarios to test, and everything
seems fine. I ran some pretty heavy scenarios and things
Hi Robert,
Build and work well with mingw 5.1.6. Now I'm looking forward to the
2.9.10 release.
Cheers,
Wang Rui
2010/12/3 Robert Osfield robert.osfi...@gmail.com:
Hi All,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do
Hi All,
I'm planning to make the 2.9.10 dev release this week. There have
been lots of check-in's recently with me merging lots of submissions
over the last two weeks, some very significant ones like iOS support,
so we need lots of testing on the various platforms to make sure that
everything is
Hi Robert,
The latest trunk is built well on my Windows XP and VisualStudio 2008.
An additional hint to Windows users is that the osgdb_directshow
plugin must be compiled with the MBCS configuration of DirectShow
while using Windows SDK 7.1; otherwise it reports an unresolved symbol
error. Maybe
Hi Robert,
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
With yesterday's checkin of some OpenGL types the build now succeeds on
Windows
Hi JS,
Thanks for the testing.
* osgparticle crashed, I'll check it out later
* osganimationviewer nathan.osg crashed, I'll check it out later
I've just run these tests on my Kubuntu 10.10 system here and both
work fine. Could others test these to see if we can get a picture of
when they
Hi Robert and J-S,
I made a quick test and found that osgparticle and osganimationviewer
nathan.osg work well on my computer. I'm working with VS2008 and a
really latest OSG version (updated about two hours ago :-)
Cheers,
Wang Rui
2010/12/1 Jean-Sébastien Guay
Hi,
Win7 + VS2008 SP1 works well in 32 and 64 bit.
Thank you!
Cheers,
Torben
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[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, December 01, 2010 9:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release
Hi JS,
Thanks for the testing
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi, Robert,
Building on the brand new Red Hat
Hi Robert and Wang Rui,
I made a quick test and found that osgparticle and osganimationviewer
nathan.osg work well on my computer. I'm working with VS2008 and a
really latest OSG version (updated about two hours ago :-)
Sorry, false alert. Once in a while some program I install alters my
On 12/01/2010 12:01 PM, Jason Daly wrote:
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi,
Hi Robert -- I built on Windows and ran the FLT regression test suite as a test.
The results are expected, just the known failures.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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Hi Robert
Great to hear the IOS support is now in the trunk, I wasn't liking git too
much :).
I built the latest trunk yesterday on Windows 7 using Visual Studio 2008,
all seemed to be fine and my own app is still functioning as expected. Also
gave the fbx plugin and osgAnimationViewer a quick
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