Yes I guess we could do via an EventHandler (which we have done for other
things interested in events) except all our various extended 'camera
manipulators' are added (i.e. set active) via the
View::setCameraManipulator(osgGA::CameraManipulator*) ... so sticking to the
pattern this particular
Dear Chris, Luc, Laurens
you are right, the question is what we _could_ do ;)
Thanks for your offer, maybe we can set up such an automated build system.
What in detail does the software you call Conductor?
On my side, I built the package very sporadic, usually triggered by new
libraries I
oops, I forgot to provide the information about the VS2012 compiler bug I sent
yesterday to Luc:
I used VC2008 until 12/2012 and my upgrade was hardware related so I decided to
push it to the limits and to buy the VS2012 with the brand new XP support –
until then it was a black box regarding
Hi All,
There were only a few submissions to check in and couple of bug fixes that
I have made so felt it OK to just go ahead and tag the 3.1.10 dev release
without a call for testing:
*source package :*
Hi John,
I'm currently digging into Google+ seeing what is possible and how to go
about doing a hangout test. Do you have a Google+ account?
Robert.
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osg-users mailing list
osg-users@lists.openscenegraph.org
I think it would be great to have an automated build process, which tries
to create weekly builds.
Here are some aspects I thought about:
- For which VS versions do we want to provide binaries? for all available
VS releases since 2005, just 2010 and above, or only the newst version,
currently
We reported the bug shortly after Update 1 was released. They did not fix
it in 2 major updates – and finally you get the fix in the next product for
hundreds of dollars…
Do you have an issue number or anything for this?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
I use a NodeTrakerManipulator to control the camera(s). I actually have 3
windows that have these. Each of them are independent. I have a 4th window
that uses a basic trackball manipulator to look at the whole scene.
The nodes I use to control the cameras (they are essentially pinhole
Hi Zak,
It's really hard to know exactly what you scene graph and viewer set up is
and what might be wrong. The problem could simply be the you are using a
viewer that isn't re-rendering the non interactive windows, through to
these windows not sharing the whole scene graph, through to something
Hi,
I was trying to checkout OpenThreads 2.3.0 and noticed that the link
changed from
http://www.openscenegraph.org/svn/osg/OpenThreads/tags/OpenThreads-2.3.0
to
http://svn.openscenegraph.org/osg/OpenThreads/tags/OpenThreads-2.3.0/
However, OpenThreads includes OpenThreads-related code from
Hi All,
I have gone ahead and made the 3.2 branch, and first 3.2.0 release
candidate, you'll now see the following on the openscenegraph.org stable
release page:
We are now testing OpenSceneGraph-3.2 release candidate 1 in preparation
for upcoming 3.2 stable release due at the end of July. The
Hi Community,
I am facing a problem maybe you give some hints.
in pageable model (like TerraPage for example) I need to track a model when
it is loaded (paged in) and unloaded (paged out). For the first I can make
a NodeVisitor and run it in ReadFileCallback so I know when my external
referenced
Hi Michael,
I've just checked out OpenThreads-2.3.0 and found the same errors as you
and have now updated the OpenThreads-2.3.0 tag to point to
OpenSceneGraph-2.6.1 which is the last time when the two versions where
actually released independently.
Since OSG-2.6.1 I can't see any corresponding
Hi Nick,
On 19 July 2013 17:11, Trajce Nikolov NICK trajce.nikolov.n...@gmail.comwrote:
I am facing a problem maybe you give some hints.
in pageable model (like TerraPage for example) I need to track a model
when it is loaded (paged in) and unloaded (paged out). For the first I can
make a
Hi Robert,
exactly what I need ! Thanks a bunch!
Nick
On Fri, Jul 19, 2013 at 6:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On 19 July 2013 17:11, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.comwrote:
I am facing a problem maybe you give some hints.
in pageable
Hi,
I tried to make FBO work on android, but failed
Yes we should comment glDrawBuffers It doesn't exist on GLES2.0
For now I have incomplete attachment.
Here is my simple texture
osg::ref_ptrosg::Texture2D visual_tex = new osg::Texture2D;
visual_tex-setTextureSize( 256,256);
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