lucky_james wrote:
Hi,
Perhaps I can't; are there any plans to allow this?
Thank you!
Cheers,
Lucky
Hi James and all other interested in the topic.
If you want your forum account to be remove, then just let me know that over PM
or write me an email from the same email account you
danoo wrote:
Problem solved, my last posted solution is working. It was a compile
problem...
Hey Daniel.
Please consider to create a pull request on osgPPuU github repository. This way
the whole community will benefit from your patch ;)
art
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Hi,
Art is here, he was always here :)
My current research and work is non-osg related, hence I unfortunately somehow
stalled in producing updated.
Daniel, could you post the code as a patch to the osgPPU version you use? I
would then implement this into the code.
Cheers,
Art
Hi Nav,
there is a historical reason why this forum exists at all. In short: nobody is
hindered to post questions on Stackoverflow or whereever else. However, the top
experts working and maintaining OSG are all using mailing lists. This forum
provides a seamless connection between the mailing
Hi Abhishek,
for the sake of goodness you are asked to post your solution in this thread.
This might help new people to find an answer before posting a question.
cheers,
art
Abhishek Bansal wrote:
Hi,
Okay guys the problem has been solved !!
thanx for approving my post in just 5 days
Hello.
I am glad to announce that Vincent.B has been so kind to help us moderating the
forum. He was granted the moderator rights, hence respect his desicions and
just be as nice as possible within our community :)
Best regards,
Art
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Hi Nav.
First of all, if you had followed the rules of the forum corresponding to your
real name, your post would be approved much faster.
Second, there are not enough moderators available to take over the job about
new user's post approval. I, as admin, don't have enough time to do this job.
Hi Christian,
try to setup the paths manually. Just click on the paths which are marked as
NOTFOUND and set there the path to your osg installation manually. This should
solve the issue with FindOSG.cmake
Let us know if this helps or not.
art
Rumpfi wrote:
I tried to install the latest
Dear OSG-Community,
I am posting this thread in order to find suitable persons to be moderator
and/or an administrator of the official OSG forum. What we need and expect for
specific tasks:
Moderator (3-5 positions):
- check if new users do respect to our forum rules (i.e. name convention)
-
Hi Shahar,
I would say that this is expected behaviour. This is due to the case, that the
texture has to be copied from the GPU memory to the CPU memory. With PBOs this
should be done through DMA or somehow directly without involving CPU for this,
however the PCIe bus is the bottleneck here. I
KevinZAF wrote:
Hi,
Seems a second post is not sufficient. Trying #3.
Can't see a problem with my profile according to the rules of the forum.
Can someone help??
...
Thank you!
Cheers,
Kevin
Hi Kevin.
There is no problem with your account. You just have to be patient. As
Hi Alex,
ok, this is of course pretty bad.
Actually, I think the correct way would be to apply the texture to the
osg::State within the FBO::apply(). This would ensure that the state is tracked
correctly. Of course, unfortunately this requires a patch to the main osg core.
In general, I
Hi Alex,
thanks, I've patched the file.
art
airion wrote:
Please find attached fix. It fixes a null pointer dereferencing in
UnitTexture::setTexture(), when tex has no image, yet.
Regards,
--Alex
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Hi Alex,
hmm, ok, it seems to be a solution, however I am not sure if this is a general
one. I mean, what if for example the input texture is not 2D and the output
texture is also not 2D. Then fbo will still overwrite current binding.
I would propose to try following solution:
Hi Jean,
one way to do so, is to pass the output of osgPPU graph to a texture and then
use that texture in order to draw the background for your scene. So, at the end
of your Unit Graph you don't use UnitOut but UnitInOut and use it's output
texture for your purpose.
If you want to have some
Hi Alexander,
thank you for the patch. I will check it out in the next days and wil patch
osgPPU sources accordingly.
Cheers,
Art
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airion wrote:
Hello,
did anyone try to use osgPPU with GLES 2.0 ?
Would it be difficult to do the adaption for ES? Which parts of the library
might be affected?
Regards,
--Alex
Hi Alex.
Unfortunately I am not familar with GLES, hence cannot really help you out
here. However, the
Hi Christoph,
I think you misunderstood what UnitOut is good for. UnitOut outputs the result
to the framebuffer. If you want to combine several osgPPU effects, you would
need UnitInOut, since this one does output to a texture, which can be reused.
greetings,
art
meh11 wrote:
Hi,
I would
Hi,
I suppose they are not out of sync, but one is just one frame later than the
other. In order to checkout the pipeline, you can run osgPPU in debug mode, I
don't remember exactly (take a look into readme) you need to setup an
environment variable. Then when unit pipeline is processed it
Hi Peter,
you can manually set a viewport for the unit to render it to specific size and
position on the output buffer.
cheers,
art
ParticlePeter wrote:
Hi,
I would like to render my scene in a lower resolution than the viewport
resolution, but want it stretched afterwards. When I
This is a test mail (due to forum's server move), please ignore.
Cheers,
Art
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osg-users@lists.openscenegraph.org
Hi folks,
I had to switch the forum to another server. The new server is already
configured and running well. I've made some tests and it seems that everything
works fine as before.
There should be no messages lost until the server migration is complete.
However I would like to ask you for
Hi J-S,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain direction.
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping
between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so)
supports GPU-GPU memory mapping, whenever you access to OpenGL textures there
is a full memory copy performed.
I am not
Hi Peter,
hmm, thats strange. Actually an update callback is always running over full
osgPPU graph too. So it should reach node's stateset and hence also update a
callback.
What happens if you specifiy just an update callback for an osgPPU unit. Unit's
are derived from osg::Node so you could
Hi Vincent,
your idea about using ping pong wiht osgPPU is nice. I have already tried to do
something similar and had no time to finish the example.
I am not sure if I get your osgPPu graph structure right, no I think I didn't
get it. Can you give some drawing or similar thing showing you
Hi Ricardo,
hmm, since I do not know your unit graph setup I could not give the right
answer on this. Actually any stalling is not a correct behaviour and shouldn't
be a consequence of wrong unit graph. Unit graphs are actually static, so if
they start well, they should also work well without
Hi Vincent,
take a look into the osgreflection example shipped with OSG. One of this
examples shows the cubemap reflection implementation. You cannot achieve
reflection with osgPPU, since it does not know anything about your cameras or
other stuff.
The cubemap exampel showed with osgPPU is
, Apr 20, 2010 at 15:56, Art Tevs () wrote:
Hi folks,
so, I just realized that the solution I posted yesterday is the same as was
proposed by Mick.
I just implemented another solution for proper resizing. You can find it in
the svn. With the current implementation resizing works
Hi Marc,
yeah, I know that problem it happens sometimes when your message contains for
example code structures. The parser parsing that code sometimes get irritated
and think that you want to post links. Unfortunately I cannot provide a
solution for this now.
Cheers,
Art
--
Hi Allen,
sorry, I had no chance to look on that issue in the last days. I am not sure if
I will be able to look on this till the end of week, but I will try. I will let
you know as soon as I know what is going wrong there.
Cheers,
Art
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Hi Martin,
ok, first of all, it seems the way how you use osgPPU is not correct. Second,
this problem is actually osg related, since osgPPU has nothing to do with
back/front face culling.
Ok, now lets try to solve your issue:
- In your code I see you attach the UnitInOut directly to the
allensaucier wrote:
Hi All,
does anyone know if it is possible to build a dynamic pipeline? I need to be
able to build a pipeline after my scene is already up and running and the
first frame loop has already occured.
Thanks!
Cheers,
Allen
Hi Allen,
it shouldn't make any
Hi Allen,
So, I assume you are using the same mechanism to turn blur effect on/off as in
the example you posted previously. You remember, the example which I have
included into the osgppu repository. In that example everything worked fine,
camera's texture is updated.
Could it be that you
Hi Lucca,
ok, if you think that this is not correct, what do you understand under correct
scene luminance value then?
I've corrected the luminance computation back to the previous one, without
claming the log values. You are right, the final exponentiation should bring
them to the right
Hi all,
Oh, just that you note this, I have moved 0.4.1 to 0.4.2-rc1, to better reflect
current version state.
Lucca:
the syntax is exactly the same as on usual texture2D call. So
texture2DLod(sampler, coordinate [,lod]). So in both shaders luminance_adapted
and luminance_mipmap, just
Hi Luca, Allen, Josselin,
ok, I found the bug. as I said the bug is not really a bug it is more or less
slightly unclear definition of glsl. The problem was to use texture2D method
instead of texture2DLod to get value from mipmaps. Actually in the definition
of glsl texture2DLod is mean to be
Hi Luca,
ok, I will then try to investigate what is going wrong there. One have first to
check if there is at least some data in the mipmap structure. For this purpose
glslDevil is a good debugger, which I have used several times to test opengl
applications. If there is a data there, then one
Hi Locca, Josselin,
as Lucca said, from the algorithm point of view the computation is correct.
However, it might be that there is a problem accessing last mipmap level of the
texture.
Lucca, could you please try to change the texture2D () operations in the
shaders which access last mipmap
Hi folks,
during the last days I tried to merge the current osgPPU svn trunk with the 0.4
version, and I think I did it. So, I would like you to ask to test the 0.4.1
version.
So to get it, type in:
svn co http://svn.tevs.eu/osgPPU/tags/osgPPU-0.4.1 osgPPU-0.4.1
New features are not
Hi Allen,
usual naming convention is to call trunk to the current content of the
working base in svn repsitory. This means, trunk is something were all
changes/patches are applied to. After some time, trunk is get tagged,
branched, and new release is published. In several cases the so tagged
Hi Paul,
no, I do not have to change anything to build for 2.8.3 It is just that I added
some small and big features to osgPPU. For example current svn trunk version
has new Units (UnitInOutRepeat - for iterative/loop subgraphs), new examples
and some bugfixes. I cannot use that new unit in
Hi Allen,
hmm, very strange, current osgPPU version compiles against osg 2.9.8 which is
the developer version number of 2.8.3 branch, as I think.
The compilation error is about include files, did you checked that osg 2.8.3
also has reinstalled your include files.
I will check this today or
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks
the svn trunk of OSG.
Hmm, I wonder how to handle different osg branches in future. I mean if again
something like this happens, then I had either to create additional branch in
osgPPU repository to track with the
Hi Paul,
you are right, current svn trunk of osgPPU is not compatible with osg 2.8.3,
thats true. But what I mean is what should external project developers do, if
there is a branch with different API in the osg svn repository?
For example, current osg developer version is 2.9.8 which is not
Hi folks,
so, I just realized that the solution I posted yesterday is the same as was
proposed by Mick.
I just implemented another solution for proper resizing. You can find it in the
svn. With the current implementation resizing works like a charm with almost
any example (motionblur still
Hi Huiliang,
so as far as I understand you want to have the output of the osgPPU's pipeline
for further processing, right? If so, then take a look into video example.
There the output of the osgPPU pipeline is used as texture over the quad. In
this example last unit is UnitInOut in order to
Hi folks,
ok, I made some progress. As I was already thinking, the issue with resizing is
osg related. The main problem is that the FBO's textures are not really resized
when their size changed. So scalling osg::Texture2D::setTextureSize seems not
to have any effect, therefor resizing not
Hi Allen,
sorry to disappoint you, but I still haven't found a solution yet. I admit that
I haven't spent much time on this, but currently I am thinking that there is a
problem in the osg main core code. I tried already several things. I was able
to achieve that on resizing all the texture
Hi Allen,
it seems you are using osgPPU 0.4. In the current svn version of osgPPU I have
some changes in the cmake files, which might prevent this error. At least I
haven't encountered this bug on my machines. Could you please try the new
version from svn. If this still not work, then let me
Hi Allen,
the problem in the first case, is that the unit graph is still not correctly
initialised before you call findUnit. When keyboard event handle runs, there is
already an update/init call on the unit graph which initialize the whole
pipeline.
I could take a look in that, you are right.
Hi Allen,
of course I would like to take the example into the library. I am always open
for new example implementations. I will take a look into that and let you know.
cheers,
art
allensaucier wrote:
Hi Art,
I have written an example on how to blur a scene and how to turn that
blurring
Hi Allen,
ok, I just included your example into the project. I just changed the default
settings for bluring radius, so that it also runs more or less msoothly on slow
machines, like my laptop for example :) Take a look if everything is OK.
Thank you!
Cheers,
Art
--
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Hi,
I just corrected the findUnit method to also find units on unitialized
pipelines, however I haven't submited it yet, since I want to correct another
bug first. You should always use the processor's findUnit method, because in
the osgPPU pipeline graph there might be potentially loops (see
Hi Allen,
The bug you encounter is not a bug. There was an API change in osg main core
from 2.8.1 to 2.8.2 I think. Current svn version of osgPPU is working only with
osg version greater than 2.8.2, I think. At least it works with the current osg
svn version.
I have already update the svn
Hi Allen,
just for the next, if you have questions regarding to osgPPU, then take first a
look into the documentation. osgPPU project can be found at
http://projects.tevs.eu/osgppu the doxygen documentation is at
http://www.tevs.eu/doc/osgPPU/
osgPPU is pretty well documented or at least
Hi Paul,
just a question, maybe I missed it: why we actully started now with the
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for
major release in order to tag also new version of osgPPU. However due to the
used patch numbers, I thought that these are just small
Hi Allen,
ok you started new forum thread for the issue, as I see.
The nvcc cuda build rules should be setted up automatically by the cmake file.
I just tried it again and it works. Has cmake found CUDA_DIR and CUDA_INCLUDE?
The one thing which do not work now, is that compiling with cuda I
Hi Allen,
oh, I see you are using osgPPU-0.4 with osg-2.8.2 together. This constelation
wasn't tested before. I haven't submitted any new osgPPU version, because I am
waiting for new osg major release. Just take osgPPU from svn maybe this will
solve your problems then.
As to the
Hi Allen,
Actually osgPPU is a NodeKit for osg, hence it can, but do not must, to be
installed somehow specially. So, the way I do is just to install it somewhere
under c:\programs\osgPPU. This is the standard installation directory which
cmake proposes. For osgPPU examples to work, you of
Hello dear OSG-Community,
today we have something to celebrate: our forum community has reached now 1000
users mark after being online for around 1 year and 3 months!!!
Congratulations to all of you !!!
Statistics:
September, 2009:
1865 mailing list users,
601 forum users
Overlap of 159
Hi Chris,
thank you for pointing this out. I shrinked the logo to 80% of original size.
You are right, it takes just too much space. However to my deffense I should
say, that there are very less people browsing this site with resolutions below
1280 in x-direction. I have just looked onto the
Hi Josselin,
I've used Cuda's FFT library with osgPPU in some of my projects last year.
Actually exactly for that purpose I've developed the osgPPU::UnitModule which
can run any module as a unit on the input data. There is a CUDA example with
osgPPU, showing how to use it.
Just grab it and
Hi Adrian, Robert,
thank you for pointing this out. I've corrected the code and submitted changes
to svn.
regards,
art
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Hi Sebastian,
no, I can not confirm that. On my machines the yellow cube-map part is also
showed. Which osg version do you have? Which osgPPU version do you have? I see
on you screenshot, that some of the faces not rendered at all. This shouldn't
be either the case. Maybe you somehow enabled
Hi Mick, Christian,
Christian:
Yes the texture can be resized with just a simple setTextureSize. When you call
this method a texture will be marked as dirty and will be resized on the next
Texture::apply method in the osg core. So the reallocation is done
automatically.
Mick:
Hmm, it seems
Hi Christian,
Yes, I know currently osgPPU isn't usable for dynamic resizing of the viewport.
I have tried it also with just a simple viewer and I wasn't able to solve the
issue. I had exactly the same problem as you and due to lack of time I canceled
the try to solve it. I tried almost
Hi Sebastian,
the purpose of the cube map demo was not to show the reflection, but to show
that with osgPPU one can also use CubeMaps to render the results to. So using
this example one can build its own reflection effect by processing relfected
data through osgPPU for example.
Cheers,
Art
hmm, look sreally weird.
It looks like some depth precision problem. Unfortunately I can not help here,
because I have neither an ATI card nor a MacOS to test the issue. If you could
find out what causes this behaviour, so it would be very cool.
regards,
Art
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Hi Christian,
thanks for the changes. I merged them into current svn version. Please check if
everything is ok.
regards,
art
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Hi Agos,
We can change your name from Agostinho Silva to Agos Silva, if you like so.
However we can not just remove the last part of your name, because we should
stay fair in respect to other people. The main reason, why everybody is asked
to have both names, is that this forum is connected to
Hi Robert,
I don't agree with that. Maybe you remember the discussion half year ago about
using of the nicknames or first name parts only in the forum. The finally
decision was to force every user to have both parts of the name in his profile.
If user wished to have some kind of anonymity, he
Hi Bryan,
Thank you for the patch. Changes are submitted to svn.
Hmm, I wonder why on my machine with cmake-2.6-patch4 installed I didn't get
any issues with the backslash. Maybe I forgot to try to create just fresh build
directory, so that cached paths were in use.
Art
--
Hi Paul,
thank you, I have patched the CMake file accordingly and submitted to svn.
I am not sure I do understand why we need svn properties for the files in the
osgPPU repository. Can you explain me why you think this are neccessary.
regards
art
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Hi Sebastian,
seb wrote:
I did what you suggest, and I have a black screen, like there was no root. I
have one question about your graph, did you mean that the main camera node
has 2 children : the osgPPU processor and the custom FBO camera with your
graph ?
Have you tried just to
Hello,
seb wrote:
With the graph you propose, I have the back screen, I have checked and the
scene graph is correct, I didn't forget to attach any nodes, so I do not
understand.
Try this first in your own application before going to the unknown thing.
By modifying directly the
Hi Sebastian,
try to change the line:
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
into:
m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any
problem, because osgPPU just
Hi Sebastian,
of course I can not know what the host application is doing. You can run the
application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print
information about their execution on the console. So if you do not see there
anything, then it might be that they are disable for
Hi J.P. , Robert,
as far as I remember PBO is indeed slower for formats not natively supported by
the VRAM. On nVidia GPU's it seems that the PBO transfer of GL_BGRA is imho the
fastest one. Yes, it is even faster than GL_RGBA.
I think that has something todo with alignment of the data in the
and transfer as BGRA? I'm getting +-1GB/s for
readpixels and luminance, so maybe I should stop trying to get it faster.
I'm curious what speeds other people are getting. NVidia claims that
with certain HW (NVidia M/B) one can get up to 3GB/s with pinned memory.
jp
Art Tevs wrote:
Hi
. However try this, maybe I am wrong.
cheers,
art
J.P. Delport wrote:
Hi Art,
attached find my latest attempt. I'll continue with rect support in
other units/plugin/etc after you give go-ahead.
rgds
jp
J.P. Delport wrote:
Hi Art,
Art Tevs wrote:
Yes, it is the only one
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also tested
the examples and everything works fine. So I think at least for non-rect
textures there is everything ok. If you tested it for rect textures and it
works, then perfect.
I've submitted your changes, so you can
Hi J.P.
J.P. Delport wrote:
Do you want TextureRectangle support in osgPPU?
Yes, of course. However I thought that rectangular textures might not be used
in future anymore, because the support of non-power-of-two (npt) textures can
actually replace the rectangular textures. The main
Hi Harash, J.P.
J.P. Delport wrote:
I'm not sure your shader is doing a proper mean. For the GPU to do
mean/sum you need to do what is called a reduction. Search for reduction
on www.gpgpu.org. This is different from doing per pixel operations like
changing luminance e.g.
The posted
Hello forum users,
I've added OpenID support in order to login to the forum. For those who don't
know what OpenID means, you can find more information on the Wikipedia page
(http://en.wikipedia.org/wiki/OpenID)
You can setup the OpenID URL in your profile settings on the forum's webpage.
Have
Hi J.P.
J.P. Delport wrote:
I like the multiple coord idea. It seems that the only place where the
textured quad is created is in createTexturedQuadDrawable and that is
only called from init() in the various units. Do you propose I add the
extra tex coordinates in this function? Is it
Hi Harash,
Are you really using floatToRGB or it is not in use anywhere? This will never
give you exact results because this will have quantization errors if you use
normalized textures (so just GL_RGB). Try to use float textures directly. In
your case GL_RGB32F_ARB (for three channels: min,
Hi J.P.
thank you for pointing this out. I made the changes and updated svn repository.
cheers,
art
J.P. Delport wrote:
Hi Art,
with OSG svn and osgPPU svn I get:
In file included from /home/jpd/dev/OSG/osgPPU/src/osgPPU/Unit.cpp:17:
/home/jpd/dev/OSG/osgPPU/include/osgPPU/Unit.h: In
Hi,
ok, I tried to post some images and was stopped by the mailing list, because to
big :) There is a limitation of 300KB on the mailing list side. On the forum
side, I see the problem. The thumbnail of the attachment is the downsized
version with strange colors. I'll check this. However, if
Hi folks,
OK, it seems, I've corrected the issue. Since mailing list has a quota of
300KB, I changed the forum settings in the way, so that any attachment sent
with a message from the forum will not be attached to the mail, but a link will
be used instead. So that this attachments can then be
perfectly.
Cheers!
Kim.
2009/11/23 Art Tevs :
Hi folks,
OK, it seems, I've corrected the issue. Since mailing list has a quota of
300KB, I changed the forum settings in the way, so that any attachment sent
with a message from the forum will not be attached to the mail, but a link
Sorry for spamming, but I've changed some settings on the forum and the
corresponding mail server. So here is just a test message, to see if everything
is all right.
Please ignore that message and following in this thread :)
regards
Art
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Hmm, either my mail server is broken or mailling list didn't recieved messages
from the forum :(
I've changed settings back, so this message has to go through!
art wrote:
Sorry for spamming, but I've changed some settings on the forum and the
corresponding mail server. So here is just a
Ok, I spoke with Robert, it seems mailing list is currently down. So nothing
strange with the forum. I hope the list goes online back soon :)
regards
art
art wrote:
Hmm, either my mail server is broken or mailling list didn't recieved
messages from the forum :(
I've changed settings back,
Hi Harash,
First take a look into documentation of osgPPU. osgPPU is very well documented,
look here (http://projects.tevs.eu/osgppu and
http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html)
If this does not help you, then take a look into examples. Every example has
tons of comments to help new
Hi Wyat,
WyattEarp wrote:
What is the
cudakernel project that Cmake generated? Note of the files will open
in VS.
This is the cuda example project. I have not checked if cmake does also
generate valid VS files for cuda module in the example.
Also, when I try to run the video
that the
QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND. I assume
this is the reason the qt plugin isn't being built. Is that the case?
W
On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs wrote:
Hi Wyat,
WyattEarp wrote:
What is the
cudakernel project that Cmake generated? Note
Hi Wyatt,
The main idea of osgPPU is to use input textures to process them. This can be
used for rendering as also for GPGPU.
Take a look into HDR and Video examples. In the first one the input color
buffer of the camera is used to apply HDR tone mapping and glow effect and then
render it
include file: 'osg/Config': No such file or directory
Maybe I didn't set the parameters in the CMake config process correctly.
Wyatt
On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs wrote:
Hi Wyatt,
The main idea of osgPPU is to use input textures to process them. This can
be used
Hi,
WyattEarp wrote:
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem?
yes, it will be a problem. osgPPU from SVN needs some functionality of the very
current osg. So, for you (osg v2.8.0) you better download osgPPU from the
download section on the project webpage
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