Hi,
what is the official preprocessor macro to define the OSX platform? It seems
to me that only __APPLE__ is used. Therefore, there is no distinction between
Cocoa and Carbon?
Thank you.
Hartwig
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Hi,
how did you solve the problem of the compiler errors? I also still get them!
Thank you!
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Hi,
what kind of input file does the osgterrain example expect?
BTW: what is a master file in this context??
Thank you!
Cheers,
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Hi,
I am calling the osgterrain example only with the argument --image
land_shallow_topo_2048.jpg.
The earth is now displayed on the left edge of my window/screen. If I am adding
lines parallel to the coordinate axes x, y and z with a length of 10e6 the
whole scene is centered.
From my
Hi,
sorry, I meant of course a length of 20e6 symmetric to (0, 0, 0).
Thank you!
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Hi Robert,
thanks for the reply.
I do not use makefiles on any of the supported platforms (actually, I do not
use any terminal dependent software if I can prevent it). Therefore, I need to
know which platform uses which macros or defines.
Furthermore, I really dislike to use libraries out of
Hi,
a newbie question: what is the purpose of osgTerrain::ProxyLayer?
Thank you!
Cheers,
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Hi,
I am looking for a recommendation how to implement best the following problem
using OSG:
assume that I have terrain data in a (paged) LOD using a specific coordinate
system.
Now, I want to visualize the same terrain data that is stored in coordinate
system A in coordinate system B or by
Hi Robert, hi Glen,
with different coordinate systems I meant different types of coordinate systems
or spatial reference systems: polar, UTM etc.
The data amount is about 100 GB. So, if I like to support the most popular
types of coordinate systems I am getting too big.
So, my currently best
Hi Glenn,
yes, that's what I planned to do. I am just evaluating osgEarth.
Thank you!
Cheers,
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Hi,
I am using osgdem 0.9.10 with the following arguments:
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif\
--xx 10 --yy 10 -d ps_height_16k.tif\
-v 0.1 --terrain -o test.osg
Unfortunately, this does not produce anything useful. So, it seems to be that
an argument is missing to create a valid
Hi,
sorry, but with anything useful I meant that osgviewer test.osg is not
displaying anything and it seems to be that no height data is stored in the
database.
Thank you!
Cheers,
Hartwig
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Hi Robert,
I just added the backslashes here in the text to prevent unwanted line breaks.
The real command is written in one line with the appropriate spaces.
So, this is not the problem!
Cheers,
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Hi,
assume you create a picture using GL_BGRA format using
osg::Image::allocateImage(int s,int t,int r,GLenum format,GLenum type, int
packing) or you set the format with osg::Image::setInternalTextureFormat.
Both methods do not check if the internal texture format is valid.
Calling
Hi,
sorry, it should read
Calling osg::Texture::computeInternalFormatWithImage then results in an invalid
texture format
Thank you!
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Hi Robert,
OK, I can agree with this. But currently you do not get a feedback that you did
something wrong. At least I would suggest that an error message is issued
somewhere in the code if the internal format is set to a valid that is not
OpenGL compliant. At the moment you get only the
Hi Robert,
enabling attribute checking does not help in this case because the state
attribute setting itself is not causing the error. wxTexImageXX is going to
fail and this function also reports the invalid enumerator error. As far as I
can see there is nowhere code in OSG that allows
Hi,
I would also like to know it because on the Mac there is a bug. If I have two
monitors connected next to each other (left and right) the right part of the
picture is displayed on the left and vice versa!
Cheers,
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Hi,
in the osgtexture1d example the node construction is done like this:
root-addChild(loadedModel); // having attached a stateset using a 1d texture
root-addChild(texGenNode);
Why is this working?
I would expect an order like:
root-addChild(texGenNode);
texGenNode-addChild(loadedModel);
Hi Robert,
yes, this is what I understand, I think. But that means the example relies on
the fact that children added to a parent are ordered in the same way as they
are added.
So,
root-addChild(texGenNode);
root-addChild(loadedModel);
should not work, or?
Thank you!
Cheers,
Hartwig
Hi Anton,
the current implementation is not using the height as an index for the contour
but the x-coordinate (as you mentioned). You did nothing wrong.
If somebody is interested I can provide a patch.
Cheers,
Hartwig
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Hi,
osgViewer::GraphicsWindowCarbon and wxWidgets do not work well together on Mac
OSX in case you are using dynamic wxWidget event handlers (event handlers that
are linked by using wxEvtHandler::Connect). The quit-event is not caught by
wxWidgets but is handled by OSG. And this means that
Hi Stephan,
yes, this would help in case a window is open having an OpenGL context. But in
the Carbon version OSG also takes all quit events in case no window or other
windows are open.
Cheers,
Hartwig
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Hi Stephan,
I just tried 2.9.6 and there the quit event is still initialized in the static
variable initialization part. And I think there is no way around it (or only a
bit tricky one) because this handler is also not associated with any window.
And it can only be initialized once (so you
Hi,
it seems to be that OSG is not supporting to bind LineStipple to a vertex (like
it can be done with the colour) in the state set.
Is there any workaround to change the stippling within a line strip for example?
Thank you!
Cheers,
Hartwig
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Hi Nick,
Thank you for your answer! Actually, I did not know this class.
But unfortunately it cannot be used, I suppose. I want to test the visibility
of a point and depending on the result I want to draw another geometry.
osg::OcclusionQueryNode tests all its children. So, I cannot add the
Hi,
a contour layer assigns to a height value a color value. Therefore, you can use
the layer to visualize terrain contours, respectively areas of equal height.
Cheers,
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Hi,
assume I have an LOD node. The children of this LOD node are geodes having as
drawables only text objects.
Something like this
Code:
lodPtr = new osg::LOD();
... // some initializations
textPtr = new osg::Text();
... // some initializations
geodePtr = new osg::Geode();
Hi,
The current code for the getBound() methods are like this
Code:
inline const BoundingBox getBound() const
{
if(!_boundingBoxComputed)
{
_boundingBox = _initialBound;
if (_computeBoundCallback.valid())
Hi,
I would like to create dynamically PageLOD nodes whenever a node within a
certain LOD range is displayed.
Example:
Code:
pagedLOD-AddChild(modelL1,100.0f,FLT_MAX);
pagedLOD-AddChild(modelL2,0.0f,100.0f);
Whenever the node modelL2 is displayed I would like to have a callback in
which
Hi Aurelian, hi Chris,
thanks for the tip. I did not understand the pseudo-loader concept so far but
now I got the idea!
Cheers,
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Hi,
it seems to be that OSG creates in ShaderGenCache::createStateSet the shader
statement
gl_FrontColor = gl_Color;
if the state mask is not set.
But when using OpenGL ES 2.0 gl_FrontColor does not exist. Is this a bug or am
I missing anything?
Cheers,
Hartwig
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Hi,
GLStaticLibrary.cpp defines the function
void initGLES2ProcAddress();
even if GLES2 is not defined. This leads to some compiling errors because some
functions do not exist in OpenGL ES 1.
I think initGLES2ProcAddrees() should be surrounded by
#ifdef OSG_GLES2_AVAILABLE
...
#endif
Hi,
Texture::applyTexImage2D_load (...) calls in case of mipmapping for
uncompressed images (file Texture.cpp line 1931 of the source code in trunk)
Code:
glTexImage2D( target, 0, _internalFormat,
inwidth, inheight, _borderWidth,
(GLenum)image-getPixelFormat(),
Hi,
just found out that I can also patch
Texture::computeInternalFormatWithImage(const osg::Image) const so that it
returns valid OpenGL ES formats (in case OpenGL ES is used).
Cheers,
Hartwig
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Hi,
this is my patch for Texture::computeInternalFormatWithImage(...) replacing
lines 1435 - 1442:
Code:
// GLES doesn't cope with some internal OpenGL formats so map them to the
appropriate equivalents.
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
switch
Hi,
DrawElementsUInt::draw(...) tries to draw elements also in OpenGL ES. But in
OpenGL ES glDrawElements(...) does not support GL_UNSIGNED_INT.
Therefore, the class DrawElementsUInt should be disabled for OpenGL ES
applications or all its methods should not do anything but triggering an error
Hi,
it is becoming more and more difficult to obtain the filenames of fonts in OS
X. Actually, it seems to be that all system functions are depreciated that
obtain from a font object (like NSFont) the font's filename (directly or
indirectly).
What do you do to get from a native font object in
Hi,
in osgView::PixelBufferCocoa::realizeImplementation there is a line
Code:
std::cout PixelBufferCocoa :: realizeImplementation not implemented yet
std::endl;
Isn't this message obsolete? At least it seems to me that the method is
implemented.
Thank you!
Cheers,
Hartwig
Hi,
I think that the commit on 2015-01-21 16:35 for PolygonMode.cpp is not valid
for OpenGLES because glPolygonMode is not available for OpenGLES.
Cheers,
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Sorry,
did not have the latest OSG version. Issue has been solved on 2015-03-03.
Thank you!
Cheers,
Hartwig
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Hi,
when running simpleExample on iOS I get shader errors because on GLES
variables like gl_Vertex, gl_LightSource etc. are undefined. Or?
Cheers,
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Hi,
thank you for your reply!
Actually, culling was not the reason but my understanding of how the LOD node
works. I thought that the LOD node applies the distance calculation of the LOD
to each child's bounding sphere center. But it seems to be that the distance
calculation is done for the
Hi,
if compiling OSG for OS X or iOS there is a nasty bug in the std::map library.
This bug only exists when the C++ language dialect is C++98, GNU++ 98 or when
using the compiler's default dialect. Due to this bug assignments like
Code:
aMap = aMap
clear the content of aMap.
This bug can
Hi,
the allocate modification definitely works because I already implemented it by
myself. For the others I do not have a test case at hand but should work, too.
Thank you!
Cheers,
Hartwig
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Hi,
working.
Thank you!
Cheers,
Hartwig
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Hi,
I have two LOD nodes. One LOD node has one child node the other one has - for
example - 1000 children. All children of both nodes have the same range
settings (0 - maxValue).
The single child of the LOD node is shown on the scene. Children in the
vicinity of this single child - but part of
Hi,
sorry, my fault. I messed up the rendering order. If the sphere is rendered
first, it works.
Thank you!
Cheers,
Hartwig
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Hi Robert,
I fully agree with you!
But would you mind if I submit patches that at least remove some warnings of
existing code by adding an appropriate cast (the code with and without the cast
should be identical)? I am especially concerned about header files because then
the warnings are also
Hi,
I would like to show a complete billboard when a certain part of the billboard
is visible. Although other parts may be (partially) hidden by other items.
Example: assume that the billboard is a sign consisting out of a foot, pole and
the sign itself. Whenever the foot is visible (depth
Hi,
isn't it also a viable solution to use a slave camera that just pre-renders its
depth related scene into the depth buffer and use the main camera to render the
real scene afterwards? Both cameras operate on the same context. Though I do
not know whether it causes any problems.
Cheers,
Hi,
I have two graphs that have completely different content. One is used for
initialising the depth buffer, the other one for showing the scene.
Code:
visibleGraphPtr = ...
depthGraphPtr = ...
depthGraphPtr->getOrCreateStateSet()->setAttributeAndModes(new
Hi,
yes, this is an idea. But as a first step I have to estimate a suitable area
location and size for the passes.
I do not like the idea of ray checking because I think that it is rather slow.
Especially when I have to do the checks for a lot of billboards.
Thank you!
Cheers,
Hartwig
Hi,
I know that these compiler warnings are not critical but I find them still
annoying and I think it is also not a good programming style to use the "wrong"
integer type.
I also know that a simple modification might break some code (especially for
virtual methods). But wouldn't it be in
Hi Tian,
an occlusion query is difficult because the scene is continuously changing.
Ad Robert: drawing the sign itself is not the issue. I would either like to see
the sign completely or not at all.
I will do some tests with multi-passes.
Thank you!
Cheers,
Hartwig
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Hi,
did you solve your issue? In case you are using osgViewer's GraphicsWindowCocoa
class there has once been a change in OSG: it explicitely specifies the OpenGL
core version 4.1.
If you specify the legacy version you should be fine. You can find the line for
patching in
Hi,
glReadPixels is not supported by iOS.
Cheers,
Hartwig
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Hi,
I would like to fill the depth buffer with the data of a rendered subgraph. The
subgraph itself should not be visible in the view. Afterwards, I want to render
another - and now visible - subgraph that uses (and modifies) the previously
filled depth buffer.
How can I do this?
I wrote a
Hi Robert,
I have also removed the near/far computation from the main camera. Now, there
is no flicker anymore.
Do you have an idea why the near/far computation of the main camera only causes
problems? How can I overcome this issue?
Cheers,
Hartwig
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Hi,
I am using OSG on OS X without problems. But I am using OSG version 3.2 (did
not test the newest version, yet).
... and I am not using any of the CMake files but compiling the source using my
own Xcode project...
Cheers,
Hartwig
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Hi Robert,
I already feared that it had to do with non-compliant compilers. It seems to be
that I have already been in the lucky situation that all my compilers did never
have any problems with this issue.
Though I think / hope that all current C++ compilers should be able to compile
this
Hi,
yes and no, you can change the return type though.
Cheers,
Hartwig
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Hi,
if you have a list of pointer of derived classes from osg::Object and you would
like to clone them you always have to cast them. And I like to prevent casts as
often as possible.
Example: if you clone a StateAttribute you get back a pointer to an Object
although you know (and the compiler
Hi,
is there any reason why clone(const omg::CopyOp&) and cloneType() are returning
osg::Object* and not name*?
Does changing the macro break any existing code? I do not think so but may be
that I am overlooking something.
Thank you!
Cheers,
Hartwig
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Hi,
I am writing a wrapper for my own object that uses multiple inheritance. What
do I have to mention in the inheritance relation section of
REGISTER_OBJECT_WRAPPER?
Do I have to take special care in case the object uses virtual base classes?
Thank you!
Cheers,
Hartwig
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Hi Robert,
I am using 3.4.2. I already checked GIT but could not find any modification in
ReaderWriterCurl that is relevant.
Thank you!
Cheers,
Hartwig
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Hi Robert,
I did some further investigations: I added in ReaderWriterCURL::readFile an
atomic counter and stopped in the debugger whenever the atomic counter reaches
2 (means 2 threads are running at the same time an instance of
ReaderWriterCURL::readFile).
The debugger showed clearly that
Hi,
I am using PagedLOD together with a pseudo-loader to load files via the
network. To load the files the ReaderWriterCURL class is used.
The database pager is set up with one general and one HTTP thread. This means
that the ReaderWriterCURL::readFile(ObjectType, const std::string&, const
Hi Robert,
please do not understand me wrong: I fully understand what is meant but I have
my doubts that highly optimising compilers are clever enough.
Anyway, thanks for your good work!
Cheers,
Hartwig
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Hi,
in ref_ptr you find the following code:
Code:
template void assign(const ref_ptr& rp)
{
if (_ptr==rp._ptr) return;
T* tmp_ptr = _ptr;
_ptr = rp._ptr;
if (_ptr) _ptr->ref();
// unref second to prevent any deletion
Hi,
I had a look at the shader composition example. The main shader looks like this:
Code:
#pragma import_defines ( LIGHTING, TEXTURE_2D, VERTEX_FUNC(v) )
#ifdef LIGHTING
// forward declare lighting computation, provided by lighting.vert shader
void directionalLight( int lightNum, vec3 normal,
Hi,
wrote a simple serialiser for the output of a range:
Code:
namespace
{
bool checkGeographicRange(osgPlanetCore::GeodeticData const&)
{
return true;
}
bool readGeographicRange(osgDB::InputStream& inputStream,
osgPlanetCore::GeodeticData&
Hi,
I already asked a similar question a few days ago but did not get an answer. I
try to be a bit more specific. Assume I have the following definitions:
Code:
class VirtualBaseClass : public osg::Object
{
};
class A : virtual public VirtualBaseClass
{
};
class B : virtual public
Hi,
as previously mentioned there are some issues when using serialisation with
XML. Here is a small code snippet:
Code:
#define USE_BRACKETS 1
#define USE_USER_SERIALIZER 1
namespace TestOSG
{
class TestStruct : public osg::Object
{
public:
Hi Robert,
I did the tests using 3.4.2 and had a look at source files of a more recent
version (3.5.x) but did not find any real differences.
The ASCII and binary files - according to my experience and usage - seem to be
OK.
Cheers,
Hartwig
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Hi,
it seems to be that the server for the online documentation is not available.
Has the server been switched off or is it temporarily not available?
Cheers,
Hartwig
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Hi,
I used the ones on this page:
http://www.openscenegraph.org/index.php/documentation/guides/reference-guides
Thank you!
Cheers,
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Hi Jordi,
thanks for updating the links!
This does not belong to the original topic but is similar. Besides looking for
documentation a lot of people look at the download links. Here also very old
links are mentioned (to SVN repos) for stable and developer releases.
I think that not a lot has
Hi Jordi,
there are some more old links:
- Downloads/Developer Releases
- Downloads/Data resources
x Link to old repo
x Link to Nasa's blue marble website
Cheers,
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Hi Julien,
thanks for your reply.
I checked a couple of source files but it seems to be that I did not find the
right ones. Anyway, I would never have found the trick with the dynamic cast!
I like OS and the efforts of the community but it is a real shame that OSG is
documented so badly.
Hi,
In my dynamic scene (objects can be added or removed) I use a perspective
projection and automatic near and far plane calculation. To prevent during
camera movement culling of objects between the camera and the near plane I
calculate before each camera movement if there are objects in the
Hi,
sorry not to be precise. I actually meant clipping.
When the camera is placed perpendicular to the scene (a large plane with some
objects on it) everything can be seen. If the camera is looking at the scene
under an angle of 70 degrees (between look-vector and plane's normal) the lower
Hi,
I would like to implement draping of objects using stencil shadow volumes. To
do so I have to do the following steps:
1) Draw the scene's objects
2) Start multi-pass rendering for the stencil shadow volumes
2a) Clear the stencil buffer
2b) Set the attributes for the first pass and draw the
Hi Robert,
I was not talking about the cullingActive flag but the method isCullingActive!
isCullingActive checks besides the cullingActive flag if the boundary sphere is
valid. As long as the boundary sphere is invalid isCullingActive() returns
false. This is the problem I reported.
Code:
Hi Robert,
what I would like to produce is an object that is always oriented towards the
user (screen) and has the same size independent of the zoom level. Though the
zoom level is limited in a certain range by an additional LOD.
Therefore, I think that AutoTranslate is the only viable option,
Hi,
I am using
- OSG 3.5.10
- mac OS 10.13
- Clang 9.0
Cheers,
Hartwig
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Hi,
I have the following scenario:
1) A scene is using a database pager to load data by a pseudo-loader via the
network; the viewer runs single threaded, the database pager uses default
parameters
2) When the database pager is still loading data via the network the viewer is
closed.
3)
Hi Robert,
I will try. My problem is that in my test project the database pager seems to
be (time wise) initialised differently than in my real project.
Let's see.
Cheers,
Hartwig
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Hi Robert,
sorry, that it was not clear enough. What I tried to explain is in summary that
the database pager starts twice as many threads as it should but keeps track of
only half of them. Therefore, when the viewer is closed the database pager only
cancels half of them while the other half
Hi,
I have coincidentally recognised (when looking at merge differences) that at
least one text file (AUTHORS.txt) is encoded using ISO Latin 1. Wouldn't it be
a good idea to use UTF-8 (or a different UTF encoding) for these type of files?
Probably, AUTHORS.txt is anyway the only file where it
Hi Robert,
I tested the modifications (using mac OS, modified OSG 3.5.10) and did not have
any crashes anymore.
Thank you!
Cheers,
Hartwig
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Hi,
I am using OSG 3.5.10 and trying to run the example osgshadow.cpp with the --sv
(ShadowVolume) option. Unfortunately, no shadows are shown. All other
techniques are showing shadows.
Any ideas? Are there any known shortcomings with ShadowVolume?
I am running the example on
mac OS 11.3
OSG
Hi Robert,
I found out that no indices are generated for the occluder geometry. Though I
do not know if this is required.
Furthermore, TriangleCollector (inside OccluderGeometry) defines
_tempoaryTriangleVertices but I could not find anywhere a statement that
actually assigns anything to the
Hi Robert,
I want to come back to my original remark that culling does not work correctly
with AutoTransforms and ROTATE_TO_SCREEN.
I have modified the example osgautotransform.cpp by adding a new class that
contains an AutoTransform and a drawable. An object of this class is added to
the
Hi,
I found a very old article covering this issue:
https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15948.html.
In the meantime it seems to be that proposal (2) has been implemented and the
AutoTransform's computeBound() method returns an invalid bounding sphere during
the
Hi,
you may use a PolytopeIntersector to get all items intersecting the rectangle.
Afterwards, you may modify the node mask of the found items: set a specific bit
of the node mask to one if it is found by the PolytopeIntersector and to zero
if not (by implementing a visitor inspecting the
Hi Robert,
I think that it has nothing to do with Clang or GCC. I did some further
investigations and probably found the bug. In DatabasePager::requestNodeFile
you find the following code:
Code:
if (!_startThreadCalled)
{
OpenThreads::ScopedLock lock(_run_mutex);
if
Hi,
I use PagedLODs and the database pager to load dynamically nodes. Here is the
pseudo code:
Code:
pagedLOD->addChild(nodePtr,limit,std::numeric_limits::max);
pagedLOD->setFileName(1,fileName);
pagedLOD->setRange(1,0.0,limit);
In case the pseudo-loader for fileName fails I would
Hi Robert,
the problem seems to be that the database pager (respectively the paged LOD)
keeps trying to load the node that fails to load. To stop this I somehow have
to tell the paged LOD to stop loading the children, or I have to modify the
limits. But for doing so I need to know when a child
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