Hello Josue,
this is the problem: i have one proyect but this can't run in one computer,
just mark an error in the configuration, but it does not say that error
I wonder what you expect us to do with this information (or lack of
information). Your program doesn't run on one computer, and
Hi all,
I just installed Max 2012 (and the SDK) 64-bit, and am trying to compile
OSGExp, but when it tries to link OSGHelper I'm getting this linker error:
1OSGHelper.cpp.obj : error LNK2001: unresolved external symbol public:
virtual void __cdecl ReferenceMaker::SetReference(int,class
Hi Farshid,
Also, as a quick fix, can you try declaring the SetReference method of
OSGHelper in a protected namespace?
Actually, since it's never called by anyone, I just commented it out. It
compiles and exports correctly. Just another data point for you, but is
that method useful at all?
Hi Farshid,
It might be called internally by Max, since it is overriding the base
class method. I'm not 100% sure of this, but it's probably safest to
leave it there.
Seems to me that if it's not in the libs, then it can't be called by
Max... Unless there's a bug in the libs I'm using
Hi Farshid,
Can you post the contents of the buildnumber.h max header file?
/* This file is automatically generated by the DailyBuild script. */
/* VERSION_STRING is the build's posting, ie. MXXX, Daily, Midday. */
/* VERSION_INT is the last successful major (MXXX) with the letter
prefix (M)
Hi Farshid,
I just added the support for normal map details in the description
string. The format is the following:
Normal unit amount method flip_red flip_green swap_red_green
The method field can be one of the following strings:
Tangent
Local XYZ
Screen
World
Try it out and let me know if
Hi Robert,
Good to see that the process is ramping up, it'll be great to have a new
stable trunk release soon!
Ramping up the use of nightly builds will certainly help
convergance so if you have machines available that might
be suitable please consider contributing to
Hi guys,
Cool that this is done, I'll check it out soon and try reading the files
back in our engine.
Thanks a lot for your work!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Wojtek,
Well... we will see if I will be able to help here.
Yes, I am sure you will! :-)
Each camera has render order flag and associated RenderStage+RenderBin
set.
Ah yes, I had forgotten about the render order number (integer to order
more finely between PRE_RENDER cameras and so
Hi Wojtek,
Just a quick follow-up on this:
I guess you had to override either Ocean or LispSM techniuque already.
I was wondering, if I ever need to override LispSM's ViewData class, how
would I go about it? I guess I need to override the *ShadowMap class as
well so that it instantiates my
Hi Wojtek,
I guess you had to override either Ocean or LispSM techniuque already.
So you may set _renderOrderNum in overriden code. Depending on which one
you overrode, I believe you may either set 1 for Refraction camera or -1
for Analysis and Shadow cams.
Actually I'm working on osgOcean a
Hi Paul,
On the other hand, if the render order number is *also* the same...
Thanks for going over the basics again for me, I knew all that but for
some reason had completely forgotten about the render order number
(_renderOrderNum)...
So yeah, the RenderStages are ordered in order of
Hi Farshid, Luca,
You are absolutely right! I had mistakenly assumed that the description
list was supported by all osg::Object derived classes. Well, that puts a
big dent in our plans :(
Argh, I had made the same assumption.
Does anybody know if the new meta-data system will support all
Hi Farshid,
If the new meta-data system is going to support all osg::Object derived
classes, then all we need to do is just wait until it is complete. I
think the bigger issue is being able to support older versions of osg
and older formats like .osg/.ive.
Yes.
How about adding all the
Hi Farshid,
The exporter applies the material statesets to the osg::Drawable object,
which does not support description strings. I can add the description to
the parent osg::Geode. However, keep in mind that the geode can contain
multiple drawables, where each drawable has a unique material
Hello Robert,
Here is a simplified version of the code with all of the motion tracking and camera movement
taken out. As the code is right now, my program crashes when calling viewerdone() the
first time. If I comment out viewer-realize(), the program crashes on the first call to
Hi Farshid,
The second method doesn't necessarily need to be an option. I don't see
any harm in always adding a description string to the stateset. My main
concern is coming up with a format that can be easy to parse.
I totally agree.
I'd like to avoid the first method, since it introduces
Hi Farshid,
Same here, our application already determines texture units at runtime,
so I personally have no need for hard-coded units. Do you have any
suggestions for how the material description strings should be formatted?
Both your and Luca's suggestions are good, but I think I like Luca's
Hi Farshid,
I personally don't need them, but if a hard-coded texture unit option
were to be added to the exporter in the future, then we might as well
add this information to the description string now. If we are 100% sure
that this option will never be added, then I'm fine with leaving this
Hi all,
I had fixed my nightly build lately (I had to update my FBX plugin), but
it has started failing again. Is it possible that a recent submission
has been made with the wrong version of the FBX plugin?
The error I get is:
1..\..\..\..\src\osgPlugins\fbx\WriterNodeVisitor.cpp(364) :
Hi Shayne, Craig,
Bottom line is that it can be done. It basically amounts to having asynchronous
traversal of the same scenegraph, one for rendering traversal and the other for
intersections. These traversals can either be done in different threads or
different processes.
But the case of
Hello Robert,
I'm having a problem with my application crashing when I try to create a
while(!viewer-done()) loop. The run time error I am getting is:
Unhandled exception at 0x00361710 in elevator.exe: 0xC005: Access violation
reading location 0x0415.
You should run your program in
Hi Farshid,
1) Adding prefix/suffix to image filename. I believe this is the easiest
method. The filename will be applied to the exported osg::Image object.
For example, you can append _[normal] to all normal map images.
I think this is a bit too intrusive. The artist should be able to name
Hi Javier,
I have to get deeper in this issue, but unfortunately I won't have
much time for it. I'll let you know if I get to something.
I've found out what the problem is: When the Phong class tries to
generate a shader code block ( Phong::getCodeBlock() ), if the material
was actually
Hi Javier,
In the end, the fact that the shader generation code in phong.cpp was
trying to access a plug that didn't exist for a blinn material wasn't
the cause of the crash (the code is well guarded so it just returns an
empty plug). Plus, that plug is never used anyways (the
Hi Javier,
Great! Thanks for the corrections. Submitted to svn/trunk.
Thanks!
Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?
See the attached file. :-)
Hope this helps,
J-S
--
Hi Robert,
My nightly build is failing right now, I think it's because I don't have
the latest FBX SDK. In any case, if it builds fine for others, don't
consider my build as a valid data point. I'll probably fix it on Monday
when I get to work.
Thanks,
J-S
--
Hello Nan,
When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
C:\OpenSceneGraph-2.8.4\3rdParty
then add the ENV variable OSG_3RDPARTY_DIR to auto
Hi Farshid,
Thanks, I will go ahead and add these to the trunk.
Thanks for that.
I am going to keep
the existing Visual Studio projects though. The existing projects can be
used for both 32 and 64-bit builds. I even wrote a Python script in the
Setup folder that automates building the
Hi Farshid,
OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)
Yes, all the methods I described are
Hi Kim,
Just jumping into this thread, I admit that I haven't read it all the
way through, so hopefully this is relevant.
Of course, jump in whenever you want :-)
What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader
Hi all,
Here it is.
Argh, I didn't realize how big that was. I got a message from the list
saying it awaited moderator approval, you can safely refuse it, I'll
send it to Javier directly.
Sorry,
J-S
--
__
Jean-Sebastien Guay
Hi Javier,
Thank you for the changes. They are already submitted to svn/trunk.
Great, thanks. Can you please replace the filetexture.cpp by this one as
it's the behavior I think we want - if the Use As: field is anything
OTHER than Bump, don't convert bump2normal.
The Blinn shader
Hi Javier,
Great, thanks. Can you please replace the filetexture.cpp by this one as
it's the behavior I think we want - if the Use As: field is anything
OTHER than Bump, don't convert bump2normal.
Sorry I forgot the file, here it is.
BTW, it's fine to leave my e-mail in the AUTHORS file.
Hi Javier,
Now bump mapping seems to be working fine again, btw...
Yes, I agree, when I run the plugin in Debug and get an output file as a
result it works well. Thanks.
And I must apologize, I absolutely lied to you in the other message.
Your scene crashes in Release mode. Just
Hi Tom,
Do you happen to know if this issue occurs only when the stats are enabled, or
if it also occurs in the viewer without the stats displayed? I ask because
I've never actually used the stats functionality, but sometimes when we launch
our application, the graphics appear lower quality
Hi Farshid,
The problem I had with my own compiled version of OSGExp was indeed
caused by mismatched DLLs. The prebuilt version's installer copied the
OSG DLLs into the 3dsmax directory, as well as the Previewer.dll. When
compiling my own version, I was able to just have my own version of OSG
Hello again Farshid,
OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)
Yes, all the
Hi Javier,
OMG! X-D
How many minutes did you wait??? :)
About 5 ;-)
No seriously, about 5 hours, but it's fine, I didn't really expect a
reply that quick - it was meant as a joke, and I had other questions to
ask for the Max export plugin too so I started a thread about both
Hi Javier,
I suppose you have a very short timeframe in justincaseidie.com :D
I didn't know about this, it's actually hilarious...
It will actually only be sent if you fail to log back in to the system
within the timeframe that you set, we're just sort of assuming that only
death would
Hi Martin,
LOL, debug threading , me :)
Yeah, seems a few of us are on the same boat, we like to use
multithreaded systems but aren't comfortable debugging them yet. :-)
Just out of curiosity is yours an NVidia system, mine is SLI configurations
(2cards) (GTX480)?
Mine is NVidia but
Hi Nan,
could you explain why here you used texCoord1?
because of we setting '1' here?
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
sset-addUniform(new osg::Uniform(tex,1));
i dont think so ...
Generally, there will be a correspondence between 3 things:
Hello Nan,
but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is
passed to shader if you use
If you want to use a given texcoord array, you need to have it defined
in the geometry... So you need:
geometry-setTexCoordArray(1, texCoordArray1);
for
Hi all,
As mentioned in a recent thread I'm looking at streamlining our content
creation pipeline these days. One thing I think would help is if we
could get models in a state where they're usable by our engine
immediately when they come out of the content creation tool. This would
require a
Hi Farshid,
Thanks for answering.
Have you tried the latest pre-built 64-bit osgmaxep installer? I've done
some limited testing with it on Max 2011 and 2012 and it seems to export
fine.
Yes, as I said it works fine. The problems arise when I compile the
plugin myself and try to use my
Hi Farshid,
Sorry, I must have misread your original email. What is the exact error
message you are seeing? The installer will place the pre-built osg
binaries in the max application folder. It also adds the appropriate
osgexp install path to plugin.ini. So make sure to replace all the
Hi Martin,
Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and
Hi Torben,
Sorry I couldn't reply sooner, I was on vacation.
That looks great! What sky framework did you use? It looks a little bit like
Simul trueSky...
We used a slightly modified osgEphemeris, along with a simple cloud
plane (a plane with circular blending around the edges, with a good
Hi Paul,
Hi J-S -- It looks great. But I do have a couple questions.
No problem, I'll answer as best I can. :-)
How flexible is your art pipeline / rendering process for loading
arbitrary models? Could you replace that excavator with some arbitrary
CAD machinery, such as a tractor, and get
Hi Ulrich,
Maybe what Paul was asking about (and what I always like to learn from other
people's
setups) is:
are the different textures (normals/specular maps) and shader assignments all
set up when
you get them from your modeller? Or do you have to do additional tweaking from
within
your
Hi Nick,
thanks J-S .. What has happened in the last couple of months ?
Well, the usual, a few dev releases, lots of submissions, the project
moving forward at a steady pace :-)
I'll let you have a look at the archives for more details :-)
J-S
--
Hi all,
I just wanted to give you guys a heads up about a prototype project we
worked on lately, and which I think looks great. There's a video of it
on our YouTube channel:
http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ
(set it to 1080p if you can)
We did that demo in 3 weeks (2
Hi Greg,
3 weeks with 2 developers!!! Now I really feel like a rookie!
Out of pure modesty, I have to admit we already had a lot of framework
in place for heavy equipment simulation. Nevertheless, this vehicle and
the graphical effects I listed were new and were done in that time span.
I
Hello Eduardo,
Congratulations on the visual quality, it's really good. I'm curious
about the shadows, did you use OSG's shadow system for them?
Yep, that's osgShadow::LightSpacePerspectiveShadowMapDB in action. There
were some recent improvements to help with stability of the shadows,
it's
Hi Nick,
I am back :) ... this time from macedonia .. have you missed me??
Welcome back!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Chris,
First of all, I have to commend you on all the work you've put into
doing this. You obviously put a lot of thought and research into your
problem, and explored multiple avenues before posting, which I have to
admire!
I've personally never needed more than the 8 light sources the
Hello Lv,
when shl-setLightNumber(8)
it prints
Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..)
when set Light Numbe below 8 ,it is OK.
The OpenGL fixed pipeline supports up to 8 lights, indices 0 to 7
(enumerants GL_LIGHT0 to GL_LIGHT7). So index 8 is
Hi Tim,
while running the OSG examples with the OSGViewer I have a very strange effect on my machine. The
screen is split between my two monitors, but in the wrong order, e.g. for the cow.osg
example the first part is rendered to the left screen and the end part of the cow is
rendered to the
Hi Kim,
Firstly thanks for the recent set of commits, much appreciated.
Yes, we've started a few more projects that will require a more recent
osgOcean build than we'd been using up until now (specifically to be
able to see through the surface when the camera is above the water), and
so in
Hi Tim,
Glad that you confirm my intuition on this one. So where does the init happen ?
(I am not talking about fixing the osgviewer) Where would be the place to start
fixing this in osg itself so that it runs as expected out-of-the-box ?
Have a look at the
Hi Robert,
In case you are interested, I have made a patch for the OpenFlight plugin so
that it reades/writes the surface material code (SMC) and feature id (FID) and
stores it as a description of the geode that contains these attributes.
The format of the description string is like
Hi all,
I'll be thankful for any comments / suggestions.
One full day and no suggestions, so I'll assume that my idea of using an
approach similar to the ViewDependentShadow techniques (with ViewData)
is in the right vein, and I think I'll start working on that.
I'd still appreciate any
Hi Peter,
- For serialization, storing simple value types is pretty
straightforward. The harder part is dealing with compound types
(structs/classes) and/or containers (map/vector). Perhaps there is a
way to leverage osgIntrospection?
I think the new serializers make it simple to make new
Hi Sukender,
Actually I hoped someone would help us on the serialization subject! And yes, I
guess new serializers may help.
I think so, I haven't used them that much but from the description they
seem simple to use, and as long as the class you want to save is
serializable then when the
Hi all,
I'd like to ask for feedback about something concerning osgOcean. We've
been using it in multiple views for a while now, only activating the
reflection effect, and it has worked well. We knew that one view would
control the LOD of the ocean tiles (seems to be the last one rendered,
Hi Robert,
I guess I'll use the DescriptionList then. :|
You could also use the DescriptionList of the StateSet...
If the SMC follows say a texture or a material, and is generally
inherited from the top down like state attributes, that might be a way
of doing it. It won't be an actual
Hi Chris, Robert,
You could also use the DescriptionList of the StateSet...
Or, even better, the DescriptionList of any node that is a parent of the
Geode.
I was suggesting the StateSet because if the SMC naturally follows a
texture or material, then it might be more natural that it be
Hi Paul,
One of the default osgUtil::Optimizer flags is
SHARE_DUPLICATE_STATE. So if two StateSets are otherwise identical
and would be shared under this optimization, adding a different
material code to the description list of the two StateSets would
impair that
Hi Paul,
J-S -- Good catch on the Optimizer issue, dropping the DescriptionList
of StateSets when they become shared. Seems like a possible bug.
Unexpected behavior, at the least. After all, the word DUPLICATE is in
the name of the flag.
That's semantics :-) It may be argued that the
Hi Robert,
Just a small point worth mentioning... The osg::StateSet class does not have
any members of type DescriptioList, at least not in OSG 2.8.3.
Only osg::Node and derived classes have a DescriptionList as far as I can tell.
Hah, a small point but well worth mentioning!
Somehow I
Hi Robert,
Do you have a link to that thread?
It started here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65022
But I don't get why gmane seems to have broken up the thread into
multiple threads. There is more discussion here:
Hi Gianni,
1) I would like the generated lib files to be put in a specific directory.
Set CMAKE_INSTALL_PREFIX to the directory where you want things to be
put after the build, and then build the INSTALL target.
BTW, I personally prefer having CMake generate Visual Studio project
files
Hi Chris,
I'd love some help from others in getting together an announcement, and
doing all the
other steps necessary for finalizing the release.
I just started this:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4
Have a look. The parts I'm not sure about are the
Hi Chris,
In any case, to use FBOs you need a context, one way or the other.
I'm going to have to go back and read up on my reference material again. I
thought for
sure there was supposed to be a way to use FBOs without pbuffers.
Yes, if you have an onscreen context already you can use
Hi Chris,
Unfortunately with the FBO, I always end up with something onscreen. Either
a fullscreen
display or if I use setUpViewInWindow I get a window. I don't know how to get a
completely
non-visible FBO.
An FBO is not a context - it's an object that uses an existing context
to do its
Hi Chris,
I'm projecting to get a new development system in the next year or so, which
means about
6 months of planning before I buy something.
Wow, you're a very cautious consumer! :-)
I've been on Nvidia for the last few years, and have been mostly happy with
the driver
support,
Hi Mukund,
camera-setDrawBuffer(GL_BACK_LEFT);
...
camera1-setDrawBuffer(GL_BACK_RIGHT);
I'm pretty sure you can't use GL_BACK_LEFT and GL_BACK_RIGHT if you're
not in quad buffer... You need to use GL_BACK for both. That probably
explains the OpenGL error.
Hi Mukund,
Well, could you please tell how i can specify setClearMask() for the master
camera? (the viewer)
viewer.getCamera()-setClearMask(GL_COLOR_BUFFER_BIT);
And then you can remove the color buffer bit from camera. You just need
to clear the color buffer once, at the beginning of the
Hi Chris,
Was there anyone else interested in a 2.8.4 release? Is anyone else using
2.8.3 at this
point or is everyone on trunk now?
We're using 2.8.3, but we have no real problem waiting for an eventual
3.0 or whatever comes. Off the top of my head, there are no fixes that
we
Hi Paul and Rafa,
I have also built 2.8.3 on MacOS X, without problems. The build I did
was Intel 32 and 64 bit universal. No ppc at all. Perhaps it's the ppc
64-bit build that fails? I seem to remember reading that ppc 64 bit was
pretty uncommon anyways.
I was having CMake generate normal
Hi Tim,
When boat is placed in ocean at a specific waterline... when viewing from
above, that waterline is also in the boat.
Although my boat is in no immediate danger of sinking... what must I learn in
order to exclude the effect of the surface of the ocean from invading my space?
We do
Hi Tim,
I appreciate the comments. Up to this point I do not yet know what a shader does for a
living... except that I presumed it shaded surfaces somehow.
So... that will be my first step... I wouldn't have known that they were involved in
cutting (culling) unwanted sections of objects,
Hi Robert,
My auto-build failed last night because of:
1..\..\..\src\osgPresentation\SlideShowConstructor.cpp(152) : error
C2440: 'initializing' : cannot convert from 'osg::ref_ptrT' to
'osg::DisplaySettings *'
See:
http://cdash.openscenegraph.org/viewBuildError.php?buildid=3486
Seems
Hi all,
In the last few days, I've started getting the following error message
(in a dialog that pops up after starting my app and rendering a few frames):
Dialog title: NVIDIA OpenGL Driver
Your hardware configuration does not meet
Hi Robert,
I haven't seen similar reports posted on osg-users before so can't add
anything specific to the dicussion.
Heh, just my luck :-)
I do wonder if a service pack or
OpenGL driver version is at play.
The nvidia display driver on Windows contains their OpenGL ICD. So when
I say
Hi Torben,
Sorry for the buggy release.
Not a problem, there's so much going on (and you have so many 3rd party
dependencies in that package) that you can't know everything from the
start! The good thing is that it's fixed now.
Good work,
J-S
--
Hi Torben,
I packed and uploaded the package as V5 and added the description of the new
environment variable to the wiki.
Great work, I look forward to using it!
Thanks,
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Torben,
To NVTT: I did not simple pack the binary version of NVTT, because I don't know
about the license. As the source code is MIT licensed, I rebuild it in Release
mode for 32 and 64 bit. For the packaging and usage in OSG there was no obvious
requirement for libjpg or libjep. After my
Hi Torben,
I added Nvidias Texture Tools 2.0.8 with CUDA support (Cuda SDK 3.2) (also
32bit and 64bit).
Did you test the 64 bit version of NVTT? I recently downloaded it, and
found that it did not load png or jpg images - it seems it's been
packaged with 32 bit DLLs of libpng and libjpeg,
Hi Jorge,
Hello i'm looking for a little bit of Code that has been tested to be
working and draws on OpenGL ES 2.0 a simple vertex/fragment shader
loading and a little bit of geometry or a triangle. I'm testing the
Android port working and i'm a little bit paranoid to write one if I
write one
Hi Paul,
What you're saying doesn't really make sense. You say you're loading the
same model but getting different vertices each time you load it. What
makes you think the vertices are different? Does the model render
differently and appear visually different for each invocation of osgviewer?
Hi Nectarios,
My problem is that I am using osgDB to load .obj and .3ds files in my
application and I dont know how to set the display list off.
There's no global setting that will disable display lists for all files
loaded. Why don't you just write a small NodeVisitor that traverses the
Hi Joseph,
First of all, let me thank you very much for taking the time to answer my
query. I apologize for not having read the earlier post - I will do so as soon
as I can, and for my lack of the basic knowledge of windows programming- I am a
noob and working on improving it. I have taken
Hi Tim,
I still would like to know the whys and wherefors and how comes surrounding
this effect do different models have built in heights with respect to 0,0,0?
It all depends on how the model was built in the modeling program...
Clearly if one model's local origin (its own (0,0,0)) is
Hi Joseph,
I found a work-around for the above problem by copying all the dlls into the
System32 folder in Windows. I shall continue working this way until I can
figure out what I am doing wrong with my Linker settings.
I really wish people with DLL errors would search the forums/archives,
Hello Jorge,
As for today we are publishing a note on the gvsig3d page and some
videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are
publishing an apk for the people to test. It will be great to know
issues on different kinds of devices.
This is really good news! I will
Hello Thorsten,
thought I'd just keep you updated on my postprocessing framework I
developed during my Master Thesis.
Wow, that's great work! I look forward to reading your thesis (through
Google Translate I guess :-) )
Any relation to osgPPU? I guess the comparison between the two is
Hi all,
When loading and applying shaders in my app, I sometimes get error
messages like this:
glLinkProgram DustParticleProgram FAILED
Program DustParticleProgram infolog:
Fragment info
-
(0) : error C: syntax error, unexpected $end at token EOF
(0) : error C0501: type name
Hi Robert,
I rather sounds like a driver bug to me. One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.
Also running the application in a memory tracking tool would be a useful step.
Hi Gianni,
is it possible to use multiple inheritance with osg classes? I tried to make a test but I
got the following error. In another example I got a similar error related to the
ref call.
Can anybody help me please?
This has been asked recently (wasn't it by you even?). It's becoming an
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