Hello Martin,
What can I do to use fog and shadows?
As is always the case with shaders, once you start using them you need
to replace anything that was previously being done by the fixed pipeline
by shaders. The shadow shaders don't do fog so you won't get fog in your
scene under the Shadow
Hello Maxim,
Пожалуйста счените имя Александр Бобков на английский аналог...
Please keep discussion on the mailing list in English so it can profit
all users. This is a community, and all questions and the subsequent
answers can help both present and future users who might have the same
que
Hello Sanat,
Also, I wanted to know if trial and error is the way one can pick up the
intricacies of osg, as there is so much in the api, its very difficult to know
how it all works.
Well, trial and error can only bring you so far. If you compile OSG
yourself you can place breakpoints in y
Hello Sanat,
From the code you posted, you're creating 3 graphics contexts using the
same traits for all 3. This will obviously put all 3 on the same screen.
traits->displayNum and screenNum need to be set to the screen you want,
a different one for each context.
Hope this helps,
J-S
--
__
Hi Sanat,
I decided to take the approach that displays graphics in a window. I am able to
get 2 windows. But right now, both monitors are displaying 2 windows. I am not
able to separate window 1 to screen 1 and window 2 to screen 2 only.
This is not an OSG issue... You have probably set up y
Hi Sanat,
Are there any examples in the source that show how to only render the bottom left
viewport on the second "monitor" (basically a generic example for selective
rendering) or any suggested reading ?
See the osgcompositeviewer example.
In general, a CompositeViewer has a list of Views
Hi Sanat,
But using a set up such as that, I am basically transmitting the entire video
feed to the remote screen.
I am interested in sending the rendering of only 1 of those 3 viewports(1 view
from the compositeViewer), not all 3. (as seen in the attachment below). With
that being the case,
Hi Martin,
is it possible to mix two different osg shadow techniques. I would like use the
parallel split shadow map for my terrain and the standard shadow map for my
vehicle.
No, that won't work. At least not easily.
The shadows from your vehicle needs to be cast on your terrain, and if
y
Hello Mike,
So I've been prodding around a bit in the osgFX::BumpMapping code and noticed
that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm
guessing the TexMat ceases to do anything because the shader programs ignore
it? Is there any way to bypass that without writ
Hi Werner,
I guessed that already ;-)
But things will not really improve if developers don't comment at creation
time.
Sure. Most developers who submit to OSG these days document their code
better than in the past, and some even look at the whole file that
they're changing and see if there's
Hello Werner,
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn
due to extreme poor class and method documentation. Look at the doxygen doc
and you will see what I mean.
We all know what you mean, but improving it is a large task that is
being done incrementally w
Hi Cedric,
I have work on a small tool to detect how a program evolve during time,
It tracks the numer of instance of each object inherited from
osg::Referenced. I use this to detect 'leak' but release when quitting
the program so not really a leak but to detect consumption of too much
memory d
Hi Jeremy,
I'll just echo Robert's comments:
And also: I was officially declared "in remission" about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)
Congrats! That's great news!
As more work goes into osgQt towards OSG3 (and as we get closer to
hav
Hi Jose,
Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if
the variable that makes cloud effect is an Environment variable and this
variable is the father of the terrain?
I don't quite get what you're saying about environment variables...
You can structure your
Hi Jose,
When I use shadowedscene with shadowmap and clouds, clouds are a little black!
How can I delete this effect?
Please search the archives in the future, this is a frequently asked
question.
There are two ways to make it so that shadows are not applied to the
clouds:
1. Customize
Hi Theo,
I ran osgdb_ffmpeg.dll on dependency walker [...]
No, you should load your app in dependency walker, run it ("Profile" is
what it's called in the dependency walker menu) and then try to load the
file that uses the ffmpeg plugin. That way dependency walker has all the
info about del
Hi Torben,
You said, the view matrix based on the camera manipulator is calculated during the
cull traversal, so the viewmatrix I send during the camera->eventCallback is
the viewmatrix of the last frame.
No, I said the viewer gets the view matrix from the manipulator during
the cull trave
Hello Theo,
So, I guess it is finding the plugin but it's not loading it for some odd
reason.
Seems like that to me too. Good that you already ran with
OSG_NOTIFY_LEVEL=DEBUG, that's a great first step.
At that point I would run your app through dependency walker. That will
show you if so
Hi Torben,
thank you for your explanation regarding the camera manipulators. this explains
everything and after the correction it worked instantly :)
Great to know you got things working how you want them to. Just so we
know, what correction did you make exactly?
J-S
--
___
Hi Torben,
the framecylce consists of 4 parts:
Code:
advance();
eventTraversal();
updateTraversal();
drawTraversal();
What you called "drawTraversal" is actually called
renderingTraversals(), and consists of two phases: the cull phase, where
OSG traverses the scene gathering things it need
Hi Leandro,
I've updated my old OSGUIsh library, so that it works with newer
versions of OSG. This small library allows to register functions that
get called when "GUI-like events" (mouse click, mouse move, key
down...) happen on a specific OSG node.
Interesting project! One question: how do y
Hi Luke,
[...] osg::GUIEventAdapter::getXnormalized(), but I cannot for the life of me
find the code for that function.
It's directly in the header (include/osgGA/GUIEventAdapter):
inline float getXnormalized() const { return
2.0f*(getX()-getXmin())/(getXmax()-getXmin())-1.0f; }
If a
Hi Markus,
I'm using osg 2.9.8 and trying to do intersection tests in a thread. The code
is real straightforwards and works well when not threaded:
[...]
Is this a known issue?
Err, you say what you want to do, that it works when not threaded, but
not what happens when you try to do it i
Hi Igor,
Still hope there is someone, who familliar with LWO+OSG, to answer.(It's most
important question for me, because i'm thinking about OSG generally because i
found a bug in Assert Importer, so it can't load lwo bones now. I've reported
it, but i don't think, that is will be fixed soon)
Hello Jason,
I'm trying to understand how the OSG ShadowMap class works on a frame by frame
basis. I understand that the shadow is computed when the Cull Visitor hits the
ShadowedScene node, which has the ShadowMap technique set to it.
That's right.
Right now, adding the Shadow technique a
Hello Igor,
1) Is it hard to change components of OSG, to meet my requirments and use my
own version within scene graph integrated? For example, i'm not very satisfied
with render code and shadows\other FX, can i do a pure opengl replacement in my
engine and replace component without any prob
Hi John,
I hope you're not asking me! 8^)
Nah, it was more kind of a general question aimed at the universe :-)
I'm not sure how to do that myself. I'll let Stephan and Robert see if
they can come up with any ideas, I was just thinking out loud...
Sorry I can't help more,
J-S
--
_
Hi John,
As a quick test I deleted the line
FRAMEWORK DESTINATION /Library/Frameworks
in CMakeModules/ModuleInstall.cmake, and everything builds and installs
just fine.
Yes, that's great news.
I tried this:
INSTALL(
TARGETS ${LIB_NAME}
RUNTIME DESTINATION ${INSTALL_BINDIR} COMPONENT libop
Hi Robert, John,
Guarding the FRAMEWORK keyword sounds like the sensible thing to do,
it's a bit of pain, but it would allow those using cmake out of the
box on older OS spins to keep working.
Yes, but who will do it? It would need to be someone who runs into the
problem... John, do you have
Hi Chuck, John,
There have been a lot of OSX-specific updates to cmake between your version and
the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK
argument, let alone do the right thing with it (ignore in your case).
Upgrading cmake will solve your problems.
When the
Hi Michael,
Ah, sounds easy enough. I noticed if you call setupViewInWindow or
setupViewOnSingleScreen the graphics context is created there. So would I just
not call that method and then just do the graphics context, camera, and window
setup manually?
Yes, exactly. You can take inspiration
Hi Michael,
Does anyone know how I could go about stopping the View from doing a back
buffer swap during the rendering traversals. I am outfitting OSG into current
rendering engine, but I need the OSG view to not swap the back buffer at the
end of the rendering traversals. Is there something
Hi Roman,
There are many ways to do this, how you do it will depend on what you
find more convenient... Ulrich's solution is one.
You could create two Geodes with different textures (summer/winter) that share
the same
geometry.
Or you could have two Geometry objects that share the same
ar
Hi David, Tom,
Are you enabling transparency? - for example by:
Code:
osg::StateSet* state = node->getOrCreateStateSet();
state->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
state->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
That last one should probably have been:
state->setM
Hello Sanat,
For the osgAnimationViewer example, what is the data that we need to use?
I am runnng the example from VisualStudio, so it comes to the line in bold
below and exits with 1.
Like osgviewer, you need to give it a file to load. It will load any 3D
model file that OSG can load, but
Hi Alejandro,
How is the right way to compile OSG without Qt?
On my Windows machine at least, if I set QT_QMAKE_EXECUTABLE to empty
and do configure in CMake, it will set all the Qt variables to
*_NOTFOUND and when I generate it won't include the osgQt library in the
build. Perhaps that wou
Hi Sanat,
1) Since I am trying to use models in my simulation, I wouldn't want to spend
too much time on creating rigged+animated models in blender/3ds etc. I would
want to buy/use already rigged+animated models.
I did a bit of looking around and didn't find a good source of models
with som
Hi Gianni,
a prototype I implemented seems working.
Thanks again for the hints
Great to know you got this working!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Tim,
It just means you have to know what you're downloading. If you see
"binaries for Visual Studio 8" and you're using Visual Studio 9, don't
assume it will still work and then wonder why it crashes...
In fact, the download page even states it in underlined text...
- Quote
Hello Tim,
Based on the previous posters response it appears that recompiling the Source
within Visual studio is the method to address this problem.
Err, no, usually just making sure you don't mix debug and release and
that you use binaries for the same version of Visual Studio should make
Hello Gianni,
Maybe what you suggested is correct but it seems the callback method allows me
to update the transform when the three is traversed by the update visitor.
Moreover I need a way to show the animation in realtime so I need a way to
synchronize the transform update to the time chann
Hi gianni,
The solver I have generates positions and rotations for the object to move at
runtime. So I can not set all positions and rotations when the animation
starts. In case of using the osgAnimation library, how could I append new
positions and rotations at runtime?
Err, I wonder, if y
Hi Gianni,
is osgAnimation library quite new and growing fast?
Yes.
Anyway, I really didn't get the pro and cons of using osgAnimation library wrt
the callback method explained for instance in osganimationnode example. Is the
callback method more general? Does osgAnimate basically use call
Hi Theo,
Sorry to bother you so much with this J-S but I just can't figure out what am I
doing wrong! I'm sure it's something really simple!
I think you'll have to read about the math involved, look at the values
in the debugger and work out what you're supposed to get on paper... I
wanted
Hi Theo,
I just have a small little question: when you multiply your screen coordinates
by the inverse matrix you are using the z values of 0.0 and 1.0 for the points
on the near and far planes, right? Are you using these values because they were
previously set on your projection matrix or fo
Hello Sanat,
Using a similar mechanism, can one also use 2 states of a model- a static one
and a rigged/walking one when the model is made to move ?
Yes of course, I don't know what tutorial you're talking about but
generally you do that with node masks or Switch nodes, and that will
work o
Hi Theo,
As for the coordinates, I can see where you are going but I still don't know
how can I know the boundaries of my camera view on the xz plane. I mean, if I
use the ortho projection I can set it and my viewport to the size of my screen
and I'll know exactly what coordinates the boundar
Hello Sanat,
I am trying to create a scene in which I want to add 3d models of humans and
control their motion through keyboard and/or automated.
However I am having trouble starting off as I'm not sure what exactly to do.
You should look into osgAnimation. It is a sub-library of OSG (node k
Hi Theo,
I'll have a camera that will be still for the whole time. 2D objects will be
put in front of the camera as it was a 2D application. Although, sometimes
these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho
projection.
Why not? Your objects are still in 3D spac
Hi Randy,
Thanks for your explicit response!
Yes, I've solved this problem and the cow could appear.
But another question now:
The command line shows an error after "osgviewerd cow.osg": Error: [Screen #0]
ChooseMatchingPixelFormat<> -Unable to choose the requested pixel format
Any suggestion?
Hi Bruce,
I downloaded some IVE files from a website that I am trying to use for a
project teaching teens how to create video games using OSG. I want to
dynamically add objects along the path in the scene. To do this I will have to
specify the XYZ of the point to add the path. My problem
Hello Sanat,
The NodeTrackerManipulator worked perfectly. It gives me the exact behavior I
wanted except for the fact that its default orientation is a side on view to my
model node. I can rotate that with my mouse and change the view to my
preference.
But I would like to have the scene disp
Hello Randy,
After installing, I don’t know how to set environment variable
”OSG_FILE_PATH” which should be the “sample” directory. Since I get only
4 files in installing directory——bin,include,lib,share,but with no
sample file.
See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Sam
Hi Sanat,
For the bottom left view, I wanted a view of the 3D model (backhoe) and the
terrain with the camera either inside the cab of the backhoe or hovering just
above it. So I did the following:
Code:
view->setSceneData(backhoe1PAT);
//where backhoe1PAT is the positionAtttransform of the 1
Hello Issam,
can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ]
(http://img94.imageshack.us/i/shadowlg.jpg/)
What command line options are you using to run the osgshadow example?
For me, these work well
osgshadow --sm -3
osgshadow --ssm -3
Hi Jose,
I'm working with a light (spotlight) concretely. I would like that this light
didn't go through walls. How can I obtain this effect?
In real life, the fact that a light doesn't go trough walls is a
consequence of the fact that solid objects block the light (i.e. cast
shadows). The
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks
Perhaps you didn't see it, but he did :-)
See file balls_01.zip attached to the first post.
J-S
--
__
Hello Jose,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
You might have seen that ShadowedScene has methods called
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based
techniqu
Hi Farshid,
If your are on Windows, the excellent (and free) Paint.NET image editor
can open/save compressed dds files.
I personally like XnView (also free ($) but not free (libre) unfortunately).
Ulrich, it's really not hard these days to find something to open dds
files with. The DirectX S
Hi Don,
Sorry to hear your problem doesn't seem to be the same as mine.
It looks like I need some quality debugging time.
That generally helps make things clear. In particular for the
intersectors it's generally pretty easy to see why your node is being
rejected when you're tracing through
Hi David,
Wow!
Every time I look at this stuff, I learn something new!
Thanks for expanding my knowage of OSG under QT!
Yeah, OSG is cool like that, we all learn constantly :-)
FYI: I tried to run 2.9.8 on an old box I have at home, but it has an AGP card
and I kept running into GART memory
Hello John,
How do I draw QT controls over my 3D rendering?
I am using OSG 2.9.8 and QT 4.7.0
I must to drawing qt contols similary as in example openglcanvas. (trolltech)
See the example osgQtWidgets that was part of 2.9.8. Also see the
modified files I attached to my post here:
http://th
Hi Don,
I'm having a problem with not being able to pick on my HUD geometry when
the main camera has a perspective projection. My app is able to toggle
between
perspective and orthographic. Picking on the HUD geometry works fine with
orthographic, and the HUDs are visible in both projections.
Hello Frank,
Thanks very much, J-S. That explains everything. Luckily, your first solution
will work for me because there aren't any other transforms in the way. However,
the more-general solution looks more interesting so I think I will give it a
try! =D Could be useful later, who knows.
Y
Hi Frank,
I looked at osg::View::computeIntersections to try to replicate what it is
doing. I have mimicked the code pretty much exactly, with one exception.
Instead of having the camera accept the IntersectionVisitor, I have the root of
my sub-tree accept it.
The reason it works when start
Hello Gianni,
I looked at the OSG examples in vain to understand how to load a font properly. OSG examples work fine if started from my
dev environment (VS) but setFont("fonts/blablabla.ttf") does not work if I run my app "normally" double
clicking on the .exe file. The "osgtext" example have
Hi Nikhil,
I want to know if there is a simple way from converting composite viewer
(having multiple views) to multiple windows each having a single view
Actually, it only depends on how your graphics contexts are set up. If
all your views' cameras are using the same graphics context, then y
Hello Rakesh,
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
but not enough to do collada plugin.
What do you find is missing? I found it completely adequate when I
started building the Collada plugin a little while ago.
If the plugin requires additional DLLs
Hello Rakesh,
I have followed this link to load collada plugin in OSG,
i am getting this error in cmake ui tool.
Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR).
This is not related to Collada and should not cause any problems.
i just genearated the solution file d
Hello Gianni,
One more question. Suppose I have two viewers and I would like to show the axes
just in one of them. Since the camera with the axes model is in the scene, is
there any flexible way to enable/disable the axes in one viewer?
You could search the archives for hints of how to displ
Hello Roman,
How can I switch off osg::Material from my model?
You could just traverse your whole graph, and on every node and drawable, do
nodeOrDrawable->getOrCreateStateSet()->removeAttribute(osg::StateAttribute::MATERIAL);
J-S
--
__
Jea
Hi Adam,
Got osgOcean (oceanExample) to work finally (yeah!) [Well, sort of as I am
still having issues with the SkyDome not showing up].
Good to know you got your compilation and runtime issues worked out.
The skydome is loaded from images, so two obvious causes for it not
working would be
Hi Wojtek, Wang Rui,
Its on QuadroPlex. But I doubt hardware is involved. Maybe Windows
version (mine is 7 64 bit) has more to do with it...
Windows 7 64bit here too... Wang Rui, were you able to debug into the
code and find anything?
J-S
--
_
Hi Wang Rui,
I'm not sure if it is a driver issue. I'm using nVidia Geforce 8600GT.
But one of my friend also report the problem. I'll have a test on a
Geforce 9600GT system tonight.
It happens for me at work on a GeForce GTX 260 and at home on a GeForce
8600GTS. If it's a driver issue, it mi
Hello Nikhil,
I want to know what are the changes that i would need to make in the following
code so that it runs in 2.8.0.
No one will modify the code for you. You'll need to look at it,
understand what it's doing, and change it so it works with OSG 2.8.x .
There have been many discussions
Hi Sanat,
I was trying some example in osgviewer and found the following error messages
in the command line:
C:\Tools\OpenSceneGraph-2.8.0_VS_2005\bin>osgviewer.exe C:\Tools\OpenSceneGraph-
2.8.0_VS_2005\bin\OpenSceneGraph-Data-2.8.0\cow.osg
Windows Error #127: [Screen #0] ChooseMatchingPixelF
Hi Tim,
I've written a pair of articles on the internals of OSG that members of
this list might find interesting. The first,
http://www.bricoworks.com/articles/stateset/stateset.html, covers
osg::StateSet and osg::State. Almost every programmer that uses OSG is
familiar with StateSet, but it's r
Hi Gianni, Vincent,
isn't that problem the same as having a cross axes fixed in a corner of
the viewer and rotates accordingly to the scene? If so, after looking at
the osgautotransform example I don't think it would solve the problem,
but I hope someone can help us :)
Please search the archiv
Hi Robert,
Have you tried doing the two pass strategy - first the opaque pass
clipping out the alpha< 1.0, then a second blended pass accepting all
alpha< 1.0. This won't cure the ordering issue completely but it
will lead to less obvious artefact's as it'll only be the transparent
edge that
Hi Robert,
Your sort functor would take a reference to the Vec3Array+lookvector
or an array of the distances to sort against and then make decision of
< based on the dereferencing the indices. Preparing an array of
distances based would mean you only do the compute of the distance
once per ve
Hi again Paul,
Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
sprites,
Hi Robert,
If you use billboard quads then the OSG will have to depth sort all
the osg::Geometry of the quads, as well as do the cull and draw
traversals through all the separate nodes and geometry. Sorting just
a index array will only have the cost of the sort, and given the
nature of the data
Hi Paul,
Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
sprites, of co
Hi Robert,
2) Do fine grained depth sorting via a cull/draw callback. I'd sort contents of
a DrawElements rather than the vertices themselves, as this would allow
you to manage the vertices consistently in an animation/update
code you have.
I thought manually sorting all vertices mi
Hi all,
I saw a post from Robert today suggesting to use osg::PointSprite for
particles.
One question I have about that is - say the texture you use for the
point sprite looks like a dust particle, with the contour transparent
and the edges semitransparent. Since the sprites are rendered fro
Hi Adam,
I still have a bit of a problem however, as I am still unable to run the
osgOcean example. I encounter:
DynamicLibrary::failed loading "osgPlugins-2.8.3/osgdb_png.dll"
(and then of course the subsequent "Could not find plugin..." messages).I'm
baffled as to why it can't load bu
Hi Greg,
Kudos on taking the initiative to debug into the OSG source yourself. I
don't think many would have been able to answer your question of why the
intersection test was failing, so that was the good thing to do.
The last test ( line 16 ) is failing. From reading the web I understand
Hi Robert,
I've just wrapped up my work for the week, and taking this afternoon
and whole weekend off! The car is packed with food, camping and
running equipment and I'm now setting off. Tomorrow morning I set off
on my first mountain marathon, the Lochalsh Dirty 30.
http://www.lochalsh-t
Hello again Adam,
I need to take the extra time to understand what I am doing.
Just a note: it usually takes less time when you take it step by step
and make sure you're doing it right, than when you just try tinkering
until you get it right. This is true for anything, and I also have to
wa
Hello Adam,
Reading your message, it seems to me that you don't have a clear idea of
what you need to do to get to your desired goal. Key phrases like
"obtain ... from somewhere" and "somehow cram..." scream to me that you
need to understand a bit more instead of just going from one site to
a
Hi Huan,
thanks a million for your advice. i was using shadow map, shadow volume did not
work. one thing i was confuse, if i add an uniform bool varible to the scene
node, is it can indicate which fragment(pixel) belong to shadow caster object
or receiver object? maybe i just dont know that.
Hello Vincent,
Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to
Cmake as well as osg.
Please do a bit of research on your side. A simple case-insensitive grep
(or find in files) for "ffmpeg" in the OSG source tree would tell you
what you need to know...
In p
Hi Nikhil,
I need to cast rays from a point(cone like beam) recognizing obstacles .
That's clearer. So what Robert said would probably work for you: look
into LineSegmentIntersector, enabling kd-trees, and the osgintersection
example in the OSG sources.
Hope this helps,
J-S
--
___
Hi weihuan,
i use osgshadow in osgart, the shadow map work fine. the model is standing on a
plane, shadow cast to the plane, the plane is attach to the pattern, what i
want is to make the plane invisible but the shadow remains, to make it looks
like shadow on the top of pattern. i try alpha b
Hi Martin,
I get the number of screens with the following lines:
_wsi = _gc->getWindowingSystemInterface();
std::cout << "Detected Screens: " << _wsi->getNumScreens() << std::endl;
My question is: How can I define the screen which show me my viewer?
If you're creating your window yourself us
Hello,
Once again, for OSG questions please post to the OpenSceneGraph mailing
list (subscribe at
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
or on the Forum (http://forum.openscenegraph.org/). Please DO NOT send
e-mail personally to one of the members of the li
Hello Vincent,
I was wondering if anyone has tried back porting ffmpeg to 2.8.2? Please advise.
We have used the ffmpeg plugin in OSG versions as old as 2.6 without
problems (at least none I can recall now, so if we had any problems they
must have been easy to fix).
In theory all you shoul
Hello,
First, I would request that for questions related to OpenSceneGraph, you
send the question to the mailing list and not personally to someone. You
will get more answers that way, and likely faster too.
so I want turn to you for help.How to display a 3x3 screen display of a
scene?Could
Hi John,
However, when logged in, it seems that I do not have permissions to edit any of the pages
(no "edit page" link in sight). I've updated pages before (long time ago), and
I vaguely remember that I then used some sort of guest account. But either the guest
account has been disabled, or
Hi Gianni,
I'll add this to Serge's answer:
Is it true that if I declare a pointer as follows:
osg::Group* test = new osg::Group;
I would have a memory leak since I can not call a delete on "test"
object pointer?
You would have a leak if you never add "test" to a container that holds
ref_p
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