Hello,
I want to display my own BoundingBoxes (BBs) using osg. The way I am trying
to do it is the following:
1) create a Geode and set it as Child of the overall scene. Create a global
pointer to be able to add children to this Geode.
2) for every BoundingBox I find, create a new Geometry with
in
the manipulator.
I could provide an example but it will be an Android example. Is there
something you could use?
Martin
Robert Osfield schrieb am Fr., 26. Juli 2019,
12:31:
> Hi Martin,
>
> On Fri, 26 Jul 2019 at 11:12, Martin Siggel
> wrote:
>
>> Yes, it's the standard manip
,
11:49:
> Hi Martin,
>
> On Fri, 26 Jul 2019 at 09:45, Martin Siggel
> wrote:
>
>> I observed, that also CameraManipulators keep a reference to the camera.
>> This prohibits then the release of the gl objects.
>>
>
> Which CameraManipulator do you think
so
everything looks as before leaving the app. When going back into the
application, I simply create a new viewer and everything works smooth
:)
Best regards,
Martin
Am Mi., 24. Juli 2019 um 03:28 Uhr schrieb Chris Djali :
>
> Hi,
>
> You can't release objects that belong to a destr
tesselations
- Edge/Line rendering
- Picking / Intersections
- Custom Shaders
- Text Nodes
Martin
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aybe the old shader objects are
not disposed properly and are still attached to the stateset (just
guessing).
Unfortunately, I don't know OSG much that I can find out, what is
actually going wrong.
Martin
Am Di., 23. Juli 2019 um 11:03 Uhr schrieb Robert Osfield
:
>
> Hi Martin,
>
> O
t; example if anyone is interested.
Martin.
Am Mo., 22. Juli 2019 um 17:24 Uhr schrieb Robert Osfield <
robert.osfi...@gmail.com>:
> HI Martin,
>
> I don't have any Android experience so will defer to others on the
> specifics, but one question everyone will probably have is w
a similar problem:
http://forum.openscenegraph.org/viewtopic.php?t=11270
http://forum.openscenegraph.org/viewtopic.php?t=14549 (see point number 4.)
Best regards,
Martin
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Hi,
I clarified the statement in the README: QVR applications do not need to care
about threads, but are still free to implement any threading model.
(QVR uses threads internally, but does not expose them to the application.)
Cheers,
Martin
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integration of a full-featured OSG viewer, see
the qvr-osgviewer example with very few lines of code:
https://github.com/marlam/qvr/tree/master/qvr-osgviewer
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Hi,
I've noticed that it seems like OSG stops rendering when I delete the last
View/MultiView in my application. This makes sense, and I would expect that to
happen!
However, if I create an new View/Multiview at some point after deleting the
only available one, OSG still does not render. I
Hi,
I have multiple osg::Images, each one has a transparent background. When
compositing them onto a background image(using copySubImage), this transparent
background is not respected and is instead filled in with white, looking fairly
ugly.
I do not see any other methods related to
lua example how to create and add together 2
vectors?
Or example with using simple matrix transformation (e.g
osg::Matrix::rotate(osg::Vec3f) ) in Lua script?
When I try this lua still claims , that called method (rotate) is nill.
Thank you!
Cheers,
Martin
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objects . Lua still say that called method
is nill. Please write simple lua example with using these value object
(Matrixd, Vec3, transforming Matrix )
Many thanks!
Cheers,
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basic examples and I think it can help all people starting with
scripting in OSG.
Thank you!
Cheers,
Martin
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basic examples and I think it can help all people starting with
scripting in OSG.
Thank you!
Cheers,
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don't see any way for learn lua scripting in OSG.
Cheers,
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osgprezentation] project ? On web there
are no examples about lua scripting in OSG. Or can you tell me how to do some
magic with osg and lua. I am using OSG for 3 years but scripting is very
difficult for me, I need som explanation how it works together .
Thank you!
Cheers,
Martin
Hi,
Robert
I repeat the same question because , I have little problem with internet
connection, sorry.
You have very clever reply, it force me to think different and I find solution.
Thank you!
Cheers,
Martin
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);
}
}
}
return false;
}
Thank you!
Cheers,
Martin
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);
}
}
}
return false;
}
Thank you!
Cheers,
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);
}
}
}
return false;
}
Thank you!
Cheers,
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Static libraries can't be loaded on runtime. You have to link them on
compile time. In order to use the plugins as static libs, you must declare
them like in the osgandroid examples ( see osgmainapp header file )
Cheers,
Martin
Am 09.05.2014 16:40 schrieb Nathan Collins nat...@mve.com:
Hi all
by calling viewer-setUpViewerAsEmbeddedInWindow as
done in the android demo.
This also happens, even if eventQueue-setMouseInputRange is called with
the appropriate screen dimensions.
Is there another way to tell the eventqueue, what the input ranges are?
Cheers,
Martin
Hi wouter,
I tried your code, but standard picking didn't work because the mouse input
ranges of the event are wrong. How did you do the picking?
Cheers,
Martin
Am 06.05.2014 08:55 schrieb Wouter Roos rooswou...@gmail.com:
Thanks for that solution, that does make sense. I will be using my
I am using 3.2.1. The mouse values , e.g. ea.getX are correct, but getXMax
are wrong. Xmax, Ymax is always 1 , whereas getX returns e.g. 600.
Am 06.05.2014 14:33 schrieb Wouter Roos rooswou...@gmail.com:
Hi Martin,
I simply use
Code:
osgUtil::LineSegmentIntersector
You can also workaround this (instead of using the eventqueue) by telling
OSG about the input range of your mouse after setting up your viewer:
viewer-getEventQueue()-setMouseInputRange(x, y, x + width, y + height);
Cheers,
Martin
2014-05-05 13:12 GMT+02:00 Wouter Roos rooswou...@gmail.com
some feedback.
The code is opensource and can be found on:
https://code.google.com/p/tigl/source/browse/?name=android
The android specific part is found in the TiGLViewerAndroid directory.
Cheers,
Martin
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wStart = startPoint * i;
osg::Vec3d wEnd = endPoint * i;
osg::ref_ptrosgUtil::LineSegmentIntersector picker
= new osgUtil::LineSegmentIntersector(wStart, wEnd);
2014-05-05 13:43 GMT+02:00 Wouter Roos rooswou...@gmail.com:
Martin Siggel wrote:
You can also workaround
:39 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
HI Martin,
The svn/trunk and OSG-3.2 versions of the OSG have a
CameraManipulator::updateCamera(Camera) method that by default just
sets the Camera's ViewMatrix, but you can modify other parameters in
your CameraManipulator subclass
know, how to implement this correctly, since the projection
matrix is updated somewhere automatically by the values of the Manipulator
(position, look-at, up-direction ...)
Do you have some advice?
Cheery,
Martin
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. So you
might play around with these 16 and 8 values in your code. Try to use
mview.Init(false, 0, 0)
as a first step.
Also have a look into the NDK GLES examples where they show, how to debug
the EGL configuration.
Cheers,
Martin
Am 09.04.2014 13:22 schrieb David city...@live.com:
Hi,
I
on Windows 7.
Has anyone managed to get both of these beasts running together?
Thank you!
Cheers,
Martin
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I just played around a bit and managed to get a very simple integration.
It is a bit cheating, I simply take an OSG window and add it to a Qt widget.
* No fancy Qt stuff supported like drag and drop, overdrawing etc.
* Only windows (although Linux should be no problem after some modifying)
*
Hi,
I am trying to pick a primitive from my osg scene using the
PolytopeIntersector. I am able to select my full geode but do not recieve the
primitive index. I attached the sample code I use for picking.
The polygons in the scene consists of osg::Geometry where each polytope
consists of
wan't to know more in detail, I can provide more code. To my setup:
Android x86 target with HAXM driver and host GPU support.
It will probably also work on an arm emulator device.
Cheers,
Martin
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Thank you for the positive feedback. I will send you the code tomorrow. I
hope you are fine with that.
Cheers!
2014/1/21 Martin Siggel martinsig...@gmail.com
Thank you for the positive feedback. I will send you the code tomorrow. I
hope you are fine with that.
Cheers!
2014/1/21 Jordi
the both GLES examples.
So if you guys are interested, I can share the code with you or make a new
example with the ICS-style UI (including actionbar and application drawer).
Cheers,
Martin
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it seems we need the
render threads to be QThreads. Maybe add a flag to OpenThreads/Config and
#ifdef against that?
Thank you!
Cheers,
Martin
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Hi Robert,
I will give it a go, the warning message fix submitted and supresses the
messages ok and receive none now.
Thanks all.
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
need to add a pragma to supress the
warning, I cannot seem to find any explicity defined pragma's in the code
for windows?
Thanks
Martin
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Hi Robert,
I have submitted, sorry I sent it to the old address openscenegraph.net
still lurking in my address book!
http://forum.openscenegraph.org/viewtopic.php?t=8806 is the original
message.
Cheers
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
!
Thanks
Martin Naylor
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Hi Sebastian,
I found the post and submitted a fix.
It just need a minor tweak to include quotation marks to fix the semicolon
that appeared in the linker options.
Thanks.
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
Hi Robert,
The latest SVN compiles fine now.
Thanks
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 13 May 2013 14:13
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem compiling SVN
Hi Robert/all,
I am receiving some errors in compiling the latest SVN due to some recent
changes..
Sure its the windows export issue, not sure where to place them!
Cheers
Martin
Error 1 error LNK2019: unresolved external symbol public:
class osg::Texture
those values into
an image file like a heightmap. Still, it's just a guess though, so if there's
any other way, just let me know.
Thanks anyway!
Cheers,
Martin
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engines afterwards,
so it would be rather convenient for me.
Thank you!
Cheers,
Martin
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.
Thank you!
Cheers,
Martin
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, but it was the best I could come up with.
Anyway, what you wrote has helped me resolve the issue I had, so at least it's
working somehow.
Thank you!
Cheers,
Martin
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thread safe. This does
require the render thread to be a QThread though.
Cheers,
Martin
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:
for(int i = 0; i m_bones.size();i++)
{
while(pBoneUpdate.at(i)-getStackedTransforms().size()6){
pBoneUpdate.at(i)-getStackedTransforms().pop_back();
}
...
...
...
}
... and please excuse my bad English!
Thank you!
Cheers,
Martin
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!
Cheers,
Martin
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to do (and how) to achieve this functionality in OSG with osgViewer (if
possible)?
Thank you!
Cheers,
Martin[/code]
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. com / OMarm71.png
... and after Shadows:
i . imgur . com / dpKuxmW.png
Thank you!
Cheers,
Martin
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Actually, the .mtl file of the model seems to have the diffuse value specified
quite correctly, feel free to take a look a the model yourself, I have added
the URL to it.
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Okay, so if I set just one LightSource, what else do I have to do in order to
make the shadow work just fine without the walls going all black? Find some
diffuse texture for the model?
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.
Might help narrow it down a little...
Regards
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Herbert
Sent: 04 February 2013 15:33
To: osg-users@lists.openscenegraph.org
Subject: [osg-users
Hi Chris,
I have seen something similar:
Here is a post I put into submissions a while back that may help or be
related...
Hi,
Yes I can confirm I get the error in VS2008.
I think it's all down to the standard of C++.
It works fine with VS2010 and up which why most people may have not
,
Martin
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(), not readFile() or something similar.
Thank you!
Cheers,
Martin
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objects don't have to communicate, window
resize events can be sent to the gl thread via signals/slots.
Cheers,
Martin
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!
Regards
Martin
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-makeCurrent(surface). No opengl calls are done implicitly by Qt.
So maybe it would be wise to simply leave the nightmare that is Qt4/OpenGL
integration behind us and start anew :)
Cheers,
Martin
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to submissions...
Cheers
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 05 November 2012 09:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] compiler error (osgmultiplemovies)
HI Sebastian
example_osgmultiplemovies
Error 2 error C2780: 'const _Ty std::max(const _Ty ,const _Ty
,_Pr)' : expects 3 arguments - 2 provided
D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp
p 654 1 example_osgmultiplemovies
No idea why, this is with VS2010.
Regards
Martin
Robert Osfield wrote:
On 11/20/06, Martin Spott martin.sp...@mgras.net wrote:
I have a nice place to host such information:
http://flightgear.telascience.org/
but I don't know when I'll find the time to pick all the
locations from the website and convert them accordingly. Maybe
the best fit from
our collection of generics.
Cheers,
Martin.
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Hi,
in ive-Plugin option string inlineExternalReferencesInIVEFile is used instead
of option includeExternalReferences. Why is this?
Should be harmonized in all plugin code.
Thank you!
Cheers,
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Hi all,
osgLibRocket IS independent of dtEntity.
Please check out http://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/
It should build as it is, although I don't test that automatically, so maybe
some manual work is needed.
Comments and patches are always welcome!
Cheers,
Martin
Hi, I'm curious why this has no replies. I seem to be experiencing similar
issues on MacOSX 10.8 Mountain Lion. I'll make a complete report including all
logs shortly. Thank you!
Cheers,
nibbles
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Is the loop the problem? Was that to be expected? Or is this maybe a untested
situation?
Thanks
Martin
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RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0
FRAGMENT glCompileShader FAILED
FRAGMENT glCompileShader FAILED
glLinkProgram FAILED
Cheers
Martin
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Hello Sergey,
thanks, it works! :-)
Should I change the number of depth buffer bits? GL_DEPTH_BITS is 24, so I
think it doesn't make sense to save this into 32 bit. Or is this independent if
the GL_DEPTH_BITS?
Cheers
Martin
Original-Nachricht
Datum: Wed, 04 Jul 2012 14
maybe you can use alpha to coverage? It's another state attribute you can set,
maybe you can google that
It only works if you have antialiasing enabled.
Cheers,
Martin
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!
Cheers,
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OpenGL wont work
Try Virtual box?Unless I am missing the point?
Kind Regards
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: 28 June 2012 00:43
To: 'OpenSceneGraph Users'
Subject: [osg
when you hit
the right address?
Palavabut I am sure under Linux it must be easy!
Cheers
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 26 June 2012 14:41
To: OpenSceneGraph
.
Any tips for improving render performance are highly welcome!
LibRocket performance is OK, but I'm not really a graphics guy, so there are
probably ways to make rendering faster.
Cheers,
Martin
Best regards,
Martin
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Hi all,
I have recently started to work on a diploma thesis about open-source rendering
libraries, which mostly should be about the comparison between each other and
demonstration of the most notable characteristics on both indoor and outdoor
scenes using some select few.
So far have I taken
it, unless
its actually a relay but then it would bounce back to the list?
Heres a little snippet from google translate, what that green mailbox
environment J!
13488874...@139.com activate and read the letter situation
Dear Martin Naylor,:
When you send a message, the following email
Hi all,
Interestingly I don't have any, junk mail or anywhere?
I guess this could be filtered out before it reaches me by my ISP(virgin
media).
Good luck.
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang
Hello,
there are anyone who has experience with the
osg::TransformFeedbackBufferBinding class? How can I use it? Have someone a
little example?
Thanks
Martin
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this part of the code from the osgimagesequence
example from osg which also deals with 2D textures.
Also, I don't think that this is related to my problem I would be grateful for
deeper insights on on that.
Cheers,
Martin
Ulrich Hertlein wrote:
On 5/05/12 22:30 , Martin Oswald wrote
.
The weird thing is that this behavior only applies to the alpha channel. All
RGB values are shown correctly.
I hope this description makes the problem a bit more clear.
I'm an osg newbie and I still have no clue where to start to look at.
Thanks for any hints.
Cheers,
Martin
robertosfield wrote:
Hi
.
Cheers,
Martin
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Hi,
has anyone tried loading textures, meshes etc from the Qt resource system? I am
thinking about how best to distribute my resources with my application.
Thank you!
Cheers,
Martin
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Hi,
There was a fix for this applied to Virtual Planer Builder just yesterday.
I am assuming of course you are building osgcompute against VPB.
Cheers
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
had to this once on
mine. VS 2008 is still good though, which I tend to still use.
Quickly glancing through the log it says it cannot open a cmd prompt? I
suspect its a hardcoded path or something in the project file/s.
Hope it helps a little.
Cheers
Martin
Hi Chris,
I can confirm this as well...
Looking through the logs, I guess the submission was made but the osgdb file
was not submitted to SVN or included in the submission...
Regards
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Aye Robert, Good luck .
I would collapse on the first hill J
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 28 April 2012 05:18
To: OpenSceneGraph Users
Subject: [osg-users] Highland fling!
Hi all,
-profile decoder
Memory (SDRAM): 256 Megabytes (MiB)
Video outputs: Composite RCA, HDMI
Audio outputs: 3.5 mm jack, HDMI
Onboard storage: SD, MMC, SDIO card slot
10/100 Ethernet RJ45 onboard network
Storage via SD/ MMC/ SDIO card slot.
Cheers
Martin
Actually the physx binding is no longer part of dtEntity, as I did not ever use
it and it never really reached the point where it would be useful.
I agree that Bullet would be a good choice for a physics engine, it should be
possible to use osgBullet together with dtEntity.
--
class is osg::GL2Extensions)
- springmasssystem(.cpp/.h) -- drawable class (spring mass system)
- spring_mass.vert
I hope some osg users are interested in this topic and have some ideas.
Thanks!
Martin
--
NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone
and stopping animations from JavaScript or C++, also attaching mesh
nodes to animation bones. I will commit it to the dtEntity trunk when I return
to work on wednesday, ok?
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47361#47361
dtEntity with other OSG libraries like VESuite,
OSGOcean, OSGEarth and so on, simply because dtEntity is only a thin layer on
top of OSG.
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47338#47338
a OpenGL version and a
OpenSceneGraph version. But my OSG version doesn't work. In the OSG version I
create my own extension class with the VAO and VBO stuff. After this I create
my own drawable type, which should draw four vertices, but I see nothing. :-(
What is my mistake?
Cheers
Martin
Hello,
I've got it!
I initialise all in the first draw implementation call and then all works fine.
I have to set all members to mutable, that was the tricky part!
Cheers
Martin
Original-Nachricht
Datum: Tue, 24 Apr 2012 15:48:53 +0200
Von: Martin Großer grosser.mar
Nice, lunar lander and thrust, :-), ok I am showing my age!
I assume that will be available on Iphone/Android?
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: 24 April 2012 18
Hi Robert,
thanks for your tip!
It worked perfectly that way :)
So thank you again and I'm sorry for the late reply, but I haven't had time to
try it lately :(
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47112#47112
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