And for a long term solution, what about moving everything to Google Groups
? It can be used as a mailing list or as a sort of forum depending on the
user preferences.
On Wed, Jul 31, 2013 at 5:05 AM, Wang Rui wangra...@gmail.com wrote:
Hi Robert,
I'm currently working on the Chinese
HI Serge,
On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote:
And for a long term solution, what about moving everything to Google Groups
? It can be used as a mailing list or as a sort of forum depending on the
user preferences.
I have wondered if it wouldn't be better to go with
Any idea who's the owner of this group ?
For the spam/pishing protection, I think it provides options to moderate
user subscriptions or first posts like the forums, so it'll probably need
some moderators.
On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
HI Serge,
On Tue, Jul 30, 2013 at 9:13 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
I work in a Virtual Reality environment where the ball-marker-based infrared
ART Tracking is still state of the art since years. It is very robust and
reliable while delivering good precision, altought not on a
Hi Serge,
On 31 July 2013 09:11, Serge Lages serge.la...@gmail.com wrote:
Any idea who's the owner of this group ?
For the spam/pishing protection, I think it provides options to moderate
user subscriptions or first posts like the forums, so it'll probably need
some moderators.
Just been
Hi.
If you switch to the google groups you would have to do moderator work
again. Then, I wonder, what improvement do you get from it. The glue
between the forum and the mailing list works well, however, might not
even work for google groups. I can't see, why google groups would help
here.
art
Hi Art,
On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote:
If you switch to the google groups you would have to do moderator work
again. Then, I wonder, what improvement do you get from it. The glue between
the forum and the mailing list works well, however, might not even work for
google
Hi,
running out of tracking volume is just a matter of correct positioning and
training. I've made a small video for demonstration.
http://www.youtube.com/watch?v=0wBiiKo_hys
Thank you!
Cheers,
Johannes[/url]
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Yes the main benefit would be to bring everybody at the same place. I think
that currently the problem is that newcomers are using the forums, but most
active users are still using the mailing list, and moderators should be
easier to find from active users than newcomers.
In my case for example,
Hi Jan,
On 31 July 2013 12:25, Jan Ciger jan.ci...@gmail.com wrote:
I am a co-moderator on the vr-geeks mailing list that we are running
on Google Groups. It works quite well, on the other hand, it requires
Google login from people who want to use the Groups interface. Also it
does not really
On Wed, Jul 31, 2013 at 1:17 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
Hi,
running out of tracking volume is just a matter of correct positioning and
training. I've made a small video for demonstration.
http://www.youtube.com/watch?v=0wBiiKo_hys
Thanks for the video, it helped me
For osgEarth we use Nabble. (http://forum.osgearth.org)
It's works as both a mailing list and a forum. We've been using it
effectively for years. Nabble does not have a separate moderator
permission but we have never missed it. As you said Robert: there are
perhaps only one or two moderation
What features are missing w.r.t a forum that user complain about?
Usually threading (you have to write a sensible post when using Groups
or e-mail instead of just hitting reply on a random post in the forum
and writing Me too! bellow it), posting of images, emoticons and
silly stuff like that.
Hi Glenn,
On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
For osgEarth we use Nabble. (http://forum.osgearth.org)
It's works as both a mailing list and a forum. We've been using it
effectively for years. Nabble does not have a separate moderator
permission but we have never
Robert,
On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
For osgEarth we use Nabble. (http://forum.osgearth.org)
It's works as both a mailing list and a forum. We've been using it
Hi,
I find it still way too fiddly for my taste - the rotations are fairly
hard to do consistently. It is easy to perform a rotation, but to
perform one that actually puts the object into the orientation I want
(instead of some semi-random one) is hard. I didn't realize that one
has to
Hi All,
We're using a CompositeViewer for our application. The first view added is
the 'main view', with the scene.
We've added three more views: two each containing a widget (part of a HUD)
and a third for a 'loading screen'.
The two widgets draw over the main scene, which is expected, as well
Hi John et al,
How did it go? Did the hangout success at the end? If it's possible it
would be cool if any of the attendands could post in [1] some words about
the event. Links to slides or photos (if any) would be very cool :).
[1] http://www.openscenegraph.com/index.php/community/events
HI Alexandre,
The osg::Camera::setRenderOrder(..) is what controls which order the
cameras are rendered in, so set your HUD Camera to have a higher
render order number to make sure it's rendered last. If the
RenderOrder values are all the same then the order will simply be the
order that you
Hi,
I'm not a forum user, but maybe it is worth to wait to the end of the
summer to see if anyone step on to moderate the forum. Despite the absence
of moderators there is a good job behind and it works quite well.
But at the end if forum users are not willing to collaborate...
Cheers.
Hi Jordi et. al,
On 31 July 2013 16:26, Jordi Torres jtorresfa...@gmail.com wrote:
I'm not a forum user, but maybe it is worth to wait to the end of the summer
to see if anyone step on to moderate the forum. Despite the absence of
moderators there is a good job behind and it works quite well.
On Wed, Jul 31, 2013 at 5:04 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
True, for sure. My first thought was to do it that way. Grab the object, then
move and rotate directly by the hands position and rotation. I could not
realize that in the first demo, because there is no GRAB
Thank you Robert, it's working fine!
--
Alexandre Vaillancourt
2013/7/31 Robert Osfield robert.osfi...@gmail.com
HI Alexandre,
The osg::Camera::setRenderOrder(..) is what controls which order the
cameras are rendered in, so set your HUD Camera to have a higher
render order number to make
Another idea could be to use a system like StackExchange.
This probably does not have an option to offer support by email, though.
And if there is an aim for 'growing the community', I'm not sure that it's
the right path. However the 'QA' process is fantastic.
--
Alexandre Vaillancourt
Hey guys thanks for the reply's, sadly this post took a while to be accepted so
in the mean time, I basically made a node printer that prints the structure of
my SG to the console using --- to indicate depth level.
I have done it by implementing a depth tracker function in my visitor,
if
Jan Ciger wrote:
I have tried again with the visualizer tool and I can get some
reasonable hand rotation - if the fingers are visible. They obviously
use some Kalman filter or something to keep the rotation smooth and
going even if the fingers disappear for a moment. However, tracking of
a
Appropos.
Just to give an overview, why moderation of the forum often sucks.
The rule, that users have to provide a reasonable real name, makes the
moderation and in specific the approval of new users kind of a tedious
task. I have always to write to people a short message, that they should
I just started using OSG. I need to know how to get size of the parent.
Actually I have a flat UTM terrain and I need to put some object on that.
Now I have no idea about how much the child needed to be translated and logic
behind it. Probably if I can get the size of the parent in OSG world
Hi,
I use osgdem to create an IVE model with mercator projection and can load the
model in my OSG program. I want to realize such funciton:
(1) input the WGS84 coordinate (lon, lat) of target point
(2) calculate the elevation (z) of the point from the terrain file
(3) draw a graphic object at
Hi,
I have an elevation model and multiple image files (jpeg format). The four
vertex coordinates of each image file are recorded in a text file. So, I wonder
how can I put all these image files on he surface of elevation model with
their vertex coordinates. Now, I can put only one image file
I could't compile osgWorks so I downloaded the latest svn version which did
compile fine. But I am unable to compile osgBullet, well I am not able to
generate the make files in linux with cmake.
It tells me that i can't find osgWorks. This error is explained on the offical
repo but I still
Hi,
I want to implement get z-buffer info. for only specific node.
for example, there are 5 different nodes in the graph, I want to get depth
information after draw node1 before other node 2~4.
I tested RTT camera, but it significantly reduced FPS. I want to use only one
camera.
I'm
Hi,
A texture corresponding to a geometryI texture very much in a osg file, so
there are a lot of geometry,
Now, I want to talk about these geometry combined into a small amount of
geometry, that is to say, a geometry to have more than one texture.
I use the multi-layered texture, but the
Hi,
I am trying to get z buffer from the camera scene. But I want to get a depth
image of a specific node, not whole scene.
I tried RTT camera for depth image. It works but it reduces FPS. So I'm trying
to find the way to get a image with main camera, but still I don't know how to
do it.
I second the StackExchange suggestion if the mailing list and forums are
going to be replaced by one system. StackExchange sites are much easier to
search through than relying on Google to look up things in the mailing list
or forums. I think it'd cut down on repeat questions a lot (how many users
Hi,
I have a problem for displaying a textured quad. The view does not display
anything, and result in a blank screen.
The purpose of my application is to display video frames in the textured quad.
I verified several things, as the texture's image updating, the camera view and
projection
Hi,
I know this post might look stupid to some of you but I am quite new to 3D
programming.
My problem is that I am trying to insert a TabBoxTrackballDragger in my scene
and it doesn't work. This is what I did:
osg::ref_ptrosgManipulator::TabBoxTrackballDragger _trackballDragger = new
Hi, :D
I want to create some control buttons for the animationPath. I've been trying
with the Time offset and time multiplier, but i can't understand how these
values actually work. Now, i'm able to speed up and play backwards the
animation. The problem is when i change the multiplier, the
Hi,
Please tell me if my understanding is correct?If create a Geode called
'room' and inherit a node from room called 'sofa'. So room-sofa. Then if we
rotate room, would the sofa also rotate,?. But if we rotate sofa then room
should not rotate.How can we establish an architecture like
On 29/04/2013 2:53, Maik Klein wrote:
I am wondering if it is possible to use the c++11 smartpointer instead of
osg::ref_ptr?
Is there any advantage in using the osg::ref_ptr?
Mixing the two is a bad idea, as they will happily ignore one another ;-)
One benefit of osg::ref_ptr is that the
Hi,
I have a small OSG application in which I want to place one of a fixed number
of spheres at a location determined by a click's intersection with the terrain.
I am initializing the spheres beforehand. All of this works, with one caveat:
If I initialize the spheres at or close to the origin,
I am wondering if it is possible to use the c++11 smartpointer instead of
osg::ref_ptr? Is there any advantage in using the osg::ref_ptr?
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Hi, Shayne.
Thanks for your reply.
What i want to do is converting Lon/Lat coordinate with WGS84 coordinate system
to X/Y coordinate with Mercator coordate system.
How can I program in OSG?
Thank you!
Cheers,
tianyun
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Hi,
The following lines are used to calculate the intersection of two lines in a 2D
plane. However, the NULL value cannot be returned because the Visual Studio
tells me that error C2664: cannot convert parameter 1 from 'int' to 'const
osg::Vec3f '. I don't know how to represent a Null value
Hi,
Last year I updated the version of osg I was using for a program that displays
terrain grids (using osgTerrain). And now, i've just realized that a
functionnality that uses clipping planes to cut the terrain does'nt work
anymore on an old laptop (Windows xp, ATI mobility radeon HD3650,
For what it's worth, Tao Presentations (Google Taodyne, can't post URLs yet)
also has the same problem on Linux, and the same workaround with
__GL_SYNC_TO_VBLANK also works. Special thanks to Bastian for that workaround.
Tao Presentations is also based on OpenGL and Qt. For some reason, we tend
Dear Peter, Robert, and all.
I would like to endorse Peter's remarks on the current implementation of
the LineSegmentIntersector. We experience precisely the
Hi,
I am currently working on my first osg based project. In this project i need to
create vehicles consisting of multiple models.
So lets say i will load an airplane. Then the airplane will have a main body,
rudders and propellers. Where the rudders and propellers are translated in
relation
Hi everyone. I have a question regarding to video playback and the best way to
using it in a texture inside the 3d world of OSG.
Is there a way to stream the video content (or video frames, produced by the
ffmpeg plugin) directly to the GPU memory? Is this approach the best, in terms
of
Hi,
I am having some issues with pagedLOD. The nodes are not getting unloaded
according to the view. I guess its because of OSG_MAX_PAGEDLOD is not getting
set properly. I have used putenv() , then tried it with command prompt also,
but still nothing is happening. I have set it to 5 but still
Hi,
First I want to explain a bit the system we are using.
We have 8 projector rear projection system with projection arranged in 2X4 grid
like this
P P P P
P P P P
Top row is handled by one QuadroPlex 7000 and second row by other QuadroPlex
7000.
1. Low FPS with QT- I am using Qt with
Inherit it the wrong term. The sofa Node would be parented to the room
Node. But, Geode can't have children, only Groups (another kind of Node)
can. So you'd make a Room Group. Its children would be the Room Walls Geode
and the Sofa Geode. Rotating the Room Group would rotate all the stuff that
Hi,
I'm creating a visualization where it is critical for some invisible objects to
be able to receive shadows on them. I know this sounds physically impossible,
but I hope it is possible on a virtual environment. Is there any way of
achieving this in OSG? Perhaps using shaders?
Thank you!
Hi,
I have a flt model and multiple *.dds texture files in a Directory :-
my folder directory structure:-
my_folder
|- terrain.flt
|- road.dds
|- city.dds
|- building1.dds
|- building2.dds
|- building3.dds
|- building3.dds
Hi,
I am working on a virtual assembly demo by using OSG and CyberGlove together.
Currently i have sucessfully connect and drive the virtual hand in the scene
using realtime data sent from the glove. Now i want to add collision detection
between the hand and a part in the scene. when the
Hi,
I have a large terrain database with about 100 entities in it using osg 2.8.3.
I currently have a CPU bottleneck which is spending about 70% of the frame
doing allocations of new StateGraph nodes during my cull() pass. This occurs in
the find_or_insert() function called from
Hi,
I just started working around osg with Android and starting with the example
for GLES1.
I was wondering how to have multiple EGLViews in the same layout.
The thing that all of the native methods in the Lib are static and I think that
triggers a problem whenever creating a new Renderer in
Hi,
For a project I work on I try to build a visualizer for a flight simulator.
When trying to build all the stuff I need to I run into strange behavior when
using osg with huge units.
For example compare the two code
https://gist.github.com/anonymous/5662271
Only the lines 21 and 22 are
Hi,
For a project I work on I try to build a visualizer for a flight simulator.
When trying to build all the stuff I need to I run into strange behavior when
using osg with huge units.
For example compare the two code
https://gist.github. com/anonymous/5662303
Only the lines 21 and 22 are
Hi,
I have a problem with osg and Qt
I have 1 main window with 1 viewer that run normally
And I have 1 button that open another Widget with another osgViewer but there I
have to wait 30 or 40 s before move camera
If I put in comment the code of the first Viewer the second run normally
If
Hello,
I am new with Triton, I want to set Water to a specific area in my project --
use Patch but all my objects were covered by water. So can you give us a simple
code for osg using patch to try it.
Thank you in advance.
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Hi,
We currently have:
Graphic card type: NVIDIA GeForce 9300GE
Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit,
resolution: 1920*1080 (3D TV)
Glasses: Panasonic 3D FULL HD (TY-ER3D4MU) wireless
We want to set up 3D Quad stereo in our computer, but errors occurs. The
Hi,
We tried to run 3D quad stereo, but errors occurred.
The hardware we have:
Graphic card type: NVIDIA GeForce 9300GE
Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit,
resolution: 1920*1080
Glasses: Panasonic 3D FULL HD (TY-ER3D4MU) wireless
The 3d glasses is
You might want to contact Frank Kane at Sundog software directly. I don't
think is really appropriate for the OSG users mailing list.
On Thu, May 30, 2013 at 12:27 PM, Mohammed Djeralfia d_moham...@yahoo.frwrote:
Hello,
I am new with Triton, I want to set Water to a specific area in my
Hi,
Did you solve the problem ? Because I have the same and don't know what I'm
doing wrong...
...
Thank you!
Cheers,
Hannah
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___
Hi,
Actualy, I've found the answer: my application can't work on virtual device and
I have to test it on a real one.
Cheers,
Hannah
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___
Hi everyone,
I have some troubles with loading FLT models in my osg program.
For some models, if their textures have dimensions that are not power of two,
the plugin enters in a case where it rescale those textures with the greatest
power of two.
And the result is that finally the model is not
Hi,
I have a large static scene to render - it will not change in time. It can
contain even 1M spheres representing atoms in a particular material. I have
read a lot about instanced drawing and went through examples:
osgdrawinstanced
osgshaders
but I can not to figure out how can I pass world
Hi,
I have two view which display the same content in different ways, so it would
be much better if I was able to request data only once in the update traversal.
Is there any specific reason why the node-visitor in the update traversal does
not hold a pointer to the database requester? I would
It looks like a common precision issue in OpenGL -- you can't directly pass
planetary scale values since you're limited to floats. To get around this,
parent your Geodes with a Transform node as you did in your second example.
See this mailing list thread for more info:
Hi,
I'd heard lots of good things about OpenSceneGraph so decided to give it a try.
On the 'features' page it says OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES
1.1 and 2.0 are supported which is good as i wanted to use 'modern GL
techniques'
I decided to build from source as i wanted to
Hi,
I am currently trying to map a CEGUI created GUI texture to a quad in osg. I
am getting the CEGUI openGL texture Id from cegui and then trying to load that
into an osg::Image and then map that as a texture onto a quad. I am just
getting a solid color mapped onto the quad (it happens to
Hi,
I have been using OSG for a while now, but now I am trying to implement shadows
using the ShadowMap. This generally works, but for some reason all the .osg
models that I import through readNodeFile are now missing their textures. When
I switch back from the ShadowedScene to a regular
Hi,
A project I am working on involves adding a 3d visualization component to a
simulation model. The simulation code returns a 4x4 transformation matrix of
the component for each time point you are interested in. The format of this 4x4
transformation matrix is pretty much your typical
Hi,
I know there is a lot of topics dealing with this subject and i'm pretty sure i
read the most of them, but i still don't succeed to build my fbx plugin...
I am using OpenSceneGraph-3.0.1 with Visual Studio 2010, and i checked in
ReaderWriterFBX.h that i need the FBX SDK version 2012.1.
Hi,
I'm trying to create a buffer of osg :: image, which will be shared between 2
threads.
The problem is that when I try to remove an image from the buffer (list)
my application terminated.
Post here a simple code:
Code:
Qlistosg::ref_prtOsg::Image m_ListImage;
m_QImage =
Hi,
I have an object in my scene far from my camera. So far away that I can only
see a single pixel on screen. And it is slowly approaching the camera. Now I
need the camera to constantly render that pixel in the first few seconds.
The problem is: the pixel disappears once in a while.
When
Hi,
I am 4 years late but maybe it will help someone else.
I had a problem wich was similar to yours: i wanted to hide/show a node who had
a particleSystemUpdater attached, and the accumulation problem came to me there.
So that's what i did to get around:
We should not hide/show the node (or
Hi,
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32
compiler after configuring with cmake 2.8.11 on windows 7 (basic).
But, in the compilation process i got the following errors :-
Code:
In file included from
Hi everyone,
I tried to get my first own OSG application to work (well, it's not my own, but
a hello world example). But something seems wrong...
I followed the guide here about setting up your first app:
I wanted to create the project in an own space, not in the OpenSceneGraph
directory, and
I have a tiff image that I create from it an thumbnail with gdal_translate:
gdal_translate.exe -outsize 300 400 -of PNG -ot byte -scale image.tif
thumbnail.png
than I load it on the earth(osgEarth) and it look correct:
[Image: http://forum.osgearth.org/file/n7581916/goodImage.png ]
But when
Looks like you compiled a debug build of your EXE but you're using a
non-debug version of OSG.
Change one of them to match the other and see how it goes.
On Fri, Jul 5, 2013 at 8:39 AM, Johan Johas johas...@student.liu.se wrote:
Hi everyone,
I tried to get my first own OSG application to
Hi,
where the actualy interoperability between cuda and openGL is done, I already
read the osgCompute documentation and I am thinking of map function...may be.
I need to know this to perform some operations on Pixels in cuda and view this
in PBO in openscenegraph. this should be done without
Hi,
I'm looking for a graphics engine for a flight simulator using a HMD like the
Oculus Rift.
Because of the HMD I need a very low latency. But I also would like very high
graphics quality.
Which of the following two approaches would be best?
A.
Use some high quality game engine and
Hi,
There are two osg::Drawables. One is a filled red polygon, the other is a white
Text on the polygon. I wish as to the Text's background is transparent so I
can see red background, but the result is wrong. as to the figure:
Thank you!
Cheers,
Xiangfei
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Read this topic
Hi OSG-User,
I'm very new on osg and have the task to create a HUD which should overlay a 3D
object from the actual scene.
I have a map with a flight object on it. This object is a 3D model, it can
follow paths on the underlying map which can be set by the user. The map could
contain
Hi all,
First post here!
Anyways, let's get on with the question.
We need to add a 'Loading' animated icon to our loading screen, and I was
wondering what was the preferred way to do it with OSG. I'm planning on using a
series of ~30 PNGs images and queue them one after the other to make it
Hi,
I have a question.
I create a osgText::Text and set the CharacterSizeMode to SCREEN_COORDS. How
can I get the pixel length of a string ?
Thank you!
Cheers,
Xiangfei
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It seam that there is someing programe with the osgviewerMFC,
all my apps create with
osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);
miss GL_DEEP_TEST
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Hi,
I cut an image in 16*16 bitmap files (12M each). I want to put one by one in an
osg::texture2d, after use, I want to unload it just after (to avoid trouble
with memory).
My code is :
[code]
std::pairint, int XY = std::make_pair(ix, iy);
osg::StateSet* p_stateSet =
Hi,
I'm trying to render a scene onto a UIView that's part of a UIViewController,
so that I can have iOS UI overlay on top of the OSG view.
I tried to achieve this by using the GraphicsWindowIOS class and binding it to
my internal view. This works fine except for one issue, the scene seems
Hi Kantaki,
as you can read here
(http://www.umich.edu/~eecs381/handouts/C++11_smart_ptrs.pdf), C++11 smart
pointers are simply classes (as osg::ref_ptr are) and not part of the
underlying low level infrastructure.
Therefore I doubt that there is a significant advantage compared with OSG
Hi,
This is Alex. I am working on a project for simulation of Micro Air Vehicle. My
application is to have the camera or viewer fixed at some location say runway
and should track the MAV flying by adjusting it's view angle and area. I tried
to use the setViewMatrixAsLookAt function, but the
Is blending enabled in the scene graph? ie
rootNode-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::ON);
On Fri, Jul 19, 2013 at 3:05 AM, Xiangfei Cui sophist...@gmail.com wrote:
Hi,
There are two osg::Drawables. One is a filled red polygon, the other is a
white Text on the
It would all depend on what you're filling in as the setViewMatrixAsLookAt
arguments. Explain how you're calling it.
On Thu, Jul 25, 2013 at 5:52 AM, Alexander Kale alexander.k...@gmail.comwrote:
Hi,
This is Alex. I am working on a project for simulation of Micro Air
Vehicle. My application
Hi,
I'm upgrading from 3.1.5 (osg97) to 3.2.0 (osg100).
I've built osg 3.2.0 successfully, and built my application successfully with
it. (Windows 7, Visual Studio 2010)
Upon running my app, it crashes citing ot12-Openthreads.dll as the fault
module. However that module is built with osg97.
Hi,
I am very new to the OSG.
I tried the same steps which is explained in getting started page.
But I did not succeed to install OSG.
Can anybody please help me, how to install OSG on windows 8 x64 bit processor
and I am using Visual studio 2008 version 9.0.
Thank you in advance !
Cheers,
You may have a stale .lib around, or be loading a plugin that is linked
with the old DLL.
Dependency Walker can tell you what EXEs or DLLs are looking for what DLLs.
On Wed, Jul 31, 2013 at 11:31 AM, Phil Oconnor pocon...@magicleap.comwrote:
Hi,
I'm upgrading from 3.1.5 (osg97) to 3.2.0
1. If you use osg::ref_ptr for your Texture2D objects, they should be
cleaned up when you remove any references to them (ie just remove the
geode(s) the texture is attached to or any other references to the texture)
2. bad_alloc usually means you're running out of memory.
On Fri, Jul 26, 2013
Hi,
in the SVN trunk I've now added a Mode setting to the LeapManipulator for
switching between the Two-Handed mode you can see in the video and the new
simpler single-handed mode which allows ROTATE ZOOM, only (just like in the
Cyber-Science Motion App in Airspace).
Cheers,
Johannes
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