Re: [osg-users] How to byte-align Vec4Array
Hi, On Tuesday 08 July 2008 18:48, Robert Osfield wrote: The MixinVector did initially have allocator support, but I had to remove it because it was causing compile problems under one of our supported platforms. Arggg Hmm, put that back. I will try to make that work here. Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Florian Geyer, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Prof. Dr. Hanns Ruder Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg file format BUG
Hi, Sorry for the Shouting thing, if I have anoyed anyone my apologies. We might not be in a busy pub or street but you have to admit this is a busy mailing list :) Thanks for the clarification, and as I mentioned the StateAttributes OVERRIDE/PROTECTED works for .ive formats. Knowing that .osg has these kinds of limitations, might save you a few frustrating moments. Where could this missing feature be noted/documented on the webpage? Are you aware of any other properties that the .osg fiel format does not support in contradiction to the .ive format? Dimi - Original Message From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, July 8, 2008 7:46:21 PM Subject: Re: [osg-users] osg file format BUG Hi Dimi, In future posts could you refrain from using capitalization - there really isn't any need to shout, you aren't in a busy pub or street. As for .osg not saving OVERRIDE, this is a missing feature, that's be missing since the inception of .osg format, I'm afraid I've just had too many other more matters to attend with. When I original wrote the StateSet .osg support I did add support for mode OVERRIDE/PROTECTED, and looked at adding it for StateAttributes as well, but couldn't spot a straight forward way of providing it. I'm afraid I'm still pretty rushed off my feet, so won't be able to tackle this missing feature any time soon, feel free to dive in a propose a solution. Robert. On Tue, Jul 8, 2008 at 3:33 PM, dimi christop [EMAIL PROTECTED] wrote: Hi I was following some tutorials from the Quick Start Guide when I found some pretty strange behavior (I assume its a BUG) when saving .osg files. Below is a code snipped which 1) Creates a Group, puts a osg::Material on it and sets its flag to OVERRIDE. I set the material diffuse to red. 2) The 'axes.osg 3d file is loaded and attached a to 2 MatrixTransforms 3) Each of the 2 MatrixTransform receives also a osg::Material. One gets a black diffuse color and the other is specified as setColorMode(AMBIENT_DIFFUSE). So the correct behavior would be that the OVERRIDE in the Group makes all of the children RED. And this is what happens as soon as you run the example. BUT. I also storre the whole database using writeNodeFile(Lighting.osg) as an .osg file. Unfortunately when viewing the osg file osgviewer Lighting.osg the result are not the same. Apparently the OVERRIDE flag on the material attribute is not saved and the children are not red anymore, but maintain their own materials. Strangely enough if you save the file to .ive instead of .osg everything works fine. I think doeas this also when setting other Attributes. It seams the .osg file format can not save correctly the whole database state. Below is the code Dimi // Viewer Example, A minimal OSG viewer #include osgDB/WriteFile #include osg/Notify #include osgViewer/Viewer #include osgDB/ReadFile #include osg/MatrixTransform #include osg/Geode #include osg/Geometry #include osg/StateSet #include osg/StateAttribute #include osg/CullFace #include osg/Point #include osg/Light #include osg/LightSource #include osg/Material #include osg/PolygonMode #include osg/Notify int main( int, char ** ) { // Create a Viewer. osgViewer::Viewer viewer; // ROOT NODE CREATE A RED MATERIAL osg::ref_ptrosg::Group root = new osg::Group; { osg::StateSet* state2 = root-getOrCreateStateSet(); osg::ref_ptrosg::Material mat2 = new osg::Material; mat2-setDiffuse( osg::Material::FRONT, osg::Vec4( 1.f, 0.f, 0.f, 1.f ) ); mat2-setSpecular( osg::Material::FRONT, osg::Vec4( 1.f, 0.f, 1.f, 1.f ) ); mat2-setShininess( osg::Material::FRONT, 128.f ); state2-setAttributeAndModes( mat2.get() , osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } //CREATE 2 CHILDREN AND APPLY LOCAL MATERIALS osg::ref_ptrosg::Node lozenge = osgDB::readNodeFile( axes.osg ); if (!lozenge.valid()) { osg::notify( osg::FATAL ) Unable to load data file. Exiting. std::endl; return 0; } { osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform; osg::Matrix m; m.makeTranslate( osg::Vec3( -4.f, -1.f, 1.f ) ); mt-setMatrix( m ); osg::StateSet* state = mt-getOrCreateStateSet(); osg::ref_ptrosg::Material mat = new osg::Material; mat-setDiffuse( osg::Material::FRONT, osg::Vec4( 0.f, 0.f, 0.f, 1.f ) ); mat-setSpecular( osg::Material::FRONT, osg::Vec4( 1.f, 1.f, 1.f, 1.f ) ); mat-setShininess( osg::Material::FRONT, 128.f ); state-setAttribute( mat.get()); mt-addChild( lozenge.get() ); root-addChild( mt.get() ); } { osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform; osg::Matrix m; m.makeTranslate( osg::Vec3( 4.f, -1.f, 1.f
[osg-users] Could not create GraphicsContext using static osg libs?
Hi, I’m building OSG 2.4 under Win32 Static Link Debug. I followed the “Win32 static link” (http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink) to config my VC 2003.net. After I built core static libs, I built the osgviewerMFC example and here is the problem: it can not create GraphicsContext. The code is followed: /// MFC_OSG.cpp osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get()); The above gc was 0. And I trace the core code, in GraphicsContext.cpp, line 44: static ref_ptrGraphicsContext::WindowingSystemInterface s_WindowingSystemInterface; return s_WindowingSystemInterface; The above s_ WindowingSystemInterface was 0. I’ve no idea to solve this problem, could anyone give me some suggestion? Thanks very much. 2008-07-09 Leeten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?
Hi Brian, El Miércoles 09 Julio 2008ES 00:32:28 Brian Keener escribió: Any thoughts why no data is loaded - other programs on the system (Windows XP but running osg in Cygwin) seem to recognize it as a gif. osgconv only works with 3D data files. osgviewer also expects a 3D file, but if you use the --image option, it will create a textured quad with the image in order to show it to you on the screen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera shaking
Hi all, I have a similar problem than http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.htmlbut I did not succed to solve the problem... This is the whole problem : I've done a manipulator (matrix manipulator), which permit to make the camera follow a node. The node is moved by an UpdateCallback on a other node. The manipulator's camera position is computed in a _frame() method : bool MyManipulator::handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter us){ [...] case(osgGA::GUIEventAdapter::FRAME): _frame(); [...] } In the frame method, I get the world position of the node, and set the camera's position doing something like this : osg::Matrixd MyManipulator::getInverseMatrix() const{ return osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse()); } with eye = eye + node_translation my render loop is : while(!pViewer-done() !masterKilled ) { pViewer-advance(); pViewer-eventTraversal(); pViewer-updateTraversal(); actionBetweenFrames(contextID); //just update some node in the scene graph (switch add and remove child) pViewer-renderingTraversals(); } But when I put the camera behind a node, the camera is shaking in the axis translation (not allong Z axis when node is moving in XY plane)... It looks something must un-synchronized... Any idea ? thanks. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Any example about OSG + PhysX?
Hello , I'm working on a simulation project,using OSG and PhysX. Unfortunately,I am not famaliar with both of them. So, is there any example utilizing OSG and PhysX ? Anyone know how to do it, or have an example to share? Best regards, Moumoumou ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera shaking
I found one solution : after verifications the sequence is : * viewer-advance() * manipulator-_frame() : compute camera position * viewer-event() * callback : node moving * manipulator-getinversematrix : set camera position * ... so the position of the camera is computed before node is moved... To solve it, I just add a _frame() call just before the manipulator-getInverseMatrix... If anyone have the same problem, it can be the solution. If anyone have a better idea, I am always curious to know it. Thanks, Regards, Vincent. 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I have a similar problem than http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.htmlbut I did not succed to solve the problem... This is the whole problem : I've done a manipulator (matrix manipulator), which permit to make the camera follow a node. The node is moved by an UpdateCallback on a other node. The manipulator's camera position is computed in a _frame() method : bool MyManipulator::handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter us){ [...] case(osgGA::GUIEventAdapter::FRAME): _frame(); [...] } In the frame method, I get the world position of the node, and set the camera's position doing something like this : osg::Matrixd MyManipulator::getInverseMatrix() const{ return osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse()); } with eye = eye + node_translation my render loop is : while(!pViewer-done() !masterKilled ) { pViewer-advance(); pViewer-eventTraversal(); pViewer-updateTraversal(); actionBetweenFrames(contextID); //just update some node in the scene graph (switch add and remove child) pViewer-renderingTraversals(); } But when I put the camera behind a node, the camera is shaking in the axis translation (not allong Z axis when node is moving in XY plane)... It looks something must un-synchronized... Any idea ? thanks. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any example about OSG + PhysX?
So long as your database coordinates and your physics coordinates are the same, the best thing to do is to use a PositionAttitudeTransform for each actor, and update it if the physics actor it is linked to changed last frame. On Wed, Jul 9, 2008 at 4:27 AM, yan wei [EMAIL PROTECTED] wrote: Hello , I'm working on a simulation project,using OSG and PhysX. Unfortunately,I am not famaliar with both of them. So, is there any example utilizing OSG and PhysX ? Anyone know how to do it, or have an example to share? Best regards, Moumoumou ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera shaking
Hi Vincent, Just a guess: You may want to doublecheck that actionBetweenFrames is not switching the node which contains the update callback. That could cause all kinds of shaking. Regards, /Per 2008/7/9 Vincent Bourdier [EMAIL PROTECTED]: Hi all, I have a similar problem than http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.html but I did not succed to solve the problem... This is the whole problem : I've done a manipulator (matrix manipulator), which permit to make the camera follow a node. The node is moved by an UpdateCallback on a other node. The manipulator's camera position is computed in a _frame() method : bool MyManipulator::handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter us){ [...] case(osgGA::GUIEventAdapter::FRAME): _frame(); [...] } In the frame method, I get the world position of the node, and set the camera's position doing something like this : osg::Matrixd MyManipulator::getInverseMatrix() const{ return osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse()); } with eye = eye + node_translation my render loop is : while(!pViewer-done() !masterKilled ) { pViewer-advance(); pViewer-eventTraversal(); pViewer-updateTraversal(); actionBetweenFrames(contextID); //just update some node in the scene graph (switch add and remove child) pViewer-renderingTraversals(); } But when I put the camera behind a node, the camera is shaking in the axis translation (not allong Z axis when node is moving in XY plane)... It looks something must un-synchronized... Any idea ? thanks. Regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any example about OSG + PhysX?
Hello Yan Wei OSG and PhysX take a look at Delta3D engine. It uses both osg and PhysX and has examples. Sergey On Wed, Jul 9, 2008 at 12:27 PM, yan wei wrote: Hello , I'm working on a simulation project,using OSG and PhysX. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash with getGLVersionNumber()
Hi Jereme, This suggests that the graphics code is being called from a thread without a graphics context current. You'll need to do a makeCurrent in the windowing code before you call the OSG. Robert. On Tue, Jul 8, 2008 at 7:19 PM, Jerome Latapie [EMAIL PROTECTED] wrote: Hi All I am on windows xp and I am using osg 2.4.0 and qt 3.3.8 I use the GraphicsWindowEmbedded to set the graphicsContext. I have a crash in osg::getGLVersionNumber() when I try to draw my SceneView. My GL_VERSION variable seems not to be set. Have you any idea what I am doing wrong ? Thanks, Jerome Jerome Latapie Program Manager - Advanced User Interface Work : + 1 248 614 2400 ext 407 Cell : + 1 248 245 3503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NPOT Textures
Hi Jim, It's the rendering thread that does the resize, and does so using glu, something that can only be called from a thread with a valid graphics context. To do rescale in a loader we'd need to implement scaling without the use of glu. The other alternative is to just use the non power of two texture extension. Robert. On Wed, Jul 9, 2008 at 1:47 AM, Jim Vaughan [EMAIL PROTECTED] wrote: Hi, I have a related question; it seems that my textures are scaled as they are loaded, for example if I move the camera, I get messages like: 8) Scaling image 'D:\DOTSModels\kmz\images\texture0.JPG' from (1600,1200) to (1024, 1024) Is there an easy way to cause all textures to be loaded and rescaled as the model is loaded? Thanks, Jim -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, July 07, 2008 6:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] NPOT Textures Hi Paul, On Mon, Jul 7, 2008 at 1:15 PM, [EMAIL PROTECTED] wrote: If my hardware supports NPOT textures, how do I turn off resizeNonPowerOfTwo when loading an OpenFlight file? I don't see an easy way to do this.. Using NPOT textures is only sensible to on hardware that genuinely supports it, otherwise it can force one down it software rendering. The Nvidia Gefore 6 series onwards all support proper NPOT. I don't know the status of ATI yet though. As for disable the automatic resize of non power of two textures, you'll need to write a NodeVisitor that goes through the scene graph and calls texture-setResizeNonPowerOfTwoHint(false);. Perhaps the easiest step would be to be to extend the osgUtil::Optimizer::TextureVisitor so that it has an option for setting this value on/off, as this visitor already finds all the textures for you. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Could not create GraphicsContext using static osg libs?
Hi Leeten, You'll need to make sure that the GraphicsWindowWin32 symbols are linked into your app. Have a look at the osgstaticviewer example for guidance on how to pull in the required symbols. Robert. 2008/7/9 Leeten [EMAIL PROTECTED]: Hi, I'm building OSG 2.4 under Win32 Static Link Debug. I followed the Win32 static link (http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink) to config my VC 2003.net. After I built core static libs, I built the osgviewerMFC example and here is the problem: it can not create GraphicsContext. The code is followed: /// MFC_OSG.cpp osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get()); The above gc was 0. And I trace the core code, in GraphicsContext.cpp, line 44: static ref_ptrGraphicsContext::WindowingSystemInterface s_WindowingSystemInterface; return s_WindowingSystemInterface; The above s_ WindowingSystemInterface was 0. I've no idea to solve this problem, could anyone give me some suggestion? Thanks very much. 2008-07-09 Leeten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to disable zbuffer
thanks, that worked for me Date: Tue, 8 Jul 2008 11:18:44 -0400 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to disable zbuffer Hi David, You just need to disable GL_DEPTH_TEST for the desired object(s). or stateSet-setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS), osg::StateAttribute::ON); J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ MSN Noticias http://noticias.msn.es/comunidad.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg file format BUG
Hi Dimi, On Wed, Jul 9, 2008 at 8:16 AM, dimi christop [EMAIL PROTECTED] wrote: Thanks for the clarification, and as I mentioned the StateAttributes OVERRIDE/PROTECTED works for .ive formats. Knowing that .osg has these kinds of limitations, might save you a few frustrating moments. Where could this missing feature be noted/documented on the webpage? I don't think the wiki has a page for file format issues, there is a bug resolution page on the wiki section. I'm just another contributors when it comes to the wiki I'm afraid so don't have a full and clear mapping of it in my head. Are you aware of any other properties that the .osg fiel format does not support in contradiction to the .ive format? Where to start we'll .ive and .osg are quite different beasts, the .ive plugin is self contained and non extensible, the .osg is an extensible ascii format is supported across a range of plugin, one per NodeKit. In certain areas you can compare them 1 to 1, but for most of their functionality your can't. In the long term I want to replace the current .osg/.ive associated plugins with a single scene graph serialization scheme that can work in binary or ascii. This would not be compatible with the exsting .osg/.ive but would address much of the issue in consistency and extensibility. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] unsubscribe
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Re: [osg-users] unsubscribe
YOU need to go here http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org to unsubscribe __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Toygar Abak Sent: Wednesday, July 09, 2008 6:32 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] unsubscribe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SVN compile error
Hi, Robert, I just checked out the lastest SVN version, but it has some compile error ralated to KdTree.cpp in Wrapper osg: line 128: getBounindingBox is not a member of osg::KdTree this should be a wrong typing of getBoundingBox, I correct it and it builds well. And another problem also in Wrapper osg after fix the above problem: Unsoloved external symbol: "public: __thiscall osg::KdTree::BuildOptions::BuildOptions(void)" ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]) This symbol is referenced by "public: static class osgIntrospection::Value __cdecl osgIntrospection::ValueInstanceCreatorstruct osg::KdTree::BuildOptions::create(void)" ([EMAIL PROTECTED]@[EMAIL PROTECTED]@osg@@@osgIntrospection@@[EMAIL PROTECTED]@XZ) Please check it! Thanks! Hesicong 2008-7-9 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NPOT Textures
Hello All: I use a custom visitor to enable a non power of 2 support. This is very common from models I have seen from Google Sketchup. I have ran across a number of non power of 2 textures and this seems to work nicely. For some modes though, and I forget which, it will still compute a power of 2 texture and I think this depends on the graphics card (Texture mirroring mode?). I have an ATI card and it seems in OSG logic there are certain combinations of texture modes that still will cause a NPOT to be converted to a POT based on the testing of graphics card capabilities and assumptions. Take care Garrett Hi Jim, It's the rendering thread that does the resize, and does so using glu, something that can only be called from a thread with a valid graphics context. To do rescale in a loader we'd need to implement scaling without the use of glu. The other alternative is to just use the non power of two texture extension. Robert. On Wed, Jul 9, 2008 at 1:47 AM, Jim Vaughan [EMAIL PROTECTED] wrote: Hi, I have a related question; it seems that my textures are scaled as they are loaded, for example if I move the camera, I get messages like: 8) Scaling image 'D:\DOTSModels\kmz\images\texture0.JPG' from (1600,1200) to (1024, 1024) Is there an easy way to cause all textures to be loaded and rescaled as the model is loaded? Thanks, Jim -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, July 07, 2008 6:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] NPOT Textures Hi Paul, On Mon, Jul 7, 2008 at 1:15 PM, [EMAIL PROTECTED] wrote: If my hardware supports NPOT textures, how do I turn off resizeNonPowerOfTwo when loading an OpenFlight file? I don't see an easy way to do this.. Using NPOT textures is only sensible to on hardware that genuinely supports it, otherwise it can force one down it software rendering. The Nvidia Gefore 6 series onwards all support proper NPOT. I don't know the status of ATI yet though. As for disable the automatic resize of non power of two textures, you'll need to write a NodeVisitor that goes through the scene graph and calls texture-setResizeNonPowerOfTwoHint(false);. Perhaps the easiest step would be to be to extend the osgUtil::Optimizer::TextureVisitor so that it has an option for setting this value on/off, as this visitor already finds all the textures for you. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SVN compile error
Hi Hesicong, The wrappers are just out of date, I've just run genwrappers, the update is now checked in. Robert. On Wed, Jul 9, 2008 at 12:15 PM, hesicong2006 [EMAIL PROTECTED] wrote: Hi, Robert, I just checked out the lastest SVN version, but it has some compile error ralated to KdTree.cpp in Wrapper osg: line 128: getBounindingBox is not a member of osg::KdTree this should be a wrong typing of getBoundingBox, I correct it and it builds well. And another problem also in Wrapper osg after fix the above problem: Unsoloved external symbol: public: __thiscall osg::KdTree::BuildOptions::BuildOptions(void) ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]) This symbol is referenced by public: static class osgIntrospection::Value __cdecl osgIntrospection::ValueInstanceCreatorstruct osg::KdTree::BuildOptions::create(void) ([EMAIL PROTECTED]@[EMAIL PROTECTED]@osg@@@osgIntrospection@@[EMAIL PROTECTED]@XZ) Please check it! Thanks! Hesicong 2008-7-9 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] joystick support
Hi, I need to add a joystick support in my application. I want to add a new event handler to manage the joystick. What is the best way to do this with OSG 2.4? Thank's Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText background
Hi all, I'm looking at a way to put a geometry (planar surface) as background of an osgText... I was thinking on a mix between billboard geode, and something else to manage the geometry to have the size constant in screen coordinates... but no way to do it as simply as osgText ! Is there any implementation approaching what I intend to do ? I hope yes... else... Am I obliged to implement my self something from zero ? any idea to do it more faster ? Is it interesting for OSG to have this as a new feature for osgText::text ? thanks, regards, Vincent ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Extract an embedded texture from an .ive
Hi, I have a model in .ive format with an embedded texture. I need to bring the model into 3dsMax to work on it. I can use osgconv to convert it to one of several different formats that Max can import (obj, dae, etc.), but I also need the texture that is embedded. Can anyone point me in the right direction as to how to extract a texture that is embedded in an .ive file? Thanks, Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] animated 3d model loading
Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Henderson Sent: Wednesday, July 09, 2008 9:42 AM To: OpenSceneGraph Users Subject: [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] joystick support
Hi Ben, El Miércoles 09 Julio 2008ES 14:33:33 Benoît Poulard escribió: Hi, I need to add a joystick support in my application. I want to add a new event handler to manage the joystick. What is the best way to do this with OSG 2.4? There is an interesting thread on the archives: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
. Are there any plugins that do support it? -Mark On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson [EMAIL PROTECTED] wrote: The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 9:42 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
I thought osgCAL did, but I'm not a user of osgCAl so my understanding of it is extremely limited to what I have seen on the this list.. _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Henderson Sent: Wednesday, July 09, 2008 10:15 AM To: OpenSceneGraph Users Subject: Re: [osg-users] animated 3d model loading . Are there any plugins that do support it? -Mark On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson [EMAIL PROTECTED] wrote: The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Henderson Sent: Wednesday, July 09, 2008 9:42 AM To: OpenSceneGraph Users Subject: [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] joystick support
Benoît Poulard wrote on Wednesday 09 July 2008: I need to add a joystick support in my application. I want to add a new event handler to manage the joystick. What is the best way to do this with OSG 2.4? SDL: that's what Robert answered me to this same question And true, it works easy. SDL is good for that. And no, you shouldn't use osgviewerSDL (because of threading issues) bye Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg and wxwidgets resizing
I am on Windows, I will try at some point to see if I get the same behaviour on Linux. 2008/7/9 Ulrich Hertlein [EMAIL PROTECTED]: Hi, James Dickson wrote: I have been trying out osg with wxwidgets, specifically playing with the osgViewerWX sample, and was wondering if it is possible to somehow maintain rendering whilst the wxFrame is resized. At the moment when the wxFrame is made bigger the rendering area is not redrawn until the next idle event, meaning it looks like the app has failed in someway (obviously it hasn't) until it is updated. Are you on Windows? I found that the behaviour of wx is rather different on different platforms. E.g. Linux does redraw while resizing and also while a menu is open, MacOS X does not. Does anyone have experience running wxWidgets with OpenGL draw in a separate thread? /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- James Dickson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg file format BUG
Thanks for the clarification, and as I mentioned the StateAttributes OVERRIDE/PROTECTED works for .ive formats. Knowing that .osg has these kinds of limitations, might save you a few frustrating moments. I think it's incorrect to characterize this as a limitation of the .osg format. The .osg format is quite capable of supporting this. It is simply an unimplemented feature or bug. If this is inhibiting your work with OSG, you could track it down and fix it. Are you aware of any other properties that the .osg fiel format does not support in contradiction to the .ive format? One I just discovered: The new setNestRenderBins() StateSet value is not saved in .osg -- and it's also not in .ive. The person who submitted this feature simply failed to implement either .osg or .ive support. As Robert said, the code for writing .osg and .ive are separate, so it is probable that the two sets of supported features are distinct. Ideally, they would support an identical set of functionality. Robert's idea to replace these plugins with new code that supports both binary and ASCII output is a possible solution. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Texture and stateSets
Hi, I got a Probel with osg Files, the File structure looks like: Group{ Geode{ Geometry{ StateSet{ Texture{ } } } } Geode{ Geometry{ StateSet{ Texture{ } } } } } The problem is if I try to traverse my SceneGraph I get the names of my geodes, but if I check the TextureAttributeList osg::StateSet::TextureAttributeList texAttrList = stateSet- getTextureAttributeList(); this list is empty. Why is this List empty, did I forget something? I want to access all Textures!! Thanks Ming __ Unglücklich mit Ihrer Mail-Adresse? Millionen neuer Mail-Adressen - jetzt bei Yahoo! http://de.docs.yahoo.com/mail/wunschmailadresse/index.html___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] joystick support
thank you both for your answer, I want to use plib in order to manage joystick, and integrate it with OSG by an event handler. I read thread that Alberto Luaces has posted,and I see that osg provides only mouse/keybroard handler interface. I will try to make my own OsgJoystickEventHandler based on plib. If I look into osgGA, osgGA::GUIEventHandler is based on osg::NodeCallback and osg::Drawable::EventCallback. Is it necessary to make a subclass of osg::NodeCallback and osg::Drawable::EventCallback?? Thank's 2008/7/9 HUBERT Zoltan [EMAIL PROTECTED]: Benoît Poulard wrote on Wednesday 09 July 2008: I need to add a joystick support in my application. I want to add a new event handler to manage the joystick. What is the best way to do this with OSG 2.4? SDL: that's what Robert answered me to this same question And true, it works easy. SDL is good for that. And no, you shouldn't use osgviewerSDL (because of threading issues) bye Zoltán -- Zoltan http://sourceforge.net/projects/zsim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
There is only osgCal to animate skinned model in osg today, there is some effort to add new solution but not ready yet. Cedric Gordon Tomlinson wrote: I thought osgCAL did, but I'm not a user of osgCAl so my understanding of it is extremely limited to what I have seen on the this list.. *From:* [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 10:15 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] animated 3d model loading . Are there any plugins that do support it? -Mark On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 9:42 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
Is there a better place to get osgCAL then http://osgcal.sourceforge.net/? The site there hasn't been touched since May 2007, I'm hoping there's a more recent version. -Mark On Wed, Jul 9, 2008 at 11:17 AM, Cedric Pinson [EMAIL PROTECTED] wrote: There is only osgCal to animate skinned model in osg today, there is some effort to add new solution but not ready yet. Cedric Gordon Tomlinson wrote: I thought osgCAL did, but I'm not a user of osgCAl so my understanding of it is extremely limited to what I have seen on the this list.. *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 10:15 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] animated 3d model loading . Are there any plugins that do support it? -Mark On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 9:42 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon
Hi all, Call for Presenters at the OSG BOF It's that time again, to invite folks to show off their latest and greatest OSG-related work at the OpenSceneGraph Birds-of-a-Feather gathering. http://www.siggraph.org/s2008/attendees/birds/ Our venue is the Los Angeles Convention Center, Wed Aug 13, Room 501A, Noon - 1 pm (immediately following and in the same room as the DIVERSE BOF, and the same day as the OpenGL BOF) Given we have 1 hour, we split that into a presentation section of no more than 1/2 hour, leaving the remainder of the hour for informal discussion/demo/socializing time. To allow for several presenters, presentations are kept short, limited to 5 minutes, to give a brief tasty overview of your topic to the entire group. After the formal presentation section, everyone is encouraged pick a spot in the room to continue to demo and discuss with folks during the informal social mingling time. Please let me know if you would like sign up for one of the presentation slots. See you in Los Angeles! -- mew Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeTrackerManipulator doesn't appear to track transform nodes correctly?
Hello, I have been working with the NodeTrackerManipulator class to follow a PositionAttitudeTransform node. When I setTrackerNode() for the PositionAttitudeTransform node everything appears to configure fine except the resultant center postion is incorrect for nodes which have there own transformation. The computeNodeCenterAndRotation calculates the localToWorld coordinates for this node which is the same as the bounds center for the node itself. Therefore the nodeCenter is equal to its transformed center multiplied by localToWorld again. I was able to fix the code for my case by changing: Method computeNodeCenterAndRotation() THIS: if (validateNodePath()) { nodeCenter = osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld; } TO if (validateNodePath()) { osg::Node *node = _trackNodePath.back().get(); // Check if node is a transform node and just use its already transformed center osg::Transform* trans = dynamic_castosg::Transform*(node); if(trans) nodeCenter = osg::Vec3d(trans-getBound().center()); else nodeCenter = osg::Vec3d(node-getBound().center())*localToWorld; } else nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld; This seems to work for my case but I don't know if this will work for all other cases. Should I modify the NodeTrackerManipulator class and submit the change via the submissions process or would somebody like to take a look at this and see if this works for all appropriate cases then submit the change. Thanks for you support on a great product. Alan Dickinson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg file format BUG
On Wed, Jul 9, 2008 at 9:43 AM, Paul Martz [EMAIL PROTECTED] wrote: I think it's incorrect to characterize this as a limitation of the .osg format. The .osg format is quite capable of supporting this. It is simply an unimplemented feature or bug. If this is inhibiting your work with OSG, you could track it down and fix it. _and_ send your fix to osg-submissions so it is fixed for everyone! -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator doesn't appear to tracktransform nodes correctly?
Hi Alan, On a related topic, I have noticed that setting the track node to a model with variable geometry (i.e. a model with a particle emitter) causes the focus point to jump around a lot. I generally insert my loaded models into PositionAttitudeTransform nodes, and focus the node tracker on the PAT node. If the underlying model sub-graph has variable geometry (particle emitters in my case), the model appears to jitter. I believe this is because the center of the bounding sphere is moving due to the particles. If we are going to modify the NodeTrackerManipulator as suggested below, would it benefit anybody else to allow the tracker to focus on the position of the PAT node rather than the center of the bounding sphere? Just a thought. Thanks, Justin From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dickinson, Alan J. Sent: Wednesday, July 09, 2008 1:21 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] NodeTrackerManipulator doesn't appear to tracktransform nodes correctly? Hello, I have been working with the NodeTrackerManipulator class to follow a PositionAttitudeTransform node. When I setTrackerNode() for the PositionAttitudeTransform node everything appears to configure fine except the resultant center postion is incorrect for nodes which have there own transformation. The computeNodeCenterAndRotation calculates the localToWorld coordinates for this node which is the same as the bounds center for the node itself. Therefore the nodeCenter is equal to its transformed center multiplied by localToWorld again. I was able to fix the code for my case by changing: Method computeNodeCenterAndRotation() THIS: if (validateNodePath()) { nodeCenter = osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld; } TO if (validateNodePath()) { osg::Node *node = _trackNodePath.back().get(); // Check if node is a transform node and just use its already transformed center osg::Transform* trans = dynamic_castosg::Transform*(node); if(trans) nodeCenter = osg::Vec3d(trans-getBound().center()); else nodeCenter = osg::Vec3d(node-getBound().center())*localToWorld; } else nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld; This seems to work for my case but I don't know if this will work for all other cases. Should I modify the NodeTrackerManipulator class and submit the change via the submissions process or would somebody like to take a look at this and see if this works for all appropriate cases then submit the change. Thanks for you support on a great product. Alan Dickinson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do I disable material on a node?
Unlike OpenGL, OSG's Material class wraps both the glMaterial and glColorMaterial features. Color Material redirects OpenGL to pick up material lighting parameters from the primary color. So, you just need to configure the OSG Material class to use Color Material, then lighting will use the vertex colors. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Judie Sent: Wednesday, July 09, 2008 11:36 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How do I disable material on a node? I am expecting this to work: osg::StateSet *stateSet = node-getOrCreateStateSet(); osg::Material *material = dynamic_castosg::Material *(stateSet- getAttribute(osg::StateAttribute::MATERIAL)); stateSet-setAttributeAndModes(material, osg::StateAttribute::OFF); I still see the material. The vertices have color values and material is something that I want to be able to turn on and off. When I disable lighting, then I see the vertex colors but I don't get any contours of the object. I want to see the vertex colors and the contours of the object but not the material properties which have different colors as well as shine ...etc. I have also tried: stateSet-setMode(GL_COLOR_MATERIAL, osg::StateAttribute::OFF); any advice would be appreciated. Thanks, Judie ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator doesn't appear to track transform nodes correctly?
Hi Alan, If you need for fine grained control over what point you want to track, then might I suggest having an optional pivot point in local coords of the subgraph you are tracking. This would be far more general purpose than a hack that assumes certainly types of nodes behave in different ways. Robert. On Wed, Jul 9, 2008 at 6:21 PM, Dickinson, Alan J. [EMAIL PROTECTED] wrote: Hello, I have been working with the NodeTrackerManipulator class to follow a PositionAttitudeTransform node. When I setTrackerNode() for the PositionAttitudeTransform node everything appears to configure fine except the resultant center postion is incorrect for nodes which have there own transformation. The computeNodeCenterAndRotation calculates the localToWorld coordinates for this node which is the same as the bounds center for the node itself. Therefore the nodeCenter is equal to its transformed center multiplied by localToWorld again. I was able to fix the code for my case by changing: Method computeNodeCenterAndRotation() THIS: if (validateNodePath()) { nodeCenter = osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld; } TO if (validateNodePath()) { osg::Node *node = _trackNodePath.back().get(); // Check if node is a transform node and just use its already transformed center osg::Transform* trans = dynamic_castosg::Transform*(node); if(trans) nodeCenter = osg::Vec3d(trans-getBound().center()); else nodeCenter = osg::Vec3d(node-getBound().center())*localToWorld; } else nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld; This seems to work for my case but I don't know if this will work for all other cases. Should I modify the NodeTrackerManipulator class and submit the change via the submissions process or would somebody like to take a look at this and see if this works for all appropriate cases then submit the change. Thanks for you support on a great product. Alan Dickinson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multitextureing coordinates
Hi users, I have create simple quad using osg::Geometry and I would like to apply multitextering to it. I'm missing a way to set glMultiTexCoord using OpenSceneGraph. Is there a way one can set glMultiTexCoord? regards, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multitextureing coordinates
Peter Wraae Marino wrote: Hi users, I have create simple quad using osg::Geometry and I would like to apply multitextering to it. I'm missing a way to set glMultiTexCoord using OpenSceneGraph. Is there a way one can set glMultiTexCoord? Look at osg::Geometry::setTexCoordArray() You can set a different texture coordinate array for each texture unit. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting model to screen coordinates (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE I've done this in a couple different systems via a Cull callback. Down thru the first 2 outputs, the math is correct, which was the question. However, I need to unproject, which breaks. This allows me offsets in screen space, yet permits world space callbacks, which I need. Can someone point out why my unproject is inaccurate? I suspect I'm missing something simple. (disclaimer on typos as I had to type it into the email) bool myCullCallback::cull(NodeVisitor *nodeVisitor, Drawable *drawable, RenderInfo *renderInfo) const { Camera*camera = renderInfo-getView()-getCamera(); Matrixd modelViewMtx = *((CullVisitor *) nodeVisitor)-getModelViewMatrix(), projectionMtx = camera-getProjectionMatrix(), viewPortMtx = camera-getViewport()-computeWindowMatrix(); Vec3d modelPosition = modelViewMtx-getTrans(); cout modelPosition[0] modelPosition[1] modelPosition[2] endl; Matrixd mtx(modelViewMtx * projectionMtx * viewPortMtx); Vec3 v = Vec3() * mtx; cout v[0] v[1] v[2] endl; Matrixd iMtx; iMtx.invert(mtx); v = v * iMtx; cout v[0] v[1] v[2] endl endl; return false; } I get this test output: -1160.6 25013.1 -1.4e6 838.6 553.98 0.999331 16.2-0.34 -0.334 Thanks Bob Buckley -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Per Rosengren Sent: Thursday, July 03, 2008 1:32 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Converting model to screen coordinates I use an IntersectionVisitor with a customized Intersector. The intersect function of the Intersector is called with the IntersectionVisitor as argument. The IntersectionVisitor has all the matrices I need: I call this function from the intersect function: /** compute the matrix that takes this Intersector from its * CoordinateFrame into the local MODEL coordinate frame * that geometry in the scene graph will always be in. */ void EdgeFinderProjectFind::locateCamera( osgUtil::IntersectionVisitor iv, osg::Geometry* geometry ) { _modelToWindowMatrix.identity(); if (iv.getWindowMatrix()) _modelToWindowMatrix.preMult( *iv.getWindowMatrix() ); if (iv.getProjectionMatrix()) _modelToWindowMatrix.preMult( *iv.getProjectionMatrix() ); if (iv.getViewMatrix()) _modelToWindowMatrix.preMult( *iv.getViewMatrix() ); if (iv.getModelMatrix()) _modelToWindowMatrix.preMult( *iv.getModelMatrix() ); } Later I use this to get the window coordinates: pWindow0 = p0 * _modelToWindowMatrix; Per Rosengren Helbig, Yuen wrote: Hello, I'm trying to convert from model coordinates to screen coordinates with the following code: // Compute the model to screen transformation matrix osgUtil::SceneView* sv = m_sHandler-getSceneView(); osg::Matrix modelView = sv-getViewMatrix(); osg::Matrix projection = sv-getProjectionMatrix(); osg::Matrix window = sv-getViewport()-computeWindowMatrix(); osg::Matrix MVPW = modelView * projection * window; // convert a point in model coordinates to screen coordinates osg::Vec3 screenPoint = modelPoint * MVPW; The resulting screen coordinate point is correct in the x-dimension, but scaled down incorrectly in the y-dimension. The only point that is correct is the center point of the model. Am I missing a matrix somewhere? or does anyone have an alternate method of doing this? Yuen Helbig -- -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extract an embedded texture from an .ive
Doug wrote: Hi, I have a model in .ive format with an embedded texture. I need to bring the model into 3dsMax to work on it. I can use osgconv to convert it to one of several different formats that Max can import (obj, dae, etc.), but I also need the texture that is embedded. Can anyone point me in the right direction as to how to extract a texture that is embedded in an .ive file? try osgconv -O OutputTextureFiles file.ive file.osg it should save texture embedded in file.ive Luigi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RE : multitextureing coordinates
Hi Peter, I have addressed this issue in my tutorial entitled Tutorial 7: Texturing, multitexturing and positioning objects (http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip). For your information, please note that it is not possible to apply a multitexturing on built-in shape drawable objects as texture coordinates are not accessible to coders. The easiest way around this problem will be to use shaders. Again, I have achieved this in tutorial 14. All these tutorials are available in the official webpage in the Tutorial section. ''Yet Another Set of Beginner Tutorials' Hope to have answered your question. Regards, Franclin. Peter Wraae Marino [EMAIL PROTECTED] a écrit : Hi users, I have create simple quad using osg::Geometry and I would like to apply multitextering to it. I'm missing a way to set glMultiTexCoord using OpenSceneGraph. Is there a way one can set glMultiTexCoord? regards, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] The growing draw bar in the stats handler
Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extract an embedded texture from an .ive
Hi, I've also been doing the same thing lately. I've writen some code to achieve that, maybe help, :) class TextureVisitor : public osg::NodeVisitor { public: TextureVisitor(int sizelimit, int levelnum):_sizelimit(sizelimit), _levelnum(levelnum), osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Group node) { osg::StateSet* ss = node.getStateSet(); if(ss!=NULL) traverseTexture(ss); traverse(node); } virtual void apply(osg::Node node) { osg::StateSet* ss = node.getStateSet(); if(ss!=NULL) traverseTexture(ss); traverse(node); } virtual void apply(osg::Geode node) { osg::StateSet* ss = node.getStateSet(); if(ss!=NULL) traverseTexture(ss); int numdrawables = node.getNumDrawables(); for(int i=0; inumdrawables; ++i) { ss = node.getDrawable(i)-getStateSet(); if(ss!=NULL) traverseTexture(ss); } traverse(node); } void traverseTexture(osg::StateSet* ss) { osg::StateSet::TextureAttributeList texAbl = ss-getTextureAttributeList(); int i=0; for(osg::StateAttribute* sa = ss-getTextureAttribute(i, osg::StateAttribute::TEXTURE); itexAbl.size(); ++i) { osg::Texture2D* tex2d = dynamic_castosg::Texture2D*(sa); if(tex2d==NULL) continue; //对于每一个image int numImg = tex2d-getNumImages(); for(int j=0; jnumImg; ++j) { osg::Image* img = tex2d-getImage(j); SaveTexture(img); } } } string getName(const string filename) { string::size_type pos = filename.find_last_of(\\); string::size_type pointpos = filename.find_last_of(.); string name; for(string::size_type i = pos+1; ipointpos; ++i) { name += filename[i]; } return name; } void SaveTexture(osg::Image* img) { osgDB::writeImageFile(img, img-getFileName()); } private: int _sizelimit; int _levelnum; }; 在2008-07-09 21:32:46,Doug [EMAIL PROTECTED] 写道: Hi, I have a model in .ive format with an embedded texture. I need to bring the model into 3dsMax to work on it. I can use osgconv to convert it to one of several different formats that Max can import (obj, dae, etc.), but I also need the texture that is embedded. Can anyone point me in the right direction as to how to extract a texture that is embedded in an .ive file? Thanks, Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The growing draw bar in the stats handler
Something else I noticed that I thought was strange was that the orange GPU bar has 8 short blocks all drawn in the first frame. I have included an image to show. What does this mean? When I look at a smaller model, the Orange block fills alll along the lower bar. On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote: Hello all, I recently added a stats handler to our game viewer. Something I noticed is that if you have the stats window open, showing the bars, that the draw bar grows and grows. The framerate starts dropping and gets slower. If I turn the bars off, the framerate returns to 60. When I turn the bars back on, the draw bar is suddenly back where it was when I turned it off, and starts growing again. I noticed this does not happen if I have a fairly trivial model, and it does not happen in osgviewer at all (as far as I can tell), using the same model I had in my game viewer. What could I be doing wrong? Thanks -- Rick -- Rick Check us out at http://fringe-online.com/ attachment: Growing Draw Stats Viewer.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Texture and stateSets
Hi, I think osgUtil::optimizer::TextureVisitor should solve your problem:) Good luck. 在2008-07-09 22:53:21,ka Ming [EMAIL PROTECTED] 写道: Hi, I got a Probel with osg Files, the File structure looks like: Group{ Geode{ Geometry{ StateSet{ Texture{ } } } } Geode{ Geometry{ StateSet{ Texture{ } } } } } The problem is if I try to traverse my SceneGraph I get the names of my geodes, but if I check the TextureAttributeList osg::StateSet::TextureAttributeList texAttrList = stateSet- getTextureAttributeList(); this list is empty. Why is this List empty, did I forget something? I want to access all Textures!! Thanks Ming Gesendet von Yahoo! Mail. Dem pfiffigeren Posteingang.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Extract an embedded texture from an .ive
Fantastic! That worked like a charm. Thank you very much for your help! Doug Luigi Calori wrote: Doug wrote: Hi, I have a model in .ive format with an embedded texture. I need to bring the model into 3dsMax to work on it. I can use osgconv to convert it to one of several different formats that Max can import (obj, dae, etc.), but I also need the texture that is embedded. Can anyone point me in the right direction as to how to extract a texture that is embedded in an .ive file? try osgconv -O OutputTextureFiles file.ive file.osg it should save texture embedded in file.ive Luigi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ NOD32 3256 (20080710) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animated 3d model loading
I check in the svn repository and last commit are a few weeks ago. Maybe you should write to the authors he could tell you if you can use the svn version of if you should use the release version, but the project is alive. Cedric Mark Henderson wrote: Is there a better place to get osgCAL then http://osgcal.sourceforge.net/? The site there hasn't been touched since May 2007, I'm hoping there's a more recent version. -Mark On Wed, Jul 9, 2008 at 11:17 AM, Cedric Pinson [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: There is only osgCal to animate skinned model in osg today, there is some effort to add new solution but not ready yet. Cedric Gordon Tomlinson wrote: I thought osgCAL did, but I'm not a user of osgCAl so my understanding of it is extremely limited to what I have seen on the this list.. *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 10:15 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] animated 3d model loading . Are there any plugins that do support it? -Mark On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: The Collada import plug-in for OSG does not support skeleton/skinning at this time... So not a route you could really use unless you want to add support to the Collada plug-in ;) *From:* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]] *On Behalf Of *Mark Henderson *Sent:* Wednesday, July 09, 2008 9:42 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] animated 3d model loading Hi, I'm trying to load a .max file with an animated skeleton and a skin. When I run the exporter from .max to .osg (with default settings), then load it in my app, The skeleton renders and is animated, while the skin is stationary. I looked into it a bit and found a couple of mentions of osgCal, but the latest version I can find of that is more then a year old, and it isn't on the plugins area of the osg site. Should I need to get a second plugin to make the animation work, or am I doing something wrong with the .max exporter? Do I need to do something to the .max file? I noticed the osgCollada importer in the plugins section, should I go for that instead of osgCal? Thanks, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : multitextureing coordinates
Hi Franclin, Yea doing it using a shader is easier and more flexible, but is there a reason why we don't get access to do multitexture coordinates? Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture coordinates, so I can't really use that. regards, Peter On Thu, Jul 10, 2008 at 1:27 AM, Franclin Foping [EMAIL PROTECTED] wrote: Hi Peter, I have addressed this issue in my tutorial entitled Tutorial 7: Texturing, multitexturing and positioning objects ( http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip ). For your information, please note that it is not possible to apply a multitexturing on built-in shape drawable objects as texture coordinates are not accessible to coders. The easiest way around this problem will be to use shaders. Again, I have achieved this in tutorial 14. All these tutorials are available in the official webpage in the Tutorial section. ''Yet Another Set of Beginner Tutorials' Hope to have answered your question. Regards, Franclin. *Peter Wraae Marino [EMAIL PROTECTED]* a écrit : Hi users, I have create simple quad using osg::Geometry and I would like to apply multitextering to it. I'm missing a way to set glMultiTexCoord using OpenSceneGraph. Is there a way one can set glMultiTexCoord? regards, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Envoyé avec Yahoo! Mailhttp://us.rd.yahoo.com/mailuk/taglines/isp/control/*http://us.rd.yahoo.com/evt=52423/*http://fr.docs.yahoo.com/mail/overview/index.html . Une boite mail plus intelligente. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org