Re: [osg-users] VPB and OpenStreetMap coordinates problem

2011-06-06 Thread Torben Dannhauer
Hi Simon,

have you checked that there is no systematic offset in your data? Maybe your 
procedure is right and the data is wrong...

It seems your are labeling only summits, so you could search for local maxima 
next to your label position to get the real summit.

Adding a treshold in that search function you could use to to allow such a 
correction algorith only for summits, not for ridges.


Cheers,
Torben

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Re: [osg-users] VPB and OpenStreetMap coordinates problem

2011-06-06 Thread Simon Wenner

Hi Torben,

Thank you for your answer.

On 06/06/2011 10:05 AM, Torben Dannhauer wrote:

Hi Simon,

have you checked that there is no systematic offset in your data? Maybe your 
procedure is right and the data is wrong...


I'm not aware of any offsets in my geotiff data. But maybe the metadata 
is incorrect. I suspect that it was converted from CH1903 to WGS84 
coordinates.


GDAL info of a texture and a dem file:

$ gdalinfo SPOT_Clip_1306.tif
Driver: GTiff/GeoTIFF
Files: SPOT_Clip_1306.tif
Size is 4199, 2001
Coordinate System is:
GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.257223563,
AUTHORITY[EPSG,7030]],
AUTHORITY[EPSG,6326]],
PRIMEM[Greenwich,0],
UNIT[degree,0.0174532925199433],
AUTHORITY[EPSG,4326]]
Origin = (7.24505431000,46.25067270003)
Pixel Size = (0.54049666900,-0.54049666900)
Metadata:
  AREA_OR_POINT=Area
Image Structure Metadata:
  INTERLEAVE=PIXEL
Corner Coordinates:
Upper Left  (   7.2450543,  46.2506727)
Lower Left  (   7.2450543,  46.1425193)
Upper Right (   7.4720089,  46.2506727)
Lower Right (   7.4720089,  46.1425193)
Center  (   7.3585316,  46.1965960)
Band 1 Block=4199x128 Type=Byte, ColorInterp=Red
Band 2 Block=4199x128 Type=Byte, ColorInterp=Green
Band 3 Block=4199x128 Type=Byte, ColorInterp=Blue


$ gdalinfo DOM_Clip_1306_1.tif
Driver: GTiff/GeoTIFF
Files: DOM_Clip_1306_1.tif
Size is 5557, 4999
Coordinate System is:
GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.257223563,
AUTHORITY[EPSG,7030]],
AUTHORITY[EPSG,6326]],
PRIMEM[Greenwich,0],
UNIT[degree,0.0174532925199433],
AUTHORITY[EPSG,4326]]
Origin = (7.245041308711802,46.250657149589699)
Pixel Size = (0.21630687580,-0.21630687580)
Metadata:
  AREA_OR_POINT=Area
Image Structure Metadata:
  INTERLEAVE=BAND
Corner Coordinates:
Upper Left  (   7.2450413,  46.2506571)
Lower Left  (   7.2450413,  46.1425253)
Upper Right (   7.3652430,  46.2506571)
Lower Right (   7.3652430,  46.1425253)
Center  (   7.3051422,  46.1965912)
Band 1 Block=5557x128 Type=Int32, ColorInterp=Gray
  NoData Value=2147483647


It seems your are labeling only summits, so you could search for local maxima 
next to your label position to get the real summit.

Adding a treshold in that search function you could use to to allow such a 
correction algorith only for summits, not for ridges.

Detecting local maxima feels like a dirty hack. I would like to be able 
to label arbitrary POIs in the future.

Cheers,
Torben

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Cheers,
Simon
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[osg-users] Statistics of the mailing list

2011-06-06 Thread Mr Alji
Hi,

Is it possible to have the statistics of growth of the mailing lists ?

 numbers of subscribers / timeline


thank you
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Re: [osg-users] VPB and OpenStreetMap coordinates problem

2011-06-06 Thread Torben Dannhauer
Hi Simon,

of course it would be a (very) dirty hack. The VPB Terrain creation is well 
tested, so my first guess was the problem is the data itself.

Cheers,
Torben

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[osg-users] Optimizing a scenegraph

2011-06-06 Thread Joan Navarro
Hi,

I have a Scene with a lot of containers representeds with boxes at this point. 
I want to put in the scene a ton of them and each container is a PAT node in my 
scenegraph.  

I just want to know wich are the best techniques to improve the frame rate in 
this example. 

Thank you!

Cheers,
Joan

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Re: [osg-users] ccmake question

2011-06-06 Thread Robert Osfield
Hi Michael,

I'm not a Cmake expert, but I know enough to not recommend the OSG's
complicated CMake build system as a template for users projects.  For
test and emo applications that I work on separate from the OSG I put
together very quick CMakeLists.txt based around the text below.

CMake itself is feature rich so the below example just touches on a
very small subset, for your own application it's likely you'll need to
elaborate further.  There is plenty of resouces on the CMake websites
to help fill in the blanks.

Good luck,
Robert.

--  Very basic CMakeLists.txt for build an application:

cmake_minimum_required(VERSION 2.6)

PROJECT(myapp)

FIND_PACKAGE(OpenThreads)
FIND_PACKAGE(osg)
FIND_PACKAGE(osgDB)
FIND_PACKAGE(osgViewer)
FIND_PACKAGE(osgSim)
FIND_PACKAGE(osgParticle)

SET(SOURCES
main.cpp
)

INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR})

LINK_DIRECTORIES(${OSG_LIB_DIR})

ADD_EXECUTABLE(myapp ${SOURCES})

TARGET_LINK_LIBRARIES(myapp ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY}
${OSGSIM_LIBRARY} ${OSGPARTICLE_LIBRARY} ${OSGSHADOW_LIBRARY}
${OPENTHREADS_LIBRARY})
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Re: [osg-users] Statistics of the mailing list

2011-06-06 Thread Robert Osfield
Hi Aliji,

On Mon, Jun 6, 2011 at 9:40 AM, Mr Alji mr.m.a...@gmail.com wrote:
 Hi,
 Is it possible to have the statistics of growth of the mailing lists ?

 numbers of subscribers / timeline

I haven't kept a close track on numbers for the last few years, but
between 2006 and 2008 I did log mailing lists traffic and numbers for
comparison against other competing open source scene graphs:

   http://www.openscenegraph.org/projects/osg/wiki/Community/CommunityActivity

It's kinda pointless keeping this up though as these projects are no
longer really competitive with the OSG, and mailing lists are no
longer the dominant form of support for recent open source projects so
mailing lists numbers and taffic can't be used as a guage.

For example with our own community the current number of subscribers
to the osg-users mailing list is 2027, and the number is still on
average growing but pretty slowly these days as the majority of new
users are joining the forum.openscenegraph.org for support rather than
the mailing list.  Since the forum and osg-users are synchronized
there are really two different halves to the community, so it's
propbably approch would be to total the two to get a reasonable
figure.   We'll need Art Tev's the forum's administrator to comment on
present number of subscribers.

There is also non english language forums such as the chinnese forum
that is huge, but I don't particpate or manage it so can't comment on
numbers.  A few years back I believe it's size was at least as big as
the OSG's mailing list, no doubt it will have grown as well.

In the end though I'm not sure what value is in a figure.

Robert.
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Re: [osg-users] Optimizing a scenegraph

2011-06-06 Thread Robert Osfield
Hi Joan,

On Mon, Jun 6, 2011 at 9:30 AM, Joan Navarro joannavar...@gmail.com wrote:
 I have a Scene with a lot of containers representeds with boxes at this 
 point. I want to put in the scene a ton of them and each container is a PAT 
 node in my scenegraph.

 I just want to know wich are the best techniques to improve the frame rate in 
 this example.

Using lots of seperate box geometries and lots of seperate
PositionAttitudeTransforms will leads to a scene graph that has a
bottleneck in both cull and draw as there are simply too manage
seperate objects.  In the case of transform nodes they are
particularily expensive for the scene graph to traversal as each
transform node requires the view frustum to be transformed into the
subgraphs local coordinate frame - we've optimized this as much as we
can but in the end a transform node will always be more expensive that
just a straight node.

As a rule of thumb one can typically scale to having thousands of
transforms on screen at any one time without major performance
difficulties in cull, but scaling to ten's of thousands will introduce
a bottleneck.  The osgforest example has one subgraph path that tests
the peformance of transforms so have a look at this to see how things
scale.

Since transform are expensive if you have very large numbers of them
it's an obvious one to optimize away.  How to do it will depend a
great deal on your hardware constraints, the amount of data, whether
the data itself is a static geometry, and whether the transforms are
static, and just how many objects you have in the scene, whether the
geometries are identical etc.  Only you can answer these questions so
please dive in a bit deeper about these aspects and what peformance
you are looking for, what you are getting now.  Once others know a bit
more information we might be able to guide you.

Robert.
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[osg-users] DrawElementsUInt no Element of osg

2011-06-06 Thread Diana Kittelmann
Hi,

I'm trying to add a simple Point to my scene based on the BasicGeometry 
tutorial. I get the following error:

error c2039: 'DrawElementsUInt' is not an element of 'osg'

Do I have to include sth special for this method or do i have to link sth? 

I use osg 2.8.3 with vc8 and I'm linking osgd.lib, osgUtild.lib, 
osgViewerd.lib, osgGAd.lib, osgDBd.lib, osgTextd.lib an I include 

osg/Node
osg/Group
osg/Geode
osg/Geometry
osg/Texture2D
osgDB/ReadFile
osgViewer/Viewer
osg/PositionAttitudeTransform
osgGA/TrackballManipulator

Thank you!

Cheers,
Diana[/url]

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Re: [osg-users] DrawElementsUInt no Element of osg

2011-06-06 Thread David Callu
Hi Diana,

osg::DrawElementsUInt is defined in 'OSG/include/osg/PrimitiveSet'
but 'OSG/include/osg/Geometry' already include it. And you have include
'OSG/include/osg/Geometry' so this not look like to be an include error.

And this is not an link error : c2039 is a definition/include error.


HTH
David Callu

2011/6/6 Diana Kittelmann diana.kittelm...@gmx.de

 Hi,

 I'm trying to add a simple Point to my scene based on the BasicGeometry
 tutorial. I get the following error:

 error c2039: 'DrawElementsUInt' is not an element of 'osg'

 Do I have to include sth special for this method or do i have to link sth?

 I use osg 2.8.3 with vc8 and I'm linking osgd.lib, osgUtild.lib,
 osgViewerd.lib, osgGAd.lib, osgDBd.lib, osgTextd.lib an I include

 osg/Node
 osg/Group
 osg/Geode
 osg/Geometry
 osg/Texture2D
 osgDB/ReadFile
 osgViewer/Viewer
 osg/PositionAttitudeTransform
 osgGA/TrackballManipulator

 Thank you!

 Cheers,
 Diana[/url]

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Re: [osg-users] Optimizing a scenegraph

2011-06-06 Thread Joan Navarro
Thanks Robert for your reply, I'm new with OSG but I think the osgForest 
example will helps.

I will try to explain a bit what I'm looking for.

My graph is very simple at the moment. It represents a seaport and I need to 
work with the containers(leaf nodes in the graph).

I want to represent in my Scene the seaport with a lot of containers (about 
300.000), but now I'm working with less trying to improve the frame rate.

The containers are organized in streets and each street is divided in other 
structures to organize it until we have the container class to work with it.

Each class inherit from Group except the container (PAT). I have this structure:

() Group
||
   |  |
  ||
 ()...() Group
|  |
   ||
  ()...()   Group
 |  |
||
   ()...()   Group
  |  |
 ||
()...()   PAT (Container)

Each container points to the same Geode because they are the same object (a 
simple box in this case) but using a translate operation.

1st doubt: Is this the best way to organize the scene graph? Am I using too 
much nodes?

2nd doubt: Best techniques to improve the drawing time? Back Face Culling? 
PagedLOD?

I don't know if I have explained it well or only made it more difficult to 
understand.

Any opinion will be helpful.

Thanks!

Joan

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Re: [osg-users] 2.8.5 release imminent!

2011-06-06 Thread Michael Rohn
Hi,

I tested the RC4 under Win7 64bit with mingw from the Qt SDK 2010.04 (Qt 
4.6.3). It works fine.

Thank you for your work.

Michael

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Re: [osg-users] 2.8.5 release imminent!

2011-06-06 Thread Eric Sokolowsky
I'm testing my application under the latest svn (2.8 branch); so far it 
appears fine, but I'm going to be testing for a few more hours at least.

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Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer

2011-06-06 Thread Glen Swanger
Thanks Robert for taking the time to reply.  Also, I want to say thanks to you 
and other main developers of OSG, because I have found OSG quite easy to work 
with so far.  I haven’t had to post to the forum thus far because of the 
learning environment that the forum content has provided, along with all the 
various code examples and tutorials available.  I hope as my knowledge builds 
that I can provide additional useful forum and example content.  Back to the 
post’s thread.

Scaleform does convert Flash swf files to OpenGL calls.  One of the other 
important reasons that we chose to use Scaleform was that it has a C++ code 
interface to Action Script (Flash programming language) so we can talk directly 
to the Flash content to update state information and we have significant 
amounts of Flash content that we can reuse in our project.  Here is a bit more 
background on Scaleform for reference.  Scaleform is a product that was 
recently taken over by Autodesk.  It has been used in many games for rendering 
interactive flash screens into a 3D world, but more often for developing the 
game setup/information HUD.  It is a third party vendor product so there is a 
cost involve for our project, but it has the capabilities we need.  The product 
has SDK builds for OpenGL, Direct3D, PS2, and several other game platforms so 
we are able to integrate Scaleform into OSG with the OpenGL build.  Scaleform 
also manages thread synchronization between the render thread and 
 the thread that updates the Flash content state through its own snapshot 
buffer, so we can easily hook in our network interface to the simulation 
program that provides system state content updates.

I would appreciate it if you would review my previous description on the use of 
the FBO camera and provide any suggestions you might have.

Thanks!
Glen

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[osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Mohamed Alji
Hi,

on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the 
3rdParty_VC9sp1_x86_x64_V5.7z from here : 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
 I have an error link referencing only to libpng.lib, I believe it is a 
corrupted file ? please check 

Thank you!

Mohamed

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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Paul Martz

Do you mean 2.8.5?
   -Paul


On 6/6/2011 8:59 AM, Mohamed Alji wrote:

Hi,

on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the
3rdParty_VC9sp1_x86_x64_V5.7z from here :
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
I have an error link referencing only to libpng.lib, I believe it is a corrupted
file ? please check

Thank you!

Mohamed

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Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-06 Thread Miguel Angel Exposito
Thanks David!

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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Chris 'Xenon' Hanson
On 6/6/2011 8:59 AM, Mohamed Alji wrote:
 Hi,
 on MVS_2008_x64_sp1 , I build the OSG-2.8.9 sources. I downloaded the
 3rdParty_VC9sp1_x86_x64_V5.7z from here :
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

  You could try AlphaPixel's 2008/x64 3rdparty dependencies, also listed there, 
and see if
the problem goes away:

http://openscenegraph.alphapixel.com/osg/downloads/openscenegraph-third-party-library-downloads

-- 
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http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Michael Rubin
Hello,

All the sample code that I've seen regarding usage of the StatsHandler is along 
the lines of:

osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler;

However, in the 2.9.14 source (in the include directory), the osgViewer 
directory does not have a StatsHandler header. osgAnimation, however, does.

Could someone please point me to an example of proper StatsHandler usage under 
2.9.X?

Thank you very much.

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Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Jean-Sébastien Guay

Hi Michael,


All the sample code that I've seen regarding usage of the StatsHandler is along 
the lines of:

osgViewer::StatsHandler* statsHandler = new osgViewer::StatsHandler;

However, in the 2.9.14 source (in the include directory), the osgViewer 
directory does not have a StatsHandler header. osgAnimation, however, does.

Could someone please point me to an example of proper StatsHandler usage under 
2.9.X?


You've got it, the only little detail missing is that the StatsHandler 
is declared in the osgViewer/ViewerEventHandlers header. So just include 
that and you'll be fine.


Hope this helps,

J-S
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Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Michael Rubin
Thank you very much. I just discovered that as well and I can see the stats 
display now!

However, once I load in my scene, I still see all the bars and lines and 
transparent rectangles, but all the text disappears. Has anyone run into this 
before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its 
way out or something like that, which would cause the text to not draw... but I 
still don't have the solution.

Thank you very much.

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Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Jean-Sébastien Guay

Hi Michael,


However, once I load in my scene, I still see all the bars and lines and 
transparent rectangles, but all the text disappears. Has anyone run into this 
before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its 
way out or something like that, which would cause the text to not draw... but I 
still don't have the solution.


I don't know, I've never seen this. Generally when text disappears I 
check texturing, shaders, etc.


Good luck,

J-S
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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Mohamed Alji
Sorry, I mean osg-2.9.8 

-Mohamed

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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Torben Dannhauer
Hi Alji,

I built OSG trunk yesterday for x86 and x64 in debug and release, and it works 
well.

Can you present the error message VS2008 throws?


Thank you!

Cheers,
Torben

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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Mr Alji
Solved, all i had to do is to set on cmake *png_library* to libpng15.lib,
rather than the inexistant file *libpng.lib* (cmake set it by default)

thank you for your responses.

have a nice day
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Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer

2011-06-06 Thread Robert Osfield
Hi Glen,

Thanks for the explanation about Scaleform.  Given that it's doing
OpenGL calls for you you'll need to be mindful of the effect of OSG
state on Scalform and visa-versa.  The issues of integration of 3rd
party OpenGL codes with the OSG is something that has been disucssed a
number of times on osg-users so I recommend look into these
discussions.

I would also recommend getting the integration working in just the
main window to start with, you can use osg::Camera in scene as a
render to texture camera or just a Camera that just renders directly
as part of the main view so you can toggle to use of RTT camera later.
 Once the simple Camera usage works fine then enabling RTT by assigned
a Texture as a colour attachment as set the Camera::RenderOrder to
PRE_RENDER.  Use of FBO's shouldn't be something you need to worry
about too much - you just enable the Camera to use it if you want, as
per the osgprerender example.

For rendering multiple cameras on different frames you can simply have
a Switch above these Camera in the scene graph and toggle them off as
you need them.  Alternatively you can use a NodeMask on the Camera's
to switch them off. Finally a custom CullCallback attached to the
parent of the Camera's would enable you to decide whether to visit its
children (the Camera) or not.   Switching off a RTT Camera only
switches off the rendering traversal for that camera, any texture that
it renders to will still be valid for any geometry that is rendered
with it in the main scene.  When toggling on/off cameras you'll need
to careful to make sure that a RTT Camera renders to a texture before
the first time it's need in the scene graph - this is an obvious
requirement, but will need a little planning to make sure it all works
coherently.

Robert.

On Mon, Jun 6, 2011 at 3:56 PM, Glen Swanger glen.swan...@jhuapl.edu wrote:
 Thanks Robert for taking the time to reply.  Also, I want to say thanks to 
 you and other main developers of OSG, because I have found OSG quite easy to 
 work with so far.  I haven’t had to post to the forum thus far because of the 
 learning environment that the forum content has provided, along with all the 
 various code examples and tutorials available.  I hope as my knowledge builds 
 that I can provide additional useful forum and example content.  Back to the 
 post’s thread.

 Scaleform does convert Flash swf files to OpenGL calls.  One of the other 
 important reasons that we chose to use Scaleform was that it has a C++ code 
 interface to Action Script (Flash programming language) so we can talk 
 directly to the Flash content to update state information and we have 
 significant amounts of Flash content that we can reuse in our project.  Here 
 is a bit more background on Scaleform for reference.  Scaleform is a product 
 that was recently taken over by Autodesk.  It has been used in many games for 
 rendering interactive flash screens into a 3D world, but more often for 
 developing the game setup/information HUD.  It is a third party vendor 
 product so there is a cost involve for our project, but it has the 
 capabilities we need.  The product has SDK builds for OpenGL, Direct3D, PS2, 
 and several other game platforms so we are able to integrate Scaleform into 
 OSG with the OpenGL build.  Scaleform also manages thread synchronization 
 between the render thread and
  the thread that updates the Flash content state through its own snapshot 
 buffer, so we can easily hook in our network interface to the simulation 
 program that provides system state content updates.

 I would appreciate it if you would review my previous description on the use 
 of the FBO camera and provide any suggestions you might have.

 Thanks!
 Glen

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Re: [osg-users] No StatsHandler in osgViewer (in 2.9.14)

2011-06-06 Thread Robert Osfield
Hi Michael,

I haven't seen reports of text dispearing when enable stats.

What happens when you run the osgtext example and press 's' to bring
up the stats?

What hardware, OS are you using?  Does this issue happen in just your
app?  Is your text osgText based text or something custom your've
done?   Is you scene graph all standard OSG structures or do you have
your own OpenGL codes integrated?

Robert.

On Mon, Jun 6, 2011 at 5:02 PM, Michael Rubin mru...@iraxef.com wrote:
 Thank you very much. I just discovered that as well and I can see the stats 
 display now!

 However, once I load in my scene, I still see all the bars and lines and 
 transparent rectangles, but all the text disappears. Has anyone run into this 
 before? I thought that maybe my scene rendering disabled GL_TEXTURE_2D on its 
 way out or something like that, which would cause the text to not draw... but 
 I still don't have the solution.

 Thank you very much.

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Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer

2011-06-06 Thread Glen Swanger
Robert,
Just what I was looking for...Thanks!

I do have a prototype working using an RTT camera which updates a texture on an 
object in the scene.  On your suggestion about minding the state, it did take 
me a while to work through the interaction between OSG and Scaleform on the 
state since Scaleform has its own Hardware Abstraction Layer implementation, 
but I will review the osg-users discussions you recommend to make sure I 
haven't missed anything.  I hadn't thought about placing multiple cameras under 
a Switch for selecting the correct camera each frame, Greate Advice...and for 
the advice for using the custom CullCallback.

I will let you know how it all works out and a summary of my final solution.

Thank again!
Glen

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[osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-06 Thread Peter Wrobrl
Hi,

I would like to render my scene in a lower resolution than the viewport 
resolution, but want it stretched afterwards. When I scale the texture(s) that 
are attached to to the camera, e.g. half res, the render output is only half 
the size ( in x and y ) and placed in the lower left corner, and not stretched 
over the viewport.
Think that with this method:
unitOut - setInputTextureIndexForViewportReference( inputindex )

one can tell ppu which unit/texture is the reference scale for the output, but 
in my pipleine there is no viewport sized texture.

Is there another way to tell unitOut to scale its resulting texture to viewport 
size ?


Thank you!

Cheers,
ParticlePeter

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Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-06 Thread Art Tevs
Hi Peter,

you can manually set a viewport for the unit to render it to specific size and 
position on the output buffer.

cheers,
art



ParticlePeter wrote:
 Hi,
 
 I would like to render my scene in a lower resolution than the viewport 
 resolution, but want it stretched afterwards. When I scale the texture(s) 
 that are attached to to the camera, e.g. half res, the render output is only 
 half the size ( in x and y ) and placed in the lower left corner, and not 
 stretched over the viewport.
 Think that with this method:
 unitOut - setInputTextureIndexForViewportReference( inputindex )
 
 one can tell ppu which unit/texture is the reference scale for the output, 
 but in my pipleine there is no viewport sized texture.
 
 Is there another way to tell unitOut to scale its resulting texture to 
 viewport size ?
 
 
 Thank you!
 
 Cheers,
 ParticlePeter


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[osg-users] Rendering of 3d model over the video stream

2011-06-06 Thread Kataev Victor
I use OSG of augmented reality and use setRenderBin() for 3D model to be above 
the video stream like in OSG Art but it doesn`t work) I think the problem is in 
large amount of textures properties and stateSet but I cann`t find 
documentation for them.

Could you please send me some code which solve this task?

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Re: [osg-users] 2.8.5 release imminent!

2011-06-06 Thread Eric Sokolowsky
After several hours of testing with my application, I think 2.8.5 is ready
to go. I'm looking forward to its release. I will probably make rpm packages
for Fedora 14 and Centos 5 soon after its release, and I'll make them
available for anyone to try out.

Eric


On Mon, Jun 6, 2011 at 9:18 AM, Eric Sokolowsky esok@gmail.com wrote:

 I'm testing my application under the latest svn (2.8 branch); so far it
 appears fine, but I'm going to be testing for a few more hours at least.

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[osg-users] Absolute beginner questions

2011-06-06 Thread basil huffman
Hello all, I am a a beginner to all things OpenGL and OSG specifically. My 
ultimate goal is to take a list of 3d points and plot them out but right now I 
am just trying to get used to OSG... and it apparently has quite the learning 
curve.  At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
  cmake -DBUILD_OSG_EXAMPLES=1

   I am confronted with output to the extent that I am missing LibXml2, CURL, 
OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF.  Are these 
fatal errors and where can I go about getting these libraries (a Google search 
for a lot of them proved fruitless)?

2.  Throwing those error messages aside, I opened one of the examples with a 
Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at 
random) and tried to build. It searches for the lib files, but appends a d to 
them i.e. filenamed.lib and, thus, cannot find them in my lib folder as they 
do not exist.  I manually went into the Linker settings and removed the d and 
get hit with a slew of unresolved externals.

  Am I missing debug libraries or something, what gives?

3.  Also, is there a solid beginner's tutorial? The information on the main 
site seems lacking and not much pops up in Google. This is what I am looking 
for the most, I reckon.

4.  Is OSG  even the best option here? I am only using it as my project manager 
mentioned that other parts of our project were written using it (I am just 
working on a utility though) and it might be good for consistency's sake to use 
it.  If there is a easier-to-use OpenGL toolkit/framework, I have no qualms 
with switching.

Thanks!

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Re: [osg-users] Absolute beginner questions

2011-06-06 Thread Chris 'Xenon' Hanson
On 6/6/2011 3:24 PM, basil huffman wrote:
 Hello all, I am a a beginner to all things OpenGL and OSG specifically. My 
 ultimate goal is to take a list of 3d points and plot them out but right now 
 I am just trying to get used to OSG... and it apparently has quite the 
 learning curve.  At any rate, if anyone can help me, it would be greatly 
 appreciated.
 1. To start off with, then I go into the folder containing OSG and run:
   cmake -DBUILD_OSG_EXAMPLES=1
I am confronted with output to the extent that I am missing LibXml2, CURL, 
 OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF.  Are these 
 fatal errors and where can I go about getting these libraries (a Google 
 search for a lot of them proved fruitless)?

  Do you have the 3rdparty libs package? It includes some of those, and the 
rest aren't
critical.

 2.  Throwing those error messages aside, I opened one of the examples with a 
 Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at 
 random) and tried to build. It searches for the lib files, but appends a d to 
 them i.e. filenamed.lib and, thus, cannot find them in my lib folder as 
 they do not exist.  I manually went into the Linker settings and removed the 
 d and get hit with a slew of unresolved externals.

  Which lib files is it looking for?

 3.  Also, is there a solid beginner's tutorial? The information on the main 
 site seems lacking and not much pops up in Google. This is what I am looking 
 for the most, I reckon.

  There's the OSG Quickstart guide, have you seen that?

 4.  Is OSG  even the best option here? I am only using it as my project 
 manager mentioned that other parts of our project were written using it (I am 
 just working on a utility though) and it might be good for consistency's sake 
 to use it.  If there is a easier-to-use OpenGL toolkit/framework, I have no 
 qualms with switching.

  Maybe, maybe not. Tell us more about what you're seeking to do and then we 
can advise.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] General render debugging question

2011-06-06 Thread Brad Huber
Hello everyone,

 

Simple general question.  I searched the archives but didn't stumble on
anything.

 

I'm currently trying to track down a render-time application crash.  What
I'm wondering is how to trace from a crash in the rendergraph to the
associated node(s) in the scene graph.  Is there any straight forward way?

 

Thanks for any insight

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[osg-users] Siggraph 2011 OpenScengraph BOF reminder

2011-06-06 Thread John F. Richardson
Hello,

Scheduled for Wednesday, 10 August 10:00 am - 11:00 am [60 days to go]
http://www.siggraph.org/s2011/for_attendees/birds-feather

So, if you are going to be at Siggraph 2011 and want to show off and make OSG 
jump through hoops at the greatest show on earth, chime in...

I'll post a reminder at the 30 day mark.

John F. Richardson


smime.p7s
Description: S/MIME cryptographic signature
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Re: [osg-users] Render to Texture Question for Integrating Vendor's Flash Renderer

2011-06-06 Thread Wang Rui
Hi Glen,

Have a glimpse of the osgXI project on sourceforge.net. It has an
osgFlash absolute layer and two different implementations using
Scaleform and gameswf, written by one of my cooperators. It is not
written in a uniform format at present so you may have to ignore many
Chinese comments in the source code. :-)

Cheers,

Wang Rui


2011/6/7 Glen Swanger glen.swan...@jhuapl.edu:
 Robert,
 Just what I was looking for...Thanks!

 I do have a prototype working using an RTT camera which updates a texture on 
 an object in the scene.  On your suggestion about minding the state, it did 
 take me a while to work through the interaction between OSG and Scaleform on 
 the state since Scaleform has its own Hardware Abstraction Layer 
 implementation, but I will review the osg-users discussions you recommend to 
 make sure I haven't missed anything.  I hadn't thought about placing multiple 
 cameras under a Switch for selecting the correct camera each frame, Greate 
 Advice...and for the advice for using the custom CullCallback.

 I will let you know how it all works out and a summary of my final solution.

 Thank again!
 Glen

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[osg-users] 2.8.5 release tag

2011-06-06 Thread Paul Martz

Hi all -- OSG 2.8.5 is now released. The official svn tag is:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5

Will need to get info on the wiki about this shortly.

Thanks to everyone who pitched in to help test this release! Fingers crossed, we 
didn't introduce too many issues with our changes.


--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
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Re: [osg-users] Absolute beginner questions

2011-06-06 Thread Jean-Sébastien Guay

Hello Basil,

First piece of advice, take things one step at a time, it might seem 
like a lot but it's all easy once you get through it once.


Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you 
can click Getting Started to get an intro with Linux/Unix-centric 
build instructions, or you can go to Platform Specifics and then 
Windows - Visual Studio to get Windows-specific build instructions. 
Here's the direct link:


http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio


1. To start off with, then I go into the folder containing OSG and run:
   cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, 
OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF.  Are these 
fatal errors and where can I go about getting these libraries (a Google search 
for a lot of them proved fruitless)?


This is the CMake command-line tool. You seem to be building for Windows 
(from what you say below) so I recommend you use the CMake GUI because 
it will give you a list of the available settings you can modify. Until 
you know what settings you need to modify, the GUI will be a good tool 
to get your bearings.


Next, about those libs it says you're missing. You can get a prebuilt 
dependencies package for Visual Studio 2008 here:


http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most 
important are jpeg, png, gif, etc. to be able to load textures from 
images, and freetype to be able to load fonts to display text). But all 
in all, most dependencies are entirely optional. OpenAL, CURL, 
WxWidgets, Qt, etc fall into that category. If you want to use them, you 
can download binaries or build them from source, and then enter the 
relevant paths to includes and libraries in the CMake GUI, but until you 
know you need a specific dependency, you can assume you don't.



2.  Throwing those error messages aside, I opened one of the examples with a Visual 
Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and 
tried to build. It searches for the lib files, but appends a d to them 
i.e.filenamed.lib and, thus, cannot find them in my lib folder as they do not 
exist.  I manually went into the Linker settings and removed the d and get hit with a 
slew of unresolved externals.

   Am I missing debug libraries or something, what gives?


If you downloaded the OSG source, you need to compile the whole OSG, not 
just an example. Here you're trying to compile an example without having 
compiled OSG itself, so of course it won't find the libraries. This is 
what I mean when I say to take things one step at a time. You're 
skipping whole steps by opening one specific example's project file.


So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source 
tree) onto the CMake GUI window. This will fill the where is the 
source and where to build the binaries fields, though I recommend you 
change the where to build the binaries to some other directory so you 
don't pollute your source tree. I generally add /build_x86_vc9 or 
something like that to identify which platform/compiler combination I'm 
generating project files for.


3. Click Configure a first time. CMake will ask you whether you want to 
create the build directory if it doesn't yet exist, then it will ask you 
for which platform/compiler you want to generate. I assume you'll want 
to select Visual Studio 9 (2008) (x86) or something like that.


4. You'll notice the center part of the window will be full of red 
fields. First thing to change is to set ACTUAL_3RDPARTY_DIR to the 
directory where you've put the prebuilt dependencies I linked to above. 
Then you can click Configure again, CMake will try to find as many of 
the dependencies as it can by itself.


5. At this point you can change settings as you see fit. Make sure you 
show Advanced Settings at the top of the CMake window, otherwise some 
important settings may be hidden, it's an annoying quirk of CMake. If 
CMake didn't find some dependency you know you have, you can fill in its 
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check 
BUILD_EXAMPLES if you want it to generate project files for all the 
examples. Look over the other options you have, but in the end you can 
just click Configure until there are no red fields anymore.


I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in 
which you want to put your compiled binaries, again separate from your 
source and build trees. That way you're sure where the different things 
are, and you won't get files mixed up between the 3. The directory you 
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when 
you 

Re: [osg-users] Rendering of 3d model over the video stream

2011-06-06 Thread Robert Osfield
Hi Kataev,

On Mon, Jun 6, 2011 at 4:57 PM, Kataev Victor victor1...@list.ru wrote:
 I use OSG of augmented reality and use setRenderBin() for 3D model to be 
 above the video stream like in OSG Art but it doesn`t work) I think the 
 problem is in large amount of textures properties and stateSet but I cann`t 
 find documentation for them.

 Could you please send me some code which solve this task?

Sorry... the OSG has plenty of examples, no need to write your
application code for you.  Have a look at osghud, and instead of
having the HAD render after the main scene, set the RenderOrder to
PRE_RENDER so it draws first, this way you can just leave the 3D scene
as it is.

Robert.
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Re: [osg-users] General render debugging question

2011-06-06 Thread Robert Osfield
Hi Brad,

On Mon, Jun 6, 2011 at 11:27 PM, Brad Huber br...@procerus.com wrote:
 I’m currently trying to track down a render-time application crash.  What
 I’m wondering is how to trace from a crash in the rendergraph to the
 associated node(s) in the scene graph.  Is there any straight forward way?

The crash could be for any reason, it may or may not be related to the
scene graph at all.

Personally I use a debugger and get a strack trace to get an idea of
where the crash is and then from this investigate.  There is no
automagic way of knowing exactly what is causing a crash, nor is there
a way of automatically knowing what you are doing with the scene graph
that may or may not be causing a crash.

If a straight debugger doesn't give you enough clues then you could
look at using a memory/thread analsyis tool like valgrind, or an
OpenGL debug tool like gDEBugger.

Also just observing the app when it crashes and looking to see if
there is any correleations that might give you a clue.  All it's just
dtective work.

Robert.
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Re: [osg-users] 2.8.5 release tag

2011-06-06 Thread Robert Osfield
Hi Paul,

On Tue, Jun 7, 2011 at 2:14 AM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- OSG 2.8.5 is now released. The official svn tag is:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5

 Will need to get info on the wiki about this shortly.

 Thanks to everyone who pitched in to help test this release! Fingers
 crossed, we didn't introduce too many issues with our changes.

Congratulations on another stable release ;-)

Let me know what and when you want me to update the website and blog
about the release.  I can do it right away but you might want binaries
put together, let me know what you want me to do.

Cheers,
Robert.
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