Re: [osg-users] How to speed up rendering in this case.

2018-07-30 Thread Jinh Tang
another crash stack here, if any help:

 # Child-SP  RetAddr   : Args to Child  
 : Call Site
00 006b`5aef9c10 7ff8`344a2a48 : 00e9`0100 `0001 
01ef`9f225a70 ` : 
osg156_osgrd!osg::ObserverSet::signalObjectDeleted+0x2b 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\observer.cpp @ 
73] 
01 006b`5aef9c60 7ff8`3436cf29 : 01ef`eee6dd40 01ef`fc003d50 
01ef`a35b02b0 `0001 : 
osg156_osgrd!osg::Referenced::signalObserversAndDelete+0x38 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\referenced.cpp @ 
286] 
02 006b`5aef9c90 7ff8`3436607c : `0001 01ef`eee6dd40 
01ef`eee6dd40 `000d : 
osg156_osgrd!osg::BufferData::setBufferObject+0x69 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\bufferobject.cpp 
@ 1250] 
*** WARNING: Unable to verify checksum for 3ds.exe
03 006b`5aef9cc0 7ff7`435180e2 : 01ef`eee6dd40 01ef`eee6dd40 
`0001 ` : 
osg156_osgrd!osg::BufferData::~BufferData+0x2c 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\bufferobject.cpp 
@ 1237] 
04 006b`5aef9d00 7ff8`344a2ae0 : `0001 ` 
01ef`f1fea390 ` : 
3ds!osg::TemplateArray::`scalar deleting destructor'+0x62
05 006b`5aef9d30 7ff8`343be330 : 01ef`fa86b270 ` 
01ef`9f225a70 `0001 : 
osg156_osgrd!osg::Referenced::signalObserversAndDelete+0xd0 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\referenced.cpp @ 
294] 
06 006b`5aef9d60 7ff7`43518215 : 01ef`fa86b270 `0001 
`0001 7ff7`0007 : 
osg156_osgrd!osg::Geometry::~Geometry+0x190 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\geometry.cpp @ 
89] 
07 006b`5aef9da0 7ff8`344a2ae0 : `0001 7ff8`7d336a57 
01ef`9f225a70 7ff8`34398326 : 3ds!osg::Geometry::`scalar deleting 
destructor'+0x15
08 006b`5aef9dd0 7ff8`342bdd8c : ` 01ef`fbfde4f0 
` 7ff8` : 
osg156_osgrd!osg::Referenced::signalObserversAndDelete+0xd0 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\referenced.cpp @ 
294] 
*** WARNING: Unable to verify checksum for osg156-osgUtilrd.dll
09 006b`5aef9e00 7ff8`3585d33a : 01ef`eee99bd0 01ef`9f225a70 
01ef`9f225a70 ` : osg156_osgrd!osg::Referenced::unref+0x2c 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\include\osg\referenced @ 
194] 
0a 006b`5aef9e30 7ff8`359a8921 : 01ef`9f331990 01ef`f1fea460 
01ef`9f225a70 01ef`9f326ef0 : 
osg156_osgUtilrd!osgUtil::CullVisitor::reset+0xba 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgutil\cullvisitor.cpp
 @ 128] 
0b 006b`5aef9e60 7ff8`359a83d6 : 01ef`f1fea390 01ef`a35cfb60 
006b`5aef9fe0 01ef`9f326ef0 : 
osg156_osgUtilrd!osgUtil::SceneView::cullStage+0x2a1 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgutil\sceneview.cpp
 @ 829] 
*** WARNING: Unable to verify checksum for osg156-osgViewerrd.dll
0c 006b`5aef9ee0 7ff8`4a764518 : ` 01ef`a35cfb60 
01ef`9f326ef0 ` : 
osg156_osgUtilrd!osgUtil::SceneView::cull+0x7f6 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgutil\sceneview.cpp
 @ 764] 
0d 006b`5aefa080 7ff8`343eee69 : 01ef`faed20f0 01ef`faed20f0 
` 01ef`faed2080 : 
osg156_osgViewerrd!osgViewer::Renderer::cull_draw+0x1d8 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgviewer\renderer.cpp
 @ 850] 
0e 006b`5aefa120 7ff8`4a79f54d : 006b`5aefa158 01ef`faed20f0 
006b`5aefa290 ` : 
osg156_osgrd!osg::GraphicsContext::runOperations+0x99 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osg\graphicscontext.cpp
 @ 696] 
0f 006b`5aefa190 7ff8`4a79e423 : 203a7365`67616d49 01ef`a35871b0 
`0f00 `0812 : 
osg156_osgViewerrd!osgViewer::ViewerBase::renderingTraversals+0xc2d 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgviewer\viewerbase.cpp
 @ 888] 
10 006b`5aefa520 7ff7`4352a34e : 01ef`a33bfa20 01ef`a33bfa20 
`0f00 `0812 : 
osg156_osgViewerrd!osgViewer::ViewerBase::frame+0x73 
[c:\users\xxx\code\openscenegraph-openscenegraph-3.6.0\src\osgviewer\viewerbase.cpp
 @ 751] 
*** WARNING: Unable to verify checksum for Qt5Widgets.dll

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Re: [osg-users] How to speed up rendering in this case.

2018-07-30 Thread Jinh Tang
thanks sbrkopac, Yes, they are all unique meshes.  don't share any datas.


sbrkopac wrote:
> Jinh
> 
> Are they 1000 unique meshes? You might want to look into the osgdrawinstanced 
> example.


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Re: [osg-users] How to speed up rendering in this case.

2018-07-30 Thread Sam Brkopac
Jinh

Are they 1000 unique meshes? You might want to look into the osgdrawinstanced 
example.

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[osg-users] How to speed up rendering in this case.

2018-07-30 Thread Jinh Tang
Hi All,
suppose 
1,   I have 1000  meshes, and each mesh has 12000 points to draw. (to create 
1000 geometry and add them to node in main GUI thread?)

2,   also have another work thread, it will modify above 1000 meshes at any 
time.  (will setDataVariance to Dynamic and modify geometry in this thread 
work?)

3,   3rd thread, will add new or delete some old geometry at any time...


I tried 
1, set DataVariance to Dynamic, doesn't work. crash happen.
2, in thread 2 & 3, only create vertices, and use them in thread 
1, doesn't work, crash happen.

I am stuck on this problem for 2 weeks.



... 

Thank you!

Cheers,
Jinh

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[osg-users] CameraManipulator init

2018-07-30 Thread Sam Brkopac
Hi All,

I was digging through the CameraManipulator code and came across the init 
function. I noticed it runs a few times during scene setup, and after looking 
into the code I see the following:


Code:

/**
Start/restart the manipulator.
FIXME: what does this actually mean? Provide examples.
*/
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}




Does anybody have the update documentation or perhaps some notes on when / how 
the init function is being called?

Thanks, Sam[/code]

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Re: [osg-users] OSG users in Scandinavia / Northern Europe?

2018-07-30 Thread Chris Hanson
I had a great time meeting with and talking OSG, osgEarth and OpenIG with
Per and Nick here in Goteborg. I'm heading to Oslo tomorrow. I seem to
recall there were some OSG users in the Norwegian ship and oil business
(Statoil, perhaps?). If anyone wants to meet up, I'll be in Norway for
several days before heading to Denmark, northern Germany, Netherlands, etc.

On Tue, Jul 24, 2018 at 1:10 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Chris, I am in Gothenburg, and few others from the team I work with, all
> OSG developers .. Drop a line
>
> On Mon, Jul 23, 2018 at 9:27 AM Chris Hanson  wrote:
>
>>   Hi northern European OSG folks. I'm in Stockholm early this week and
>> going to Norway and Denmark in the following week(s) and will likely be in
>> other northern European countries in the next few months.
>>
>>   I would love to drop by and talk shop with any osg / osgEarth (and just
>> OpenGL / 3D) folks while we're traveling. Please reply publicly or message
>> me privately if you're interested. Maybe we can spark some more local
>> gatherings even without my presence.
>>
>>   Also, I have cool AlphaPixel mini technical screwdriver schwag I'm
>> distributing around the continent (and don't want to pay to transport
>> home), so there's that. ;)
>> https://photos.app.goo.gl/kaSGZgn9yrxC9gU1A
>>
>> --
>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
>> http://www.alphapixel.com/
>> Training • Consulting • Contracting
>> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
>> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
>> Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
>> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
>> iPhone/iPad/iOS • Android
>> @alphapixel  facebook.com/alphapixel (775)
>> 623-PIXL [7495]
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Robert Osfield
On Mon, 30 Jul 2018 at 15:59, Andrew Cunningham  wrote:
>
> Back on the original topic :)
>
> This is a really simple QtOSGWidget that I used as a starting point for an 
> OSG widget in a QDialog. Simple and works fine.
>
> https://github.com/vicrucann/QtOSG-hello

Just had a quick look at the code.  It only works "fine" because there
it's a trivial example, it's buggy.  Please compare to the the
osg::Camera setup in the osgQt master and see if you can see the
error, in this example.  If you can then you'll be able to spot what
to fix in your own programs.

Robert.
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Andrew Cunningham
Back on the original topic :)

This is a really simple QtOSGWidget that I used as a starting point for an OSG 
widget in a QDialog. Simple and works fine.

https://github.com/vicrucann/QtOSG-hello

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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Robert Osfield
On Mon, 30 Jul 2018 at 11:00, Wojciech Lewandowski
 wrote:
> I find your response as rather harsh and wonder why it hits me. Thats why I 
> feel the need to reply.

My response is blunt because I'm frustrated that despite my best
efforts to community clearly to the community and asking
*specifically* that Qt users pay attention, it's passed by. There is
public record both on the ML/forum and in the githib histories for
osgQt.

People are wasting their own time, mine and other peoples time by not
paying attention when announcements directed at then get ignored.

Robert.
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Wojciech Lewandowski
Hi, Robert

I find your response as rather harsh and wonder why it hits me. Thats why I
feel the need to reply.

Sigh So it's good you guys are getting somewhere.


Sorry, we don't use 3.6 yet and haven't seen this announcement. And I am
glad its fixed in 3.6 already. Its a pity I doubled your effort. But when I
saw my problem and started debugging it I was not aware it will bring me to
our custom QT window creation because at first it looked like osgEarth REX
internal issue. In fact I was not even aware our main window is made as QT
window (pleasures of agile working environment ;-). So when I finally went
through 3 days of debugging I decided to write about my observations
because it sounded like black screen issue mentioned in this thread and was
hoping to save that debugging time for others. Unfortunately I cannot say
it will fixe QT issues others may have, as it was a specific problem with
custom QT integration code loosely based on osgQT from OSG 3.4.x. So my
proposition was also rather loose. I just decided to let people know about
it in hope it may help someone.

 It's not an OSG bug in 3.6.2, it's a bug in your Qt code that was hidden
> from view due to an old bug in the OSG that when fixed revealed the lack
> of proper setup code in custom OSG/Qt integration.


Exactly. This  was a bug in our custom code based on osgQT from 3.4.
Unfortunately I was not involved in making this custom code but had to
integrate new osgEarth REX engine and debuging the issue brought me there.

 If you have custom integration then there isn't anything that osgQt dev's
> or myself can do other than ask you to pay attention when we announce
> fixes and ask you to fix you


Yes, I fixed our custom code by adding setDrawBuffer/setReadBuffer lines.
But I found it and fixed it myself so didn't expect you to do anything
about it. I posted my observations in this thread because wanted to share
the knowledge I gained through long debuging sessions.

Cheers,
Wojtek Lewandowski


pon., 30 lip 2018 o 10:09 Robert Osfield 
napisał(a):

> Hi Wojtek,
>
> On Mon, 30 Jul 2018 at 08:53, Wojciech Lewandowski
>  wrote:
> > I understand my setDrawBuffer / setReadBuffer observation was probably
> not the only problem. But I believe this one is genuine problem that should
> not be neglected. So I decide to write this small followup and elaborate a
> bit to make it clearer. In the meantime I did some more research on
> DrawBuffer/ReadBuffer calls made in OSG. [disclaimer]: We use OSG 3.4.0 and
> I did not check latest OSG versions. So if anyone uses later 3.6.x he/she
> may check if my observations are still valid. I did however, noticed that
> plain osgViewer window config setups call camera->setDrawBuffer /
> camera->setReadBuffer for main window cams. See
> osgViewer\config\SingleWindow.cpp for example (search for setDrawBuffer).
> And I did notice that the same is NOT done in osgQT window setup. At least
> in OSG 3.4.0 release we use, osgQT does not call setDrawBuffer /
> serReadBuffer for camera set in QT window.  And I believe this is a bug.
> setDrawBuffer/setReadBuffer should be called for any top window camera.
> Because i
>  f not, and if you add some other camera which will explicitly or
> implicitly invoke glDrawBuffer call with other buffer than the one set by
> default in window creation, you are most likely going to see black screen.
>
> Sigh So it's good you guys are getting somewhere.  The sad thing
> is that you are re-inventing the wheel w.r.t the issue.
>
> A few months back I investigated a bug that some osgEarth/Qt users
> were seeing and it was down to missing setRead/setDrawBuffers() a bug
> that had lingered long in the code, bit only recently highlighted
> because of fixes to the core OSG.  I made the fix to osgQt and the
> osgEarth team fixed their Qt example. I made a very clear public
> announcement called for the attention of all Qt users that they should
> add setDrawBuffer/setReadBuffer().  There isn't anything more I could
> have done.
>
> Please go back to my announcement thread.  It's not an OSG bug in
> 3.6.2, it's a bug in your Qt code that was hidden from view due to an
> old bug in the OSG that when fixed revealed the lack of proper setup
> code in custom OSG/Qt integration.  If you have custom integration
> then there isn't anything that osgQt dev's or myself can do other than
> ask you to pay attention when we announce fixes and ask you to fix you
> code.
>
> Robert.
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Robert Osfield
Hi Wojtek,

On Mon, 30 Jul 2018 at 08:53, Wojciech Lewandowski
 wrote:
> I understand my setDrawBuffer / setReadBuffer observation was probably not 
> the only problem. But I believe this one is genuine problem that should not 
> be neglected. So I decide to write this small followup and elaborate a bit to 
> make it clearer. In the meantime I did some more research on 
> DrawBuffer/ReadBuffer calls made in OSG. [disclaimer]: We use OSG 3.4.0 and I 
> did not check latest OSG versions. So if anyone uses later 3.6.x he/she may 
> check if my observations are still valid. I did however, noticed that plain 
> osgViewer window config setups call camera->setDrawBuffer / 
> camera->setReadBuffer for main window cams. See 
> osgViewer\config\SingleWindow.cpp for example (search for setDrawBuffer). And 
> I did notice that the same is NOT done in osgQT window setup. At least in OSG 
> 3.4.0 release we use, osgQT does not call setDrawBuffer / serReadBuffer for 
> camera set in QT window.  And I believe this is a bug. 
> setDrawBuffer/setReadBuffer should be called for any top window camera. 
> Because i
 f not, and if you add some other camera which will explicitly or implicitly 
invoke glDrawBuffer call with other buffer than the one set by default in 
window creation, you are most likely going to see black screen.

Sigh So it's good you guys are getting somewhere.  The sad thing
is that you are re-inventing the wheel w.r.t the issue.

A few months back I investigated a bug that some osgEarth/Qt users
were seeing and it was down to missing setRead/setDrawBuffers() a bug
that had lingered long in the code, bit only recently highlighted
because of fixes to the core OSG.  I made the fix to osgQt and the
osgEarth team fixed their Qt example. I made a very clear public
announcement called for the attention of all Qt users that they should
add setDrawBuffer/setReadBuffer().  There isn't anything more I could
have done.

Please go back to my announcement thread.  It's not an OSG bug in
3.6.2, it's a bug in your Qt code that was hidden from view due to an
old bug in the OSG that when fixed revealed the lack of proper setup
code in custom OSG/Qt integration.  If you have custom integration
then there isn't anything that osgQt dev's or myself can do other than
ask you to pay attention when we announce fixes and ask you to fix you
code.

Robert.
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Wojciech Lewandowski
Hi Stuart,

I understand my setDrawBuffer / setReadBuffer observation was probably not
the only problem. But I believe this one is genuine problem that should not
be neglected. So I decide to write this small followup and elaborate a bit
to make it clearer. In the meantime I did some more research on
DrawBuffer/ReadBuffer calls made in OSG. [disclaimer]: We use OSG 3.4.0 and
I did not check latest OSG versions. So if anyone uses later 3.6.x he/she
may check if my observations are still valid. I did however, noticed that
plain osgViewer window config setups call camera->setDrawBuffer /
camera->setReadBuffer for main window cams. See
osgViewer\config\SingleWindow.cpp for example (search for setDrawBuffer).
And I did notice that the same is NOT done in osgQT window setup. At least
in OSG 3.4.0 release we use, osgQT does not call setDrawBuffer /
serReadBuffer for camera set in QT window.  And I believe this is a bug.
setDrawBuffer/setReadBuffer should be called for any top window camera.
Because if not, and if you add some other camera which will explicitly or
implicitly invoke glDrawBuffer call with other buffer than the one set by
default in window creation, you are most likely going to see black screen.

Sorry if I am clogging the thread. But just wanted to clarify this. Hope
this may help someone,

Cheers,
Wojtek Lewandowski


niedz., 29 lip 2018 o 23:04 Stuart Mentzer  napisał(a):

> Circling back to my original issue, I got my OSG Qt viewer widget running
> with OSG 3.6.2 and osgQt by moving all the GL-related boilerplate after the
> main window show() call happens. I'm not sure what changed in Qt or osgQt
> to require this but this could be useful for other osgQt users.
>
> Wojtek: thanks. I was already doing
> camera->setDrawBuffer(GL_BACK)
> but that does seem to be another thing that we didn't used to need. Maybe
> the osgQt docs should collect these migration tips.
>
> A minor annoyance remains that I didn't have before: the OSG viewer is in
> a tab widget and I have to setCurrentWidget to a different tab and then
> back on to the OSG widget tab to get the OSG model to appear. No explicit
> repaint, updateGL, etc. calls worked.
>
> On a related note, I got a tip to use
>
> Code:
> QApplication::setAttribute(Qt::AA_DontCheckOpenGLContextThreadAffinity,
> true);
>
>
> to allow use of multithreading in Qt 5. It does allow things to run but
> I'm not sure if this is safe. Thoughts?
>
> As far as the lively Qt discussion, I think you are all correct. Qt is
> probably the best cross-platform GUI framework we have AND it is deeply
> flawed. QML is nifty for mobile/etc GUIs but it is causing the C++ side to
> be neglected. Qt3D is getting pretty good but may not be up to serious
> visualization applications out of the box yet. E.g., I'll have to write a
> manipulator to get close to OSG's great trackball. Our application is
> well-layered so that we can easily keep experimenting in a Qt3D branch
> while using OSG for production builds. I hope that osgQt will keep up with
> Qt and that solutions for the integration and multithreading can be found.
> Maybe we can get more involvement from the Qt devs -- they are certainly
> aware and supportive of the OSG integration.
>
> Cheers,
> Stuart
>
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>
>
>
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