Re: [osg-users] Thoughts on Vulkan
Hi, Additionally to the book you can find very good tutorials and references here: https://vulkan-tutorial.com/ Robert, I'm quite interested and I'll be glad to help in the development of the new scenegraph :). I have some ideas for the new library regarding the similarities between Vulkan and OpenCL which might be interesting to study. Chris, is there any public repository where we can take a look to Heirograph? ;) Best regards, Rafa. El mar., 14 feb. 2017 a las 17:13, Chris Hanson () escribió: > I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango") > has been working on a scene graph named Heirograph with similar design > goals. There is already an OpenGL ES2 backend implementation and our goal > is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or > OGL4 backend as well. > > It is based on modern C++11 and has a basic model loader based on Assimp. > > It can even already render some things. ;) > > There is no OSG-to-Heirograph loader/converter (yet), but Paul Martz > already did one of those with his earlier "JAG" OSG3+ scenegraph project, > so it wouldn't be difficult. > ___ > 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] Thoughts on Vulkan
I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango") has been working on a scene graph named Heirograph with similar design goals. There is already an OpenGL ES2 backend implementation and our goal is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or OGL4 backend as well. It is based on modern C++11 and has a basic model loader based on Assimp. It can even already render some things. ;) There is no OSG-to-Heirograph loader/converter (yet), but Paul Martz already did one of those with his earlier "JAG" OSG3+ scenegraph project, so it wouldn't be difficult. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
There aren't many sources, to be honest. If you like dead-tree type material, I was tech reviewer on this book: https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540 It has good material, but the scope of the task is daunting no matter how you approach it. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Hi Guys, Sorry to hijack this thread a little bit. What would you guys consider the best source of information for Vulkan? Primarily focusing on the fundamentals. Thanks, Sam On Mon, Feb 13, 2017 at 5:43 AM, Robert Osfieldwrote: > On 13 February 2017 at 12:17, Nickolai Medvedev > wrote: > > So, Robert, if you if you are going to use C++11, it means that > > OpenThreads won't be used anymore(use std::thread)? > > One of the reasons to use C++11 is avoid the need to external > dependencies such as OpenThreads. > > However, C++11 threading is still a bit too primitive for serious > threading work as there is no support for processor affinity so we'd > need to implement this. > > Robert. > ___ > 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] Thoughts on Vulkan
On 13 February 2017 at 12:17, Nickolai Medvedevwrote: > So, Robert, if you if you are going to use C++11, it means that > OpenThreads won't be used anymore(use std::thread)? One of the reasons to use C++11 is avoid the need to external dependencies such as OpenThreads. However, C++11 threading is still a bit too primitive for serious threading work as there is no support for processor affinity so we'd need to implement this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 13 February 2017 at 12:13, Nickolai Medvedevwrote: > And it is good that you have ideas. > First of all, it is necessary to refuse opengl fixed pipeline. I don't understand your use of "refuse" here? For OSG-3.6 my plan is to attempt to have an automatic mapping of old fixed function pipeline state to shader based state. > It is necessary to create shader-based lighting system. That all depends upon your needs and the scene graphs you are using, this applies to the OSG or any other scene graph. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
So, Robert, if you if you are going to use C++11, it means that OpenThreads won't be used anymore(use std::thread)? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70171#70171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Hi, Robert. And it is good that you have ideas. First of all, it is necessary to refuse opengl fixed pipeline. It is necessary to create shader-based lighting system. I already try to create deferred rendering with various models of lighting (phong, cook-torrance, etc.), but now it isn't a lot of time, therefore work has stopped. Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70170#70170 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 12 February 2017 at 22:22, Nickolai Medvedevwrote: > Transition to Vulkan will be difficult. Partly because, that all graphics is > based on shaders. But I think that the new system for OpenSceneGraph - it is > good. > I will try to help, as far as I will be able. I've have been putting several ideas that I developed for the new scene graph into the OSG, this will be in 3.6;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Hi, Robert. Transition to Vulkan will be difficult. Partly because, that all graphics is based on shaders. But I think that the new system for OpenSceneGraph - it is good. I will try to help, as far as I will be able. Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70160#70160 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
wow, serious fun! thxs for the road map On 2/11/17, Robert Osfieldwrote: > On 11 February 2017 at 16:56, sduclos wrote: >> Perhaps using Vulkan as a backend to OpenGL ES2 (ex.: ANGLE) >> would not be as involving as rewriting OSG (outch!) > > Vulkan is very different to OpenGL/OpenGL ES. To make the most of > Vulkan, to give all the flexibility and performance benefits you need > to build the scene graph with this in mind. > > The OSG just can't deliver this, it's an OpenGL scene graph by design, > it works with and around OpenGL capabilities/limitations. If you > attempted to graft Vulkan support you'd have to limit the > implementation, if you attempted to use a Vulkan backend hidden by a > OpenGL/ES layer on top of Vulkan you'd loose the benefit of Vulkan, > you'd be better off just using the OpenGL or OpenGL driver directly. > > I think it's crucial to grasp that Vulkan is VERY different to > OpenGL/ES. The threading and performance differences in Vulkan will > change the way we go about implementing graphics. For instance right > now the API overhead in OpenGL/ES is so high we have to do lots to > work batching graphics operations to get best performance. hiding the > API overhead. We also are forced to dispatch data into the OpenGL/ES > fifo single threaded. For a scene graph to make the most of the new > capabilities you have to be able thread preparation of the graphics > data, and now that the API overhead is reduced we open the door to > doing less batching and returning to a more fine grained scene graph > in memory that better maps to what is convenient to implement for the > graphics application rather than try to workaround them doing batching > even when it hurts other parts of our application development. With a > potentially fine grained scene graph we also need to avoid CPU > overheads associated with that scene graph, otherwise will put a > performance bottleneck in the application that prevents us seeing all > the potential of the graphics hardware. > > We simple can't achieve the full potential by grafting Vulkan into/or > adapting it. We have to understand Vulkan and build around it, > > Another consideration is that C++ has moved on, a new scene graph can > adopt C++11, 14, 17, which due to backwards compatibility issues the > OSG can't adopt these recent versions of C++. Perhaps it 5 years it > might be able to do, but not right now if we want to carry the > majority of the community with us. > > Robert. > ___ > 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] Thoughts on Vulkan
On 11 February 2017 at 16:56, sducloswrote: > Perhaps using Vulkan as a backend to OpenGL ES2 (ex.: ANGLE) > would not be as involving as rewriting OSG (outch!) Vulkan is very different to OpenGL/OpenGL ES. To make the most of Vulkan, to give all the flexibility and performance benefits you need to build the scene graph with this in mind. The OSG just can't deliver this, it's an OpenGL scene graph by design, it works with and around OpenGL capabilities/limitations. If you attempted to graft Vulkan support you'd have to limit the implementation, if you attempted to use a Vulkan backend hidden by a OpenGL/ES layer on top of Vulkan you'd loose the benefit of Vulkan, you'd be better off just using the OpenGL or OpenGL driver directly. I think it's crucial to grasp that Vulkan is VERY different to OpenGL/ES. The threading and performance differences in Vulkan will change the way we go about implementing graphics. For instance right now the API overhead in OpenGL/ES is so high we have to do lots to work batching graphics operations to get best performance. hiding the API overhead. We also are forced to dispatch data into the OpenGL/ES fifo single threaded. For a scene graph to make the most of the new capabilities you have to be able thread preparation of the graphics data, and now that the API overhead is reduced we open the door to doing less batching and returning to a more fine grained scene graph in memory that better maps to what is convenient to implement for the graphics application rather than try to workaround them doing batching even when it hurts other parts of our application development. With a potentially fine grained scene graph we also need to avoid CPU overheads associated with that scene graph, otherwise will put a performance bottleneck in the application that prevents us seeing all the potential of the graphics hardware. We simple can't achieve the full potential by grafting Vulkan into/or adapting it. We have to understand Vulkan and build around it, Another consideration is that C++ has moved on, a new scene graph can adopt C++11, 14, 17, which due to backwards compatibility issues the OSG can't adopt these recent versions of C++. Perhaps it 5 years it might be able to do, but not right now if we want to carry the majority of the community with us. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 11 February 2017 at 12:15, Max Maslovwrote: > Thanks for answer. So, when you plan to start developing of Vulkan scene > graph? Maybe after 3.6? :) My plan is complete the OSG-3.6 stable release and then move to the new scene graph. My intention is for the core of the new scene graph to be API agnostic, then have backends for Vulkan, OpenGL and OpenGL ES. The focus will be primarily on Vulkan in terms of making sure the design of the scene graph fully leverage what Vulkan is capable of. Until we get an implementation going I can't say exactly how this will impact the OpenGL/ES side. The new scene graph needs to be relevant to application developers for the next 15+ years, taking over the "mantel" from the OSG is this respect ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Hi Robert, Perhaps using Vulkan as a backend to OpenGL ES2 (ex.: ANGLE) would not be as involving as rewriting OSG (outch!) Sylvain. On 2/11/17, Robert Osfieldwrote: > On 11 February 2017 at 08:29, Max Maslov wrote: >> Any news about Vulkan in OSG? > > I continue to believe it is impractical to support Vulkan directly > within the OSG, while technical possible it would require a massive > rewrite which would break backwards compatibility and require major > changes to OSG applications. > > The path I am planning to develop a another scene graph that directly > supports Vulkan, and have support for integrating the OSG and this new > scene graph. The intention behind this would be to make it possible > for OSG applications to be migrated across incrementally as well as > provide a leg up to the new scene graph by giving it access to OSG > loaders etc. > > Robert. > ___ > 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] Thoughts on Vulkan
Thanks for answer. So, when you plan to start developing of Vulkan scene graph? Maybe after 3.6? :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70152#70152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 11 February 2017 at 08:29, Max Maslovwrote: > Any news about Vulkan in OSG? I continue to believe it is impractical to support Vulkan directly within the OSG, while technical possible it would require a massive rewrite which would break backwards compatibility and require major changes to OSG applications. The path I am planning to develop a another scene graph that directly supports Vulkan, and have support for integrating the OSG and this new scene graph. The intention behind this would be to make it possible for OSG applications to be migrated across incrementally as well as provide a leg up to the new scene graph by giving it access to OSG loaders etc. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Any news about Vulkan in OSG? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70148#70148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
robertosfield wrote: > > > This is not far from my own viewpoint. I do have a rough plan in mind that > is still evolving. I'll open my own thoughts for discussion once OSG-3.4 is > out the door. > > What is the status of this white paper? I really would like to discus this. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65924#65924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 29 December 2015 at 23:30, Cor Jansenwrote: > What is the status of this white paper? Afraid I've been too busy with client work to write it yet. > I really would like to discus this. As a spare time activity I've begun design work exploring what a next gen scene graph that supports multiple graphics APIs that would include OpenGL/GLES and Vulkan. I have many sheets of white paper with writing and diagrams on but none of it is in a form that can be published and when I get a time slot I'll dive in a start experimenting with the implementation side. The general gist is I don't believe the OSG itself can be morphed to support a radically new API like Vulkan without massively breaking the existing OSG API. We either retain the bulk of the existing OSG API, stay focused on OpenGL/GLES and retain our existing user base or we break the API in extensive ways to support Vulkan and accept that we won't carry the majority of the existing community with us. In my design work on a next gen scene graph I have sought ways of making it compatible with existing OSG applications so users could bit by bit move across when they feel the need. In you'd want to move across to Vulkan and still use the OSG one would need to replace extensive parts of the OSG scene graph across to the next gen scene graph. It may be even appropriate at some point to enable a build of the OSG that doesn't have any OpenGL calls, so that the whole GL/Vulkan calls are deferred to the next gen scene graph. Exactly what this next gen scene graph would look like and the exact mechanics of integration of the OSG is not something I can say yet - original designs very often don't survive implementation. For the OSG community though I have the intention to try and make this integration possible. My clients are all OSG users so there is plenty of motivation for me to make sure this path works out as well. So I won't be turning my back on the OSG and it's community. I can't really say too much more at this point. Vulkan hasn't been released yet. I haven't begun implementing the next gen scene graph that wafting around my head and on bits of paper. The only big decisions I've made so far is that a new scene graph would be written in C++11, use it's threading etc, support multiple graphics APIs and be possible to integrate it with OSG and other applications and will be open source. When concrete progress happens I will keep the OSG community involved. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Hi David, Chris et. al, On 14 April 2015 at 22:47, Chris Hanson xe...@alphapixel.com wrote: I think OSG is a bad fit for Vulkan. OSG has so much code to support FFP dataflows that Vulkan doesn't have. I personally think a Vulkan scenegraph could be made from the components of OSG (OSG 4.x?) but bringing along all of OSG's legacy code into a Vulkan space would be counterproductive. This is not far from my own viewpoint. I do have a rough plan in mind that is still evolving. I'll open my own thoughts for discussion once OSG-3.4 is out the door. Right now getting a OSG-3.4 is my focus. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
I think OSG is a bad fit for Vulkan. OSG has so much code to support FFP dataflows that Vulkan doesn't have. I personally think a Vulkan scenegraph could be made from the components of OSG (OSG 4.x?) but bringing along all of OSG's legacy code into a Vulkan space would be counterproductive. As far a stability of Vulkan, you are correct, it will have rough edges. But it's being built on the designs of Metal and Mantle and those already have a pretty good track record. And part of the point of Vulkan is to make a much smaller footprint, so driver stability is much easier to achieve. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Well Chris, I don't think that anyone has ruled out using Vulkan on OSG, it just that the verdict is out about adoption. Besides, as I have learned from my resent VR experience, sometimes early adoption is not the wise course of action. As for me, I will adopt Vulkan when I have a good understanding of how it works and the standards are stable. It took awhile before the standards for GLSL to be ironed out. I'm worried about it being the same way for Vulkan. D Glenn Chris Hanson wrote: Personally, my thought on Vulkan is that it present an opportunity to solve a number of long-standing problems that history has shown OpenGL now has as a result of graphics software and hardware evolving. OpenGL was intended as standardized moderately high-level abstraction layer. Today, applications want to be able to choose and customize their high level abstraction (which is what scene graphs like OSG and game engines like Unity are) and those engines want a lower-level of the actual hardware. Vulkan seeks to address this change. -- Chris 'Xenon' Hanson, omo sanza lettere. http://www.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 • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel (https://twitter.com/alphapixel) facebook.com/alphapixel (http://facebook.com/alphapixel) (775) 623-PIXL [7495] -- Post generated by Mail2Forum David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63393#63393 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Personally, my thought on Vulkan is that it present an opportunity to solve a number of long-standing problems that history has shown OpenGL now has as a result of graphics software and hardware evolving. OpenGL was intended as standardized moderately high-level abstraction layer. Today, applications want to be able to choose and customize their high level abstraction (which is what scene graphs like OSG and game engines like Unity are) and those engines want a lower-level of the actual hardware. Vulkan seeks to address this change. -- 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 • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
Greetings! Neil Trevett has made it clear that OpenGL is in its prime and not going away, so I'm not rushing to buy my Vulkan red book just yet - like there is any! I see Vulkan as something that is geared to a gaming engines for the short term! Over time, who knows! Valve, Unity and Epic are going to be the early adopters from what I understand. I will see how that goes as I'm in the middle of researching VR for Simulation, raping my brain around the Time Warp function and taking notes! D Glenn David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63373#63373 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
On 16 March 2015 at 04:36, Chris Hanson xe...@alphapixel.com wrote: I'd be interested in seeing a draft of your white paper if you're willing to share. I'm not far enough along with the writing it all down to share yet. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Thoughts on Vulkan
Hey all, Now that the Khronos group has announced Vulkan/SPIR-V, are there any plans to integrate it into OSG as an alternative back end? Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thoughts on Vulkan
I've been kind of looking at it and not thinking it's a very good fit. We've been writing a couple of new minimal scene graphs for the non-FFP future (JAG, and another called Sobek), and are wondering if it makes sense to rewrite one of those to Vulkan and then just try to port the desirable things forward from OSG as they are needed. OSG is big and has lots of interesting things, but OSG is also big and has lots of _interesting_ things... On Sun, Mar 15, 2015 at 9:48 AM, Preet prismatic.proj...@gmail.com wrote: Hey all, Now that the Khronos group has announced Vulkan/SPIR-V, are there any plans to integrate it into OSG as an alternative back end? Preet ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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 • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org