[osg-users] Multiple view auto rescale resulting image

2010-09-22 Thread Anthony Face
Hi,

I have a scene with 3 differents views. One global 600*600px, one following one 
node 600*600px and one following an other node 1200*600px

the lase one rendering screen is rescale (2;1).

How i can change it to have a larger view but without rescale objects?


Thank you!

Cheers,
Anthony


 (http://www.hordes.fr?ref=litllechicken)

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[osg-users] Lighting an HeighField.

2010-09-22 Thread BARRAL Adrien
Hello, 

I am creating a scene composed of two objects : - A (yellow) submarine, and a 
osg::ShapeDrawable created from an osg::HeightField : The Seabed.

I use a spot light to illuminate this scene. The spot light is positinoned 1 
meter above the submarine, the submarine is 10 meters above the seabed.

My Submarine is a 3ds file correctly imported.

My light is defined as :

Code:

osg::ref_ptr osg::LightSource m_spotAvant;
osg::ref_ptr osg::Light m_lumSpotAvant;
m_spotAvant = new LightSource;
m_lumSpotAvant = m_spotAvant-getLight();
m_lumSpotAvant-setLightNum(0);
m_lumSpotAvant-setPosition(Vec4f(0,0,-89,1));
m_lumSpotAvant-setDirection(Vec3f(0,0,-1));
m_lumSpotAvant-setSpotCutoff(90.);
m_lumSpotAvant-setSpotExponent(50);
m_lumSpotAvant-setConstantAttenuation(0.1);
m_lumSpotAvant-setDiffuse(osg::Vec4(1.0f,0.0f,1.0f,1.0f));
m_spotAvant-setLocalStateSetModes(osg::StateAttribute::ON);




I suppose to have a part of my submarine illuminated (because of the spotCutOff 
and the Spot exponent), and part of the seabed illuminated to.

My Submarine is illuminated, but not the sea bed... It is completly black !

I decide to positione a cylinder created in this way :

Code:

osg::ref_ptr osg::Cylinder  m_testCylindre = new 
osg::Cylinder(osg::Vec3f(0,0,-95), 5, 2);
osg::ref_ptr osg::Geode m_gCylindre = new Geode;
m_gCylindre-addDrawable(new osg::ShapeDrawable(m_testCylindre));
scene-addChild(m_gCylindre);




So this cylinder is 5 meter below the submarine, and 5 meter above the seabed.

The cylinder is well illuminated !

So why my cylinder is well illuminated, and not my seabed ? Both objects are 
osg::ShapeDrawable...


Of course I try to find answer to this question looking in the OSG Examples. I 
try to run the osgspotlight example, and this sample seems to have the same 
behaviour. The HeightMaps is black, I can't see the spot light !


Best regards, 

A. BARRAL.

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Re: [osg-users] CompositeViewer issues

2010-09-22 Thread Robert Osfield
Hi Brad,

Could you see if you can reproduce this problem with the one of the
OSG examples, or a small tweak of one to reproduce this problem.  If I
can reproduce it reliably then there is a much better chance of
spotting the culprit and finding a solution.

Cheers,
Robert.

On Tue, Sep 21, 2010 at 10:27 PM, Brad Huber br...@procerusuav.com wrote:
 Hello,



 I recently converted our osg based application over to use Composite Viewer
 because we need multiple Views on the same scene graph.  I’m running in to a
 little snag which appears to be a bug in CompositeViewer.



 Simple way of explaining the manifestation of the issue is that I have two
 Windows and two Views (one view per window) and they both have event
 handlers attached to the views which react to the
 osgGA::GUIEventAdapter::RESIZE event.  Resizing works hunky dory for view 0
 but it does not work correctly for view 1.  I believe the culprit is related
 to these lines of code found in CompositeViewer::eventTraversal().



 osgViewer::View* masterView = getViewWithFocus() ? getViewWithFocus() :
 _views[0].get();

 .

 .

 .

 viewEventsMap[masterView].insert( viewEventsMap[masterView].end(),
 gw_events.begin(), gw_events.end() );



 The problem is that when resizing, apparently getViewWithFocus() returns
 NULL (I guess because the mouse is over the window frame and not the view
 within the window.  Therefore a resize event is taken out of the graphics
 window queue for the 2nd window and stuck into the event queue for the 0
 view (a mismatch).  The effect for me is that the when I resize one window
 the HUD I have set up in the other window receives the resize event and
 changes which obviously isn’t what I want J.



 This does seem to be somewhat intermittent and may be related to whether
 your mouse tends to fall off the window frame towards the view or away from
 the view…



 PS I don’t have a solution in hand yet.  I thought I would throw this out
 there in case it’s a known issue or something.



 Thanks

 -Brad

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Re: [osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]

2010-09-22 Thread Robert Osfield
Hi Paul,

In the OpenSceneGraph-2.9.9 dev release, and svn/trunk there is work
by Wang Rui on osgParticle this provides support for using shaders
with particles systems, there is also an example osgparticleshader
that will illustrate how to use it.

Robert.

On Wed, Sep 22, 2010 at 5:49 AM, Paul Pocock
paul.poc...@dsto.defence.gov.au wrote:
 Hi -just a quick one - Im delving into osg::Particle at the moment and I
 wish to do some glsl processing on the geometry or whatever particle
 template is used. Is this trivial ? and is there a way to set/get the
 drawables in an osg Particle system?

 Regards

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 have received this email in error, you are requested to contact the sender 
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Re: [osg-users] (no subject)

2010-09-22 Thread Robert Osfield
Hi Vivek,

On Wed, Sep 22, 2010 at 6:44 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
 Hi,do not send mail. I am very busy.

Too busy to be polite or to take control of your own subscription?

At the bottom of all emails there is the link to the mailing list
admin pages, simple log in and disable your receipt of mailing lists
posts or simply subscribe.

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Robert.
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Re: [osg-users] Multiple view auto rescale resulting image

2010-09-22 Thread Robert Osfield
HI Anthony,

There a several ways one could interpret your post.  What do you mean
by a larger view?  What do you mean by rescale (2,1)?

Robert.

On Wed, Sep 22, 2010 at 8:25 AM, Anthony Face litllechic...@hotmail.com wrote:
 Hi,

 I have a scene with 3 differents views. One global 600*600px, one following 
 one node 600*600px and one following an other node 1200*600px

 the lase one rendering screen is rescale (2;1).

 How i can change it to have a larger view but without rescale objects?


 Thank you!

 Cheers,
 Anthony

 
  (http://www.hordes.fr?ref=litllechicken)

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Re: [osg-users] Lighting an HeighField.

2010-09-22 Thread Robert Osfield
Hi Adrian,

The osgspotlight example that illustrates the use of multi-texturing
to do a spot light, rather than just using OpenGL lighting to do the
spot light.

From your explanation I can't work out whether the osgspotlight
example is working correctly on your system.  When I run the example
what I see is a cessna moving through a circle with a region of the
terrain in front and below it light up, but the rest of the terrain is
darkened by not completely black.

If you aren't seeing the light up area then it sounds like very basic
features of OpenGL are not working on your system and you need to look
at the driver/hardware.

As for the height field not being illuminated, there is no reason for
this not to work if you've set up everything correctly.  Personally I
wouldn't use ShapeDrawable's for this type of work as they are just
very primitive convenience classes, they don't scale well to handle
complete rendering requirements or provide best performance.

Robert.

On Wed, Sep 22, 2010 at 9:18 AM, BARRAL Adrien a...@robopec.com wrote:
 Hello,

 I am creating a scene composed of two objects : - A (yellow) submarine, and a 
 osg::ShapeDrawable created from an osg::HeightField : The Seabed.

 I use a spot light to illuminate this scene. The spot light is positinoned 1 
 meter above the submarine, the submarine is 10 meters above the seabed.

 My Submarine is a 3ds file correctly imported.

 My light is defined as :

 Code:

 osg::ref_ptr osg::LightSource m_spotAvant;
 osg::ref_ptr osg::Light m_lumSpotAvant;
 m_spotAvant = new LightSource;
 m_lumSpotAvant = m_spotAvant-getLight();
 m_lumSpotAvant-setLightNum(0);
 m_lumSpotAvant-setPosition(Vec4f(0,0,-89,1));
 m_lumSpotAvant-setDirection(Vec3f(0,0,-1));
 m_lumSpotAvant-setSpotCutoff(90.);
 m_lumSpotAvant-setSpotExponent(50);
 m_lumSpotAvant-setConstantAttenuation(0.1);
 m_lumSpotAvant-setDiffuse(osg::Vec4(1.0f,0.0f,1.0f,1.0f));
 m_spotAvant-setLocalStateSetModes(osg::StateAttribute::ON);




 I suppose to have a part of my submarine illuminated (because of the 
 spotCutOff and the Spot exponent), and part of the seabed illuminated to.

 My Submarine is illuminated, but not the sea bed... It is completly black !

 I decide to positione a cylinder created in this way :

 Code:

 osg::ref_ptr osg::Cylinder  m_testCylindre = new 
 osg::Cylinder(osg::Vec3f(0,0,-95), 5, 2);
 osg::ref_ptr osg::Geode m_gCylindre = new Geode;
 m_gCylindre-addDrawable(new osg::ShapeDrawable(m_testCylindre));
 scene-addChild(m_gCylindre);




 So this cylinder is 5 meter below the submarine, and 5 meter above the seabed.

 The cylinder is well illuminated !

 So why my cylinder is well illuminated, and not my seabed ? Both objects are 
 osg::ShapeDrawable...


 Of course I try to find answer to this question looking in the OSG Examples. 
 I try to run the osgspotlight example, and this sample seems to have the same 
 behaviour. The HeightMaps is black, I can't see the spot light !


 Best regards,

 A. BARRAL.

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Re: [osg-users] Lighting an HeighField.

2010-09-22 Thread BARRAL Adrien
Thanks for your answer...

Now, osgspotlight example is working on my computer... (I didn't download the 
ressources file, shame on me).

I will try to do exactly like in this sample, and I hope all wil be right !

So in this sample, they use a HeighMap and a osg::ShapeDrawable. You said 
that's not a good idea to use these classes :

 
 Personally I wouldn't use ShapeDrawable's for this type of work as they are 
 just very primitive  convenience classes, they don't scale well to handle 
 complete rendering requirements or provide best performance
 


What kine of OSG object do you use for that ?

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Re: [osg-users] Lighting an HeighField.

2010-09-22 Thread Robert Osfield
Hi Adrian,

On Wed, Sep 22, 2010 at 10:32 AM, BARRAL Adrien a...@robopec.com wrote:
 Personally I wouldn't use ShapeDrawable's for this type of work as they are 
 just very primitive  convenience classes, they don't scale well to handle 
 complete rendering requirements or provide best performance

 What kine of OSG object do you use for that ?

It depends upon how much you want things to scale.

For very large terrains,  you'll want to use a paged databases, either
using VirtualPlanetBuilder to build it off line, or using the 3rd
party osgEarth NodeKit to do it runtime.

For smaller terrain, such as under a million vertices, you can just
use one or more osgTerrain::TerrainTile, or just create your own
osg::Geometry directly.

Robert.
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[osg-users] Instanced geometry using a (non power of two)texture1D like a vertex buffer.

2010-09-22 Thread Jordi Torres
Hi all,

I am trying to show instanced geometry using a texture1D like a vertex
buffer. In fact I have it working more or less... but if my Texture 1D is
non power of two then my shader does not render some of the instances.
Attached is the code and two images, one with a non power of two texture(9
elements) that fails to draw last element, and other with 256 elements that
is drawn correctly.

I am using TransferFunction1D to pass my geometry array to a texture1D.
Anybody knows what I'm doing wrong? Of course I have set
texture-setResizeNonPowerOfTwoHint(false);

Thank you in advance!

Jordi.


-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
attachment: 9instances.pngattachment: 256instances.png#include osg/Texture1D
#include osg/TransferFunction
#include osg/Geometry
#include osg/Geode
#include osg/Uniform
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/StateSetManipulator
#include osgGA/TrackballManipulator
#include osg/ShapeDrawable
#include iostream


osg::Texture1D* geometryArrayToTexture(osg::Vec3dArray* geometryArray)
{
osg::Texture1D* texture= new osg::Texture1D();
osg::Image* im= new osg::Image();
int size = geometryArray-size();
osg::TransferFunction1D::ColorMap geometryMap;
int value =0;

for (osg::Vec3dArray::iterator it= geometryArray-begin(); it!= geometryArray-end();++it)
{
geometryMap[(float)value/(float)geometryArray-size()] = osg::Vec4((float)it-x(),(float)it-y(),(float)it-z(),0.);
++value;
}
if (geometryMap.empty())
{
std::coutError: No values read from geometry: std::endl;
return 0;
}
osg::TransferFunction1D* transferFunction = new osg::TransferFunction1D;
transferFunction-allocate(geometryArray-size());
transferFunction-assign(geometryMap);
texture-setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
texture-setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
texture-setResizeNonPowerOfTwoHint(false);
im = transferFunction-getImage();
im-setInternalTextureFormat(GL_RGBA32F_ARB);
im-setPixelFormat(GL_RGBA);
im-setDataType(GL_FLOAT);
texture-setImage(im);
return texture;
}

int main (int argc, char *argv[])
{

const float halfDimX( .5 );
const float halfDimZ( .5 );
osg::Geometry *geom = new osg::Geometry();
osg::Geometry *auxgeom = new osg::Geometry();
osg::Vec3Array* instaceArray = new osg::Vec3Array;
osg::Geode* g= new osg::Geode();

//Create a geometry for use as instance
//** Borrowed from osgdrawinstaced example**
instaceArray-resize( 4 );
geom-setVertexArray( instaceArray );
geom-setUseDisplayList( false );
geom-setUseVertexBufferObjects( true );

// Geometry for a single quad.
(*instaceArray)[ 0 ] = osg::Vec3( -halfDimX, 0., -halfDimZ );
(*instaceArray)[ 1 ] = osg::Vec3( halfDimX, 0., -halfDimZ );
(*instaceArray)[ 2 ] = osg::Vec3( halfDimX, 0., halfDimZ );
(*instaceArray)[ 3 ] = osg::Vec3( -halfDimX, 0., halfDimZ );

//SET number of instances
float ninstances=9;

// Use the DrawArraysInstanced PrimitiveSet and tell it to draw ninstances.
geom-addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 4, ninstances ) );

osg::BoundingBox bb( -1, -1, -1, 10., 10., 10. );
geom-setInitialBound( bb );

osg::Vec3dArray* geometryArray = new osg::Vec3dArray;

// Fill geometry array
for(int i=0;ininstances/sqrt(ninstances);++i)
for(int j =0 ;jninstances/sqrt(ninstances);++j)
geometryArray-push_back( osg::Vec3( i*2., 0., j*2.));

//Uniform stuff
osg::ref_ptrosg::Texture1D tex = geometryArrayToTexture(geometryArray);
osg::ref_ptrosg::StateSetss= g-getOrCreateStateSet();
ss-setTextureAttribute(0, tex);
osg::Uniform* guniform= new osg::Uniform(texturePos, tex );
guniform-set(0);
ss-addUniform(guniform);
ss-addUniform(  new osg::Uniform( color, osg::Vec4(1.,1.,0.,0.) ));
ss-addUniform(  new osg::Uniform( nInstances, ninstances));
//shader
std::string vertexSource =

#extension GL_EXT_gpu_shader4 : enable\n
uniform sampler1D texturePos;\n
uniform float nInstances;\n
void main() \n
{ \n
vec4 pos= gl_Vertex+ vec4(texture1D(texturePos,(float(gl_InstanceID)/nInstances)).xyz,0.);\n
gl_Position= gl_ModelViewProjectionMatrix*pos;\n
} \n;
std::string fragSource =
uniform vec4 color;\n
void main() \n
{ \n
gl_FragColor = color; \n
} \n;

//shader activation stuff
osg::ref_ptr osg::Shader  vertexShader = new osg::Shader();
vertexShader-setType( osg::Shader::VERTEX );
vertexShader-setShaderSource( vertexSource );
osg::ref_ptr osg::Shader  fragmentShader = new osg::Shader();
fragmentShader-setType( 

Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-09-22 Thread Samuel Grant
Yeah, trying that now. I had already recompiled the Collada DOM and OSG under 
MSYS/MinGW. Recompiling QT there now too...

We'll see how it goes!

Thank you!

Cheers,
Samuel

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[osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread BARRAL Adrien
Hello, 

I am writting an application wich use osgOcean Plugin.

I add to an ocean scene a submarine (imported from a 3DS file), and I would 
like to activate spot lights of this submarine.
So I attach to the submarine a light :


Code:

Vec4f lightPose(0,-1270,0,1); // le kster mesurant1.26mètres (d'après blender 
et le fichier 3ds), on met la lampe juste devant.
m_lumSpotAvant = new Light;
m_lumSpotAvant-setLightNum(1);
m_lumSpotAvant-setPosition(lightPose);
// look downard (pointed on the seabed)
m_lumSpotAvant-setDirection(Vec3f(0,0,-1));
m_lumSpotAvant-setSpotCutoff(90.0);
m_lumSpotAvant-setSpotExponent(50);
m_lumSpotAvant-setConstantAttenuation(0.1);
m_lumSpotAvant-setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));

m_spotAvant = new LightSource;
m_spotAvant-setLight(m_lumSpotAvant);
m_spotAvant-setLocalStateSetModes(osg::StateAttribute::ON);
m_spotAvant-setStateSetModes(*_rootStateSet,osg::StateAttribute::ON);
this-addChild(m_spotAvant);



Where _rootStateSet is the StateSet of the OceanScene.

There is another light in my scene, created like in the oceanExemple :

Code:

StateSet* rootStateSet = m_oceanScene-getOrCreateStateSet();
osg::LightSource* lightSource = new osg::LightSource;
osg::ref_ptrosg::Light light = lightSource-getLight();
light-setLightNum(0);
light-setAmbient( osg::Vec4d(0.3f, 0.3f, 0.3f, 1.0f ));
light-setDiffuse( intColor( 191, 191, 191 ,255) );
light-setSpecular(osg::Vec4d( 0.1f, 0.1f, 0.1f, 1.0f ) );
light-setPosition( osg::Vec4f(osg::Vec3f(326.573, 1212.99 ,1275.19), 1.f) ); 
// point light
lightSource-setLocalStateSetModes(osg::StateAttribute::ON);
lightSource-setStateSetModes(*rootStateSet,StateAttribute::ON);
m_oceanScene-addChild( lightSource );




When I did it, I can't see my spotlight.

I tried to do the same thing in a non osgOcean Scene, with the same lights, and 
that's work... I can see my seabed illuminated by an ambiant light, an area 
above the spot, illuminated by the spot...

So why using an OceanScene disable my lighting effects ??


Best Regards, 
A. BARRAL

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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-22 Thread Gianni Ambrosio
Hi Jean-Sébastien,
I tried that but looking at the debug information seems the correct dll is 
found but it cannot be loaded successfully.

FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll

Any idea?

Regards
Gianni

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Re: [osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread Jean-Sébastien Guay

Hello Adrien,


So why using an OceanScene disable my lighting effects ??


osgOcean uses shaders for most of its effects, and these shaders assume 
directional lights. You will have to customize the shaders to do the 
right calculations for all types of light source.


This is not a trivial topic and will require you to get acquainted with 
writing GLSL shaders and also to modify the code of osgOcean and 
recompile it.


To make osgOcean use your customized shaders you have two options.

1. Modify the shaders embedded in the osgOcean source code and recompile 
osgOcean.
2. Modify the shaders in osgOcean's resource directory and disable the 
USE_LOCAL_SHADERS define in the osgOcean source code and recompile 
osgOcean.


I've been thinking of removing the USE_LOCAL_SHADERS define in osgOcean. 
Currently osgOcean will use shaders embedded in its source code if 
USE_LOCAL_SHADERS==1, and will load shaders from files if it's ==0. I 
think a more useful way would be to just make it try to load shaders 
from files (from the current directory, then OSG's data file path list, 
as is OSG standard) and if they're not found, use the shaders embedded 
in the source. This will allow apps to easily customize shaders without 
recompiling by just distributing the shaders with the app, and if they 
just need the default shaders they can not distribute them and the 
default ones from the source code will be used, all without recompiling.


I'll try to get around to doing this soon. Also I haven't heard from Kim 
Bale in a very long time, so I may try to make a release of osgOcean 
soon with the modifications I've made since the last release. It's been 
a while now.


Hope this helps,

J-S
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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-22 Thread Jean-Sébastien Guay

Hi Gianni,


FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll


Yeah, when it gets to that point OSG doesn't give you much information 
as to WHY it failed loading the plugin...


Did you try doing a profile run in Dependency Walker? It might be able 
to give you more information as to why that plugin cannot be loaded 
correctly. Perhaps it's a manifest problem, or something obscure like 
that...


J-S
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Re: [osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread BARRAL Adrien
Hi  !

Thank for your reply, but that is exacly what I would'nt want to read !
I am affraid about learning gl Shading Language. 

Do you know some cool resources to learn it ? I have got the OpenGL Super Bible 
4th edition, is it enough ?


Thanks !

A. BARRAL

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Re: [osg-users] [osgOcean] Light effect in osgOcean

2010-09-22 Thread Jean-Sébastien Guay

Hello Adrien,


Thank for your reply, but that is exacly what I would'nt want to read !
I am affraid about learning gl Shading Language.


Hehe, sorry about that! But you'll see you can do lots of great things 
pretty easily once you've learned GLSL. It opens up a great new world. :-)



Do you know some cool resources to learn it ? I have got the OpenGL Super Bible 
4th edition, is it enough ?


I would recommend the OpenGL Shading Language (orange book) by Randi 
Rost, it has a chapter about replicating OpenGL fixed pipeline in 
shaders which will be useful to you.


Also this site is well done, though some parts are obsolete.

http://www.lighthouse3d.com/opengl/glsl/

And you can get ShaderGen (which was made by 3DLabs but is not 
distributed anymore, but can be downloaded from http://www.mew.cx/glsl/) 
which can generate shaders that replicate the fixed pipeline. It has a 
GUI where you select which features you need and then it gives you the 
corresponding GLSL shader.


Though you'll have to be careful to keep the parts that are specific to 
osgOcean in place when you edit its shaders.


Hope this helps,

J-S
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Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-09-22 Thread Florian Kolbe
Hi,

 I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebugInfo) 
in OSG 2.9.9 as follows. The file was created with:


Code:
osgconv abc.dae abc.ive -O compressed




Code:

   
 osgdb_iverd.dll!ive::DataInputStream::DataInputStream(std::basic_istreamchar,std::char_traitschar
   * istream=0x0030da6c, const osgDB::Options * options=0x35106238)  Line 196 
   C++

osgdb_iverd.dll!ReaderWriterIVE::readNode(std::basic_istreamchar,std::char_traitschar
   fin={...}, const osgDB::Options * options=0x35106238)  Line 97 C++
osgdb_iverd.dll!ReaderWriterIVE::readNode(const 
std::basic_stringchar,std::char_traitschar,std::allocatorchar   
file=abc.ive, const osgDB::Options * options=0x)  Line 74 + 0x18 
bytes C++

osg66-osgDBrd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter 
 rw={...})  Line 791 + 0x24 bytes   C++
osg66-osgDBrd.dll!osgDB::Registry::read(const 
osgDB::Registry::ReadFunctor  readFunctor={...})  Line 964   C++
osg66-osgDBrd.dll!osgDB::Registry::readImplementation(const 
osgDB::Registry::ReadFunctor  readFunctor={...}, 
osgDB::Options::CacheHintOptions cacheHint=CACHE_NODES)  Line 1128C++



The line in question is:


Code:
if (!uncompress(*istream, data))



Hope this helps!

Cheers,
Florian

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Re: [osg-users] [osgPlugins] osgdb_ive.dll problem when loading an ive globe in osg app

2010-09-22 Thread Florian Kolbe
Hi,

 sorry, my reply was probably OT and should be separate topic.

Cheers,
Florian

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[osg-users] tessellation shaders supported?

2010-09-22 Thread Waldemar Schwan

Hi,

my want to use the new tessellation control and tessellation evaluation 
shaders that are new in OpenGL 4.

Is there support for them in OSG trunk?

I only found
   VertexProgramm 
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/VertexProgram.cpp 
)

and
   FragmentProgramm ( 
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/FragmentProgram.cpp 
)


Also I understand there is another way to create shaders, shown in the 
geometry shader example 
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggeometryshaders/osggeometryshaders.cpp#L116) 
.
I noted that *new* osg::Shader( osg::Shader::GEOMETRY, geomSource ) 
actually uses open GL constants 
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Shader#L87).


Since osg::Shader seams pretty generic is it a good idea to just use the 
matching GL constant ( something like GL_TESSELLATION_CONTROL_SHADER or so)?


I guess my question is: How do I use tessellation shaders with OSG?

Best regards
   Waldemar
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[osg-users] OpenFlight: Reading the Extension Record

2010-09-22 Thread Brad Colbert
Hello all,

We would like to store some extra meta-data along with (embedded) in our
OpenFlight models.  Looking at the OpenFlight spec, there appears to be
this thing called an Extension Record that can contain many things,
even XML which is what we are interested in.

To cut-to-the-chase, does the OpenFlight loader in OSG read in any way
these Extension Records or, worse, preclude the reading of the record?

I know this is a pretty open question but I'm just starting to dig into
this.

Any information will be more than I have now, thanks!

-B

---
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Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044

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Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-22 Thread Don Leich

Hi Robert,

I am now able to set an overall color for otherwise uncolored
geometries with your suggested fix.  I still don't understand why this
is correct.  I thought that the setStateSet would set a current color
from it's material which is now OSG seemed to behave until 2.9.3.


osg::Group *primary   = gg.getPrimarySurface();
// This used to specify an overall color for otherwise uncolored geometries.
primary-setStateSet( _state.get() );

// Now required to set the overall color directly in the Geode.
// Uses the material associated with the state.
osg::Geode *gg = dynamic_castosg::Geode*(primary-getChild(0));
if ( gg )
_applyColor( gg, _material-getDiffuse(osg::Material::FRONT_AND_BACK));

...

void Material::_applyColor( osg::Geode *gg, osg::Vec4 color )
{
osg::ref_ptrosg::Geode geode = gg;
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array( 1 );
(*colors)[ 0 ] = color;
for ( unsigned int ii=0; iigeode-getNumDrawables(); ii++ )
{
osg::Geometry *geom = dynamic_castosg::Geometry*(geode-getDrawable( 
ii ));

geom-setColorArray( colors.get() );
geom-setColorBinding( osg::Geometry::BIND_OVERALL );
}
}


-Don


Robert Osfield wrote:

Hi Don,

On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote:


I confirmed that the bug persists in today's SVN trunk.  In the example
already supplied the overall color is not applied when normals are
given as BIND_PER_PRIMITIVE.



I've just tested svn/trunk and 2.9.3 and can confirm that there is
different behaviour.

I've also isolated the two geometries that use BIND_PER_PRIMITIVE and
they just use this binding for normals, but have no colour array
assigned at all.  So... they will be inheriting their colour from
other geometries in a completely undefined way.

This to me doesn't look like a bug at all, but an issue with a
under-defined scene graph, and just by luck it's worked before.
Please assign colours to all the geometries that need it and then
re-test.

Robert.



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Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-22 Thread Tim Moore
On Wed, Sep 22, 2010 at 7:13 PM, Don Leich d...@ilight.com wrote:

 Hi Robert,

 I am now able to set an overall color for otherwise uncolored
 geometries with your suggested fix.  I still don't understand why this
 is correct.  I thought that the setStateSet would set a current color
 from it's material which is now OSG seemed to behave until 2.9.3.


osg::Group *primary   = gg.getPrimarySurface();
// This used to specify an overall color for otherwise uncolored
 geometries.
primary-setStateSet( _state.get() );

 That only sets a color if the color mode of the material is OFF. That is
the default for Material; perhaps you've set it to something different in
the material that's in _state?

// Now required to set the overall color directly in the Geode.
// Uses the material associated with the state.
osg::Geode *gg = dynamic_castosg::Geode*(primary-getChild(0));
if ( gg )
_applyColor( gg,
 _material-getDiffuse(osg::Material::FRONT_AND_BACK));

 ...

 void Material::_applyColor( osg::Geode *gg, osg::Vec4 color )
 {
osg::ref_ptrosg::Geode geode = gg;
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array( 1 );
(*colors)[ 0 ] = color;
for ( unsigned int ii=0; iigeode-getNumDrawables(); ii++ )
{
osg::Geometry *geom =
 dynamic_castosg::Geometry*(geode-getDrawable( ii ));
geom-setColorArray( colors.get() );
geom-setColorBinding( osg::Geometry::BIND_OVERALL );
}
 }

 It's always a good idea to set a color for a geometry unless you're sure
that your materials' color modes are OFF.

Tim


 -Don



 Robert Osfield wrote:

 Hi Don,

 On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote:

  I confirmed that the bug persists in today's SVN trunk.  In the example
 already supplied the overall color is not applied when normals are
 given as BIND_PER_PRIMITIVE.



 I've just tested svn/trunk and 2.9.3 and can confirm that there is
 different behaviour.

 I've also isolated the two geometries that use BIND_PER_PRIMITIVE and
 they just use this binding for normals, but have no colour array
 assigned at all.  So... they will be inheriting their colour from
 other geometries in a completely undefined way.

 This to me doesn't look like a bug at all, but an issue with a
 under-defined scene graph, and just by luck it's worked before.
 Please assign colours to all the geometries that need it and then
 re-test.

 Robert.


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Re: [osg-users] OpenFlight: Reading the Extension Record

2010-09-22 Thread Paul Martz
Check the source code. If I recall correctly, the loader reads in comment 
records and stores them as UserData in the scene graph, but I'm not sure about 
extension records. The only way to know for certain is to check the source.

   -Paul


Brad Colbert wrote:

Hello all,

We would like to store some extra meta-data along with (embedded) in our
OpenFlight models.  Looking at the OpenFlight spec, there appears to be
this thing called an Extension Record that can contain many things,
even XML which is what we are interested in.

To cut-to-the-chase, does the OpenFlight loader in OSG read in any way
these Extension Records or, worse, preclude the reading of the record?

I know this is a pretty open question but I'm just starting to dig into
this.

Any information will be more than I have now, thanks!


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[osg-users] Efficient representation of triangulation.

2010-09-22 Thread Giulio De Vecchi
Hi,
  in my application I have a numerical module that create 3d objects and their 
meshing (triangulation). What I would like to do is to render these objects in 
the fastest possible way. Something like:
 - write in a raw array the list of the vertex of the triangles
 - tell to OSG to read (and render) that memory area
Is this possible? Where could I find documentation about this?
(I searched in the forum, but I didn't find anything useful).

Thank you!

Cheers,
Giulio

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Re: [osg-users] tessellation shaders supported?

2010-09-22 Thread Michael Weiblen
Hi,

VertexProgram/FragmentProgram are for the older assembly-level
programmability with ARB VP/FP.

osg::Shader is for the newer GLSL programming interface.  osg::Shader
would be the place to add support for new GLSL shader stages such as
tessellation.

cheers
-- mew

-- 
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On Wed, Sep 22, 2010 at 11:05 AM, Waldemar Schwan
waldemar.sch...@iais.fraunhofer.de wrote:
 Hi,

 my want to use the new tessellation control and tessellation evaluation
 shaders that are new in OpenGL 4.
 Is there support for them in OSG trunk?

 I only found
   VertexProgramm
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/VertexProgram.cpp
 )
 and
   FragmentProgramm (
 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/FragmentProgram.cpp
 )

 Also I understand there is another way to create shaders, shown in the
 geometry shader example
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggeometryshaders/osggeometryshaders.cpp#L116)
 .
 I noted that *new* osg::Shader( osg::Shader::GEOMETRY, geomSource )
 actually uses open GL constants
 (http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Shader#L87).

 Since osg::Shader seams pretty generic is it a good idea to just use the
 matching GL constant ( something like GL_TESSELLATION_CONTROL_SHADER or so)?

 I guess my question is: How do I use tessellation shaders with OSG?

 Best regards
   Waldemar
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Re: [osg-users] OpenFlight: Reading the Extension Record

2010-09-22 Thread Brad Colbert
Paul,

Thanks for the quick reply.

I've looked through the source and find a lot of references to
Extension but doubt that is what it's for.

I was hoping to catch the eye of the author here.

-B

P.S.

One example, I think may or may not be close:

Document.cpp:void Document::pushExtension()
Document.cpp:OSG_WARN  No current primary in
Document::pushExtension().  std::endl;
Document.cpp:void Document::popExtension()
Document.cpp:OSG_WARN  Can't decide primary in
Document::popExtension().  std::endl;
Document.h:// Extension stack
Document.h:void pushExtension();
Document.h:void popExtension();


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Wednesday, September 22, 2010 10:35 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OpenFlight: Reading the Extension Record
 
 Check the source code. If I recall correctly, the loader reads in
 comment
 records and stores them as UserData in the scene graph, but I'm not
 sure about
 extension records. The only way to know for certain is to check the
 source.
 -Paul
 
 
 Brad Colbert wrote:
  Hello all,
 
  We would like to store some extra meta-data along with (embedded) in
 our
  OpenFlight models.  Looking at the OpenFlight spec, there appears to
 be
  this thing called an Extension Record that can contain many
things,
  even XML which is what we are interested in.
 
  To cut-to-the-chase, does the OpenFlight loader in OSG read in any
 way
  these Extension Records or, worse, preclude the reading of the
 record?
 
  I know this is a pretty open question but I'm just starting to dig
 into
  this.
 
  Any information will be more than I have now, thanks!
 
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Re: [osg-users] OpenFlight: Reading the Extension Record

2010-09-22 Thread Paul Martz
Hi Brad -- The original author of the importer isn't around these days, though 
he does make an occasional rare appearance. I wrote the exporter half of the plugin.


Looks like PrimaryRecords.cpp has a class, Extension, for processing an 
Extension record, but it doesn't appear to parse/save any of the data. Looks 
like it just creates a Group node and assigns it the name from the extension 
record, then returns. You would probably want to add some code here to handle 
the extension record contents the way that you require.


The code you quoted below pertains to handling the PushExtension and 
PopExtension control records, which is only tangentially related to Extension 
records themselves.

   -Paul



Brad Colbert wrote:

Paul,

Thanks for the quick reply.

I've looked through the source and find a lot of references to
Extension but doubt that is what it's for.

I was hoping to catch the eye of the author here.

-B

P.S.

One example, I think may or may not be close:

Document.cpp:void Document::pushExtension()
Document.cpp:OSG_WARN  No current primary in
Document::pushExtension().  std::endl;
Document.cpp:void Document::popExtension()
Document.cpp:OSG_WARN  Can't decide primary in
Document::popExtension().  std::endl;
Document.h:// Extension stack
Document.h:void pushExtension();
Document.h:void popExtension();



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, September 22, 2010 10:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenFlight: Reading the Extension Record

Check the source code. If I recall correctly, the loader reads in
comment
records and stores them as UserData in the scene graph, but I'm not
sure about
extension records. The only way to know for certain is to check the
source.
-Paul


Brad Colbert wrote:

Hello all,

We would like to store some extra meta-data along with (embedded) in

our

OpenFlight models.  Looking at the OpenFlight spec, there appears to

be

this thing called an Extension Record that can contain many

things,

even XML which is what we are interested in.

To cut-to-the-chase, does the OpenFlight loader in OSG read in any

way

these Extension Records or, worse, preclude the reading of the

record?

I know this is a pretty open question but I'm just starting to dig

into

this.

Any information will be more than I have now, thanks!


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[osg-users] Load texture in *.obj

2010-09-22 Thread John Kush
Hi,

I'm loading a sphere with texture that was created in Maya. In osg only a black 
sphere. Why?

Code for laoding texture:

Code:
osg::Image* image = osgDB::readImageFile( neptune2.jpg );
if ( image )
{

osg::Texture2D* tex2d = new osg::Texture2D;//( image );
tex2d-setImage(image);
tex2d-setDataVariance(osg::Object::DYNAMIC);
   ballNode-getOrCreateStateSet()-setTextureAttributeAndModes( 0, tex2d, 
osg::StateAttribute::ON);
}
if (!image)
{
std::cout  Couldn't load texture.  std::endl;
return NULL;
}





Thank you!

Cheers,
John

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Re: [osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]

2010-09-22 Thread Paul Pocock
Cool,  thanks Robert. May have to keep an eye on the latest dev release
page from now on.

Regards.


On 09/22/2010 06:26 PM, Robert Osfield wrote:
 Hi Paul,

 In the OpenSceneGraph-2.9.9 dev release, and svn/trunk there is work
 by Wang Rui on osgParticle this provides support for using shaders
 with particles systems, there is also an example osgparticleshader
 that will illustrate how to use it.

 Robert.

 On Wed, Sep 22, 2010 at 5:49 AM, Paul Pocock
 paul.poc...@dsto.defence.gov.au wrote:
   
 Hi -just a quick one - Im delving into osg::Particle at the moment and I
 wish to do some glsl processing on the geometry or whatever particle
 template is used. Is this trivial ? and is there a way to set/get the
 drawables in an osg Particle system?

 Regards

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Re: [osg-users] Load texture in *.obj

2010-09-22 Thread Ulrich Hertlein
On 23/09/10 8:10 , John Kush wrote:
 I'm loading a sphere with texture that was created in Maya. In osg only a 
 black sphere. Why?

Based on the absence of more information I'd suspect that the model doesn't 
have proper
texture coordinates assigned.

Cheers,
/ulrich
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