Hi Pedro,

Donald's suggestion sounds spot on - just link to the osgText.lib library.

BTW,  please do not do a reply to to get your message to send into
osg-users, it is really bad form from several perspectives.  Just add
osg-users address to your mail tool and use it directly.

Robert.

On Jan 15, 2008 12:09 PM, Pedro José Muñoz Martínez
<[EMAIL PROTECTED]> wrote:
>
>  Hello all,
> I have a problem with adding text. Just instantiating :
> osgText::Text* texto = new osgText::Text();
> I found linking errors such as:
> 1>Curso1.obj : error LNK2019: unresolved external symbol
> "__declspec(dllimport) public: __thiscall osgText::Text::Text(void)"
> ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function _main
> 1>Curso1.obj : error LNK2001: unresolved external symbol "public: virtual
> void __thiscall osgText::Text::setThreadSafeRefUnref(bool)"
> ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED])
>
> And I don´t know what can it be because I include it #include <osgText/Text>
> and the error still continuous. Any idea?
>
> Thanks in advance.
>
>
> > From: [EMAIL PROTECTED]
> > Subject: osg-users Digest, Vol 7, Issue 36
> > To: [email protected]
> > Date: Tue, 15 Jan 2008 01:45:00 -0800
> >
> > Send osg-users mailing list submissions to
> > [email protected]
> >
> > To subscribe or unsubscribe via the World Wide Web, visit
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > or, via email, send a message with subject or body 'help' to
> > [EMAIL PROTECTED]
> >
> > You can reach the person managing the list at
> > [EMAIL PROTECTED]
> >
> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of osg-users digest..."
> >
> >
> > Today's Topics:
> >
> > 1. Re: osgShadow::ShadowMap and _receivesShadowTraversalMask
> > (Jean-Sebastien Guay)
> > 2. preload textures (Charles Han)
> > 3. Changing functions of CompositeViewer to virtual (Roni Rosenzweig)
> > 4. Re: preload textures (Thibault Genessay)
> > 5. Re: What changed with ShadowMap in 2.3.x?
> > (Smeenk, R.J.M. (Roland))
> > 6. Re: OpenSceneGraph-2.3.2 dev release tagged. (Robert Osfield)
> > 7. Re: NodeMask CullMask problem (Robert Osfield)
> > 8. Re: osgShadow::ShadowMap and _receivesShadowTraversalMask
> > (Robert Osfield)
> > 9. Re: Changing functions of CompositeViewer to virtual
> > (Robert Osfield)
> > 10. Re: preload textures (Robert Osfield)
> > 11. Re: osgVolume example bug? (hesicong2006)
> >
> >
> > ----------------------------------------------------------------------
> >
> > Message: 1
> > Date: Mon, 14 Jan 2008 19:44:46 -0500
> > From: Jean-Sebastien Guay <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] osgShadow::ShadowMap and
> > _receivesShadowTraversalMask
> > To: OpenSceneGraph Users <[email protected]>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hello Paul,
> >
> > > _receivesShadowTraversalMask and _castsShadowTraversalMask are available
> in
> > > ShadowedScene so that any ShadowTechnique can use them if necessary, but
> as
> > > far as I know there is no requirement for any given ShadowTechnique to
> use
> > > them.
> >
> > Yes, that's my point. It seems that in the case of osgShadow::ShadowMap,
> all
> > nodes under the ShadowedScene will always be shadowed, even if they have
> > ~ReceivesShadowTraversalMask as a mask. Conversely, if a node under the
> > ShadowedScene has ~CastsShadowTraversalMask as a mask, it correctly does
> not
> > cast any shadows.
> >
> > A search in osgShadow/ShadowMap.cpp reveals that the cull() method (which
> sets
> > up the shadow map rendering) calls
> > (ShadowedScene*)->getCastsShadowTraversalMask(), but never
> > (ShadowedScene*)->getReceivesShadowTraversalMask(). So how is that used?
> Is it
> > simply not supported for the ShadowMap technique?
> >
> > This should probably be documented in ShadowMap's doxygen comment... I.E.
> it
> > honors the castsShadowTraversalMask of the ShadowedScene it uses, but not
> the
> > receivesShadowTraversalMask.
> >
> > In my case, I have a line segment which is used to manipulate objects.
> This line
> > segment should neither cast nor receive shadows, but short of putting it
> in a
> > subgraph other than under the ShadowedScene, I would have thought that
> giving
> > it a node mask of (~castsShadowTraversalMask &
> ~receivesShadowTraversalMask)
> > would give the correct effect, but it only has effect for the casting, not
> the
> > receiving.
> >
> > J-S
> > --
> > ______________________________________________________
> > Jean-Sebastien Guay [EMAIL PROTECTED]
> > http://whitestar02.webhop.org/
> >
> >
> > ------------------------------
> >
> > Message: 2
> > Date: Tue, 15 Jan 2008 15:30:57 +1300
> > From: "Charles Han" <[EMAIL PROTECTED]>
> > Subject: [osg-users] preload textures
> > To: "OSG-USERS" <[email protected]>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Hello, All,
> >
> > I want to preload models' textures before the models are visible in my
> application because when loading these textures, even though i enabled NPOT,
> the application freezes for a while.
> > This is probably an old question but i really need a bit more details on
> it. i found some solutions like using osg::Camera pre draw callback but i
> could not find any examples related to.
> >
> > If anyone could give me an example, I'll appreciate it.
> >
> > Thanks
> >
> > Charles
> >
> >
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
> > URL:
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/27f4c079/attachment-0001.html
> >
> > ------------------------------
> >
> > Message: 3
> > Date: Tue, 15 Jan 2008 08:21:51 +0200
> > From: "Roni Rosenzweig" <[EMAIL PROTECTED]>
> > Subject: [osg-users] Changing functions of CompositeViewer to virtual
> > To: osg-users <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Hello
> >
> > I'm not sure if I posted in the right forum, but here goes:
> > I have a class that inherits from osgViewer::CompositeViewer, and I need
> to
> > override the following 4 functions:
> >
> > void addView(osgViewer::View* view);
> > void removeView(osgViewer::View* view);
> >
> > osgViewer::View* getView(unsigned i) { return _views[i].get(); }
> > const osgViewer::View* getView(unsigned i) const { return
> > _views[i].get(); }
> >
> >
> > Is it possible to change those functions to virtual in the next dev
> release?
> > (I could change them locally in my computer, but then I would have to
> change
> > it again with every release)
> >
> > Thanks, Roni
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
> > URL:
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/c8d58ffb/attachment.htm
> >
> > ------------------------------
> >
> > Message: 4
> > Date: Tue, 15 Jan 2008 08:04:24 +0100
> > From: "Thibault Genessay" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] preload textures
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Charles
> >
> > On Jan 15, 2008 3:30 AM, Charles Han <[EMAIL PROTECTED]> wrote:
> > > I want to preload models' textures before the models are visible in my
> > > application because when loading these textures, even though i enabled
> NPOT,
> > > the application freezes for a while.
> >
> > You can try a very simple approach: disable all writes to the various
> > buffers during the first frame. This will force your driver to upload
> > everything to the graphics adapter.
> >
> > For instance if you only use a depth buffer (and of course a color
> > buffer) you can do:
> > topNodeStateSet->setAttributeAndModes(new
> > osg::ColorMask(false,false,false,false), osg::StateAttribute::ON);
> > topNodeStateSet->setMode(GL_DEPTH_WRITEMASK, osg::StateAttribute::OFF);
> > For this purpose you can even create a special object that contain all
> > of your textures if there are not too many of them.
> >
> > Of course, this works if all of your scene is loaded when you perform
> > this operation (i.e. nodes added afterwards will still freeze the app
> > for a small amount of time) so it is adapted to static scenes.
> >
> > Dynamic scenes can be loaded in the background using an RTT camera.
> > Have a look at the osgprerender example for this. Playing with the
> > threading models (and perhaps with the CompositeViewer) you can
> > achieve parallel scene pre-rendering.
> >
> > Regards
> >
> > Thibault
> >
> >
> > > This is probably an old question but i really need a bit more details on
> it.
> > > i found some solutions like using osg::Camera pre draw callback but i
> could
> > > not find any examples related to.
> > >
> > > If anyone could give me an example, I'll appreciate it.
> > >
> > > Thanks
> > >
> > > Charles
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> >
> > ------------------------------
> >
> > Message: 5
> > Date: Tue, 15 Jan 2008 09:38:27 +0100
> > From: "Smeenk, R.J.M. (Roland)" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] What changed with ShadowMap in 2.3.x?
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="us-ascii"
> >
> > The OpenGL error "glProgramParameteri not supported by OpenGL driver" is
> > a message that will be displayed for everyone that is using shaders in
> > their application, but doesn't have support for Geometry shaders on the
> > GPU.
> >
> > --
> > Roland
> >
> > ________________________________
> >
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Paul
> > Martz
> > Sent: maandag 14 januari 2008 23:28
> > To: 'OpenSceneGraph Users'
> > Subject: [osg-users] What changed with ShadowMap in 2.3.x?
> >
> >
> >
> > Hi Robert -- osgShadow::ShadowMap no longer produces correct
> > results for me in 2.3.x, though 2.2 still works fine.
> >
> > In 2.3.x, I now get the following displayed when I execute an
> > app that uses ShadowMap:
> > Error: glProgramParameteri not supported by OpenGL driver
> >
> > I'm reluctant to upgrade drivers as newer NVIDIA Windows drivers
> > kill performance for occlusion query. Is there an environment variable
> > that will make ShadowMap behave like it used to in 2.2?
> >
> > Thanks.
> >
> > Paul Martz
> > Skew Matrix Software LLC
> > http://www.skew-matrix.com <http://www.skew-matrix.com/>
> > 303 859 9466
> >
> >
> >
> > This e-mail and its contents are subject to the DISCLAIMER at
> http://www.tno.nl/disclaimer/email.html
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
> > URL:
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/c467a3c9/attachment.html
> >
> > ------------------------------
> >
> > Message: 6
> > Date: Tue, 15 Jan 2008 09:08:01 +0000
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] OpenSceneGraph-2.3.2 dev release tagged.
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Andy,
> >
> > On Jan 14, 2008 8:12 PM, Andy Skinner <[EMAIL PROTECTED]> wrote:
> > > I'm having trouble compiling. (Sorry if this has been discussed and I
> > > missed it.) It can't find flushDeletedQueryObjects() in
> > > OcclusionQueryNode.
> > >
> > > Is this fixed in SVN?
> >
> > No, I wasn't aware of any problem either. I'll just do another make
> > clean and see if it comes up with anything.
> >
> > Could you provide the exact compile error you are getting and on what
> platform.
> >
> > Robert.
> >
> >
> > ------------------------------
> >
> > Message: 7
> > Date: Tue, 15 Jan 2008 09:33:56 +0000
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] NodeMask CullMask problem
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Steven,
> >
> > The CullSetting::setCullMask settings the traversal mask for the
> > osgUtil::CullVisitor, but only once the Camera has been entered so
> > only affects the traversal of the Camera's children. The check of
> > Camera's NodeMask is done against the CullVisitors traversal mask on
> > entering the Camera::accept() method, at this point the traversal mask
> > has the value set by the parental chain of the Camera in question,
> > which in your case will be the viewer's Camera.
> >
> > Perhaps what you need to do is back up a little and work out what you
> > are actually trying to achieve. Having the viewer have a Camera with
> > another Camera directly below it makes one of the cameras a bit
> > redundent, why not not ditch the one in the scene graph and use the
> > viewer one.
> >
> > Don't forget with osgViewer you have a few choices in how you manage
> > your views of the scene - you can have one View managed by
> > osgViewer::Viewer, or multiple View's managed by
> > osgViewer::CompositeViewer, and in both cases you have build the View
> > up from a single master Camera or multiple slave Cameras that are
> > controlled relative to the master Camera. So there is lots of
> > flexibility in how you can put viewers together. Since the osgViewer
> > library uses exactly the same Camera class as the type you're used to
> > put in the scene the code set up will easily map across. The upshot
> > of all this is range of problems that were really awkward in the 1.x
> > series of the OSG, and now quite straightforward in the 2.x series.
> >
> > Robert.
> >
> >
> > On Jan 14, 2008 9:27 PM, Steven Powers <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >
> > >
> > > I am having problems with CullMasks using OSG 2.X.
> > >
> > >
> > >
> > > I have a CameraNode that I set the CullMask as setCallMask(0x10) and a
> node
> > > that I set as setNodeMask(0x1).
> > >
> > >
> > >
> > > My understanding is that a node is evaluated like:
> > >
> > >
> > >
> > > CullMask & NodeMask
> > >
> > >
> > >
> > > If the result is true it will traverse the node. This is not happening
> for
> > > me. Unless I set the Node with setNodeMask(0) the node is traversed and
> > > rendered.
> > >
> > >
> > >
> > > I am using osg::Viewer with the camera Node added to the scene graph
> below
> > > the root node and before the scene.
> > >
> > >
> > >
> > > Is there something in my technique that is wrong or am I missing a
> function
> > > call somewhere.
> > >
> > >
> > >
> > > Thanks in advance.
> > >
> > >
> > >
> > > Steven Powers
> > >
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> >
> > ------------------------------
> >
> > Message: 8
> > Date: Tue, 15 Jan 2008 09:37:51 +0000
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] osgShadow::ShadowMap and
> > _receivesShadowTraversalMask
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi J-S,
> >
> > The two ShadowedScene masks are there to help the ShadowTechnique
> > implementations differentiate where appropriate between different
> > types of objects in the scene - show techniques like ShadowTexture
> > this is essential, others it doesn't make so much sense and actually
> > can be rather awkward to implement. osgShadow library itself is also
> > still quite young with the various implementations still not fully
> > ground out, so some areas that they don't currently implement fully
> > will hopefully be filled out in the future.
> >
> > Robert.
> >
> > On Jan 15, 2008 12:44 AM, Jean-Sebastien Guay
> > <[EMAIL PROTECTED]> wrote:
> > > Hello Paul,
> > >
> > > > _receivesShadowTraversalMask and _castsShadowTraversalMask are
> available in
> > > > ShadowedScene so that any ShadowTechnique can use them if necessary,
> but as
> > > > far as I know there is no requirement for any given ShadowTechnique to
> use
> > > > them.
> > >
> > > Yes, that's my point. It seems that in the case of osgShadow::ShadowMap,
> all
> > > nodes under the ShadowedScene will always be shadowed, even if they have
> > > ~ReceivesShadowTraversalMask as a mask. Conversely, if a node under the
> > > ShadowedScene has ~CastsShadowTraversalMask as a mask, it correctly does
> not
> > > cast any shadows.
> > >
> > > A search in osgShadow/ShadowMap.cpp reveals that the cull() method
> (which sets
> > > up the shadow map rendering) calls
> > > (ShadowedScene*)->getCastsShadowTraversalMask(), but never
> > > (ShadowedScene*)->getReceivesShadowTraversalMask(). So how is that used?
> Is it
> > > simply not supported for the ShadowMap technique?
> > >
> > > This should probably be documented in ShadowMap's doxygen comment...
> I.E. it
> > > honors the castsShadowTraversalMask of the ShadowedScene it uses, but
> not the
> > > receivesShadowTraversalMask.
> > >
> > > In my case, I have a line segment which is used to manipulate objects.
> This line
> > > segment should neither cast nor receive shadows, but short of putting it
> in a
> > > subgraph other than under the ShadowedScene, I would have thought that
> giving
> > > it a node mask of (~castsShadowTraversalMask &
> ~receivesShadowTraversalMask)
> > > would give the correct effect, but it only has effect for the casting,
> not the
> > > receiving.
> > >
> > >
> > > J-S
> > > --
> > > ______________________________________________________
> > > Jean-Sebastien Guay [EMAIL PROTECTED]
> > > http://whitestar02.webhop.org/
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> >
> > ------------------------------
> >
> > Message: 9
> > Date: Tue, 15 Jan 2008 09:41:53 +0000
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] Changing functions of CompositeViewer to
> > virtual
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Roni,
> >
> > Making addView() and removedViewe() seems like a reasonable request,
> > but I'm not sure getView should be made anything other than inline.
> > The reason for the later is that there is already the data
> > osgViewer::CompositeViewer::_view data structure that is used
> > internally by CompsotiteViewer, if you create your own version of
> > getView() then you are also declaring that fact that there are now
> > multiple data structures do the same thing, with a real potential for
> > things getting out of sync w.r.t your sublcass and the internals of
> > CompsiteViewer.
> >
> > Could you please explain your motivation for subclassing and
> > overriding all these methods?
> >
> > Robert.
> >
> > On Jan 15, 2008 6:21 AM, Roni Rosenzweig <[EMAIL PROTECTED]> wrote:
> > > Hello
> > >
> > > I'm not sure if I posted in the right forum, but here goes:
> > > I have a class that inherits from osgViewer::CompositeViewer, and I need
> to
> > > override the following 4 functions:
> > >
> > > void addView(osgViewer::View* view);
> > > void removeView(osgViewer::View* view);
> > >
> > > osgViewer::View* getView(unsigned i) { return _views[i].get(); }
> > > const osgViewer::View* getView(unsigned i) const { return
> > > _views[i].get(); }
> > >
> > >
> > > Is it possible to change those functions to virtual in the next dev
> release?
> > > (I could change them locally in my computer, but then I would have to
> change
> > > it again with every release)
> > >
> > > Thanks, Roni
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> >
> > ------------------------------
> >
> > Message: 10
> > Date: Tue, 15 Jan 2008 09:44:13 +0000
> > From: "Robert Osfield" <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] preload textures
> > To: "OpenSceneGraph Users" <[email protected]>
> > Message-ID:
> > <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Charles,
> >
> > The osgUtil::GLObjectsVisitor is used for compiling objects in the
> > scene graph. It's automatically called by osgViewer on the first
> > frame that the viewer is run. If you are adding a scene graph later
> > on then all you need to do is use a Camera pre draw callback that uses
> > the GLObjectsVisitor to compile everything, then once its done remove
> > the callback.
> >
> > Robert.
> >
> > On Jan 15, 2008 2:30 AM, Charles Han <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > > Hello, All,
> > >
> > > I want to preload models' textures before the models are visible in my
> > > application because when loading these textures, even though i enabled
> NPOT,
> > > the application freezes for a while.
> > > This is probably an old question but i really need a bit more details on
> it.
> > > i found some solutions like using osg::Camera pre draw callback but i
> could
> > > not find any examples related to.
> > >
> > > If anyone could give me an example, I'll appreciate it.
> > >
> > > Thanks
> > >
> > > Charles
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> >
> > ------------------------------
> >
> > Message: 11
> > Date: Tue, 15 Jan 2008 15:23:34 +0800
> > From: hesicong2006 <[EMAIL PROTECTED]>
> > Subject: Re: [osg-users] osgVolume example bug?
> > To: OpenSceneGraph Users <[email protected]>
> > Message-ID: <[EMAIL PROTECTED]>
> > Content-Type: text/plain; charset="us-ascii"
> >
> > An HTML attachment was scrubbed...
> > URL:
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