Hi,

> Composing shaders is next to impossible in a general pupose way, each
> GLSL Program needs to know all the shaders that contribute to it and
> have a main shader that glues them all together.
Ok, I understand, this would be tricky indeed. And again hard-coded in 
some (other) way ;-)
> I am aware of trying to mix shaders with self contained technique
> likes osgShadow has, so in a future rev I believe we'll need to make
> the osg::Program and the shaders that it uses publically accessible so
> users can write their own but leveraging the uniforms and shaders that
> the osgShadow routines use.
Hmm, that would be cool indeed. Another issue on the long list...

I actually meant another way of building a hierarchy of nodes with 
shaders. Would something like:
scenedata
  |
  |-- osg::Node with fog osg::Program
      |
      |-- osgShadow::ShadowedScene
         |
         |-- models with proper shadow mask...

be possible? Or is this (also) not possible.

thanks
Raymond


>
> Robert.
>
> On Wed, Mar 19, 2008 at 2:42 PM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
>> Aha, I guessed that, thanks for the confirmation.
>>
>>  So you say that fog should be part of the shadow shader, and not a
>>  separate, extra one. I did not do that much with shaders yet, except for
>>  using the osg-included ones. I cannot have a hierarchy of nodes with
>>  shaders, I guess?
>>
>>  If I cannot have a hierarchy, should I be able to setup a RTT and apply
>>  the fog shader to the RTTs stateset? I'd rather not put it in the shader
>>  since it's not reusable then.
>>
>>  Thanks again
>>  Raymond
>>
>>
>>
>>
>>  Robert Osfield wrote:
>>  > HI Raynond,
>>  >
>>  > osg::Fog wraps up glFog, which is part of OpenGL's fixed function
>>  > pipeline.  As soon as you enable shaders you loose fog support unless
>>  > you shaders directly include a fog shader in them.
>>  >
>>  > Robert.
>>  >
>>  > On Wed, Mar 19, 2008 at 2:26 PM, Raymond de Vries <[EMAIL PROTECTED]> 
>> wrote:
>>  >
>>  >> Hi,
>>  >>
>>  >>  I'm wondering if anyone tried the combination of SoftShadowMap shadows
>>  >>  and osg::Fog. With 2.2.0 and svn I've tried to use it with SoftShadowMap
>>  >>  but that's not working. I suspect that it's not working because of the
>>  >>  shader that's being used, but that's just a guess. ShadowTexture and
>>  >>  ShadowVolume (both fixed OpenGL) are both working ok with fog and the
>>  >>  other shadow techniques are not, and these are all using shaders.
>>  >>
>>  >>  Is osg::Fog supposed to work with shadows based on shaders? Or more
>>  >>  general, is osg::Fog supposed to work in combination with shaders?
>>  >>
>>  >>  thanks a lot
>>  >>  Raymond
>>  >>
>>  >>  Please find attached the adapted osgshadow.cpp example
>>  >>
>>  >>
>>  >> /* OpenSceneGraph example, osgshadow.
>>  >>  *
>>  >>  *  Permission is hereby granted, free of charge, to any person 
>> obtaining a copy
>>  >>  *  of this software and associated documentation files (the 
>> "Software"), to deal
>>  >>  *  in the Software without restriction, including without limitation 
>> the rights
>>  >>  *  to use, copy, modify, merge, publish, distribute, sublicense, and/or 
>> sell
>>  >>  *  copies of the Software, and to permit persons to whom the Software is
>>  >>  *  furnished to do so, subject to the following conditions:
>>  >>  *
>>  >>  *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 
>> EXPRESS OR
>>  >>  *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 
>> MERCHANTABILITY,
>>  >>  *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT 
>> SHALL THE
>>  >>  *  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 
>> OTHER
>>  >>  *  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 
>> ARISING FROM,
>>  >>  *  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 
>> DEALINGS IN
>>  >>  *  THE SOFTWARE.
>>  >>  */
>>  >>
>>  >>  #include <osg/ArgumentParser>
>>  >>  #include <osg/ComputeBoundsVisitor>
>>  >>  #include <osg/Texture2D>
>>  >>  #include <osg/ShapeDrawable>
>>  >>  #include <osg/MatrixTransform>
>>  >>  #include <osg/Fog>
>>  >>  #include <osg/Geometry>
>>  >>
>>  >>  #include <osgGA/TrackballManipulator>
>>  >>  #include <osgGA/FlightManipulator>
>>  >>  #include <osgGA/DriveManipulator>
>>  >>  #include <osgGA/KeySwitchMatrixManipulator>
>>  >>  #include <osgGA/AnimationPathManipulator>
>>  >>  #include <osgGA/TerrainManipulator>
>>  >>  #include <osgGA/AnimationPathManipulator>
>>  >>  #include <osgGA/StateSetManipulator>
>>  >>
>>  >>  #include <osgViewer/Viewer>
>>  >>  #include <osgViewer/ViewerEventHandlers>
>>  >>
>>  >>  #include <osgShadow/ShadowedScene>
>>  >>  #include <osgShadow/ShadowVolume>
>>  >>  #include <osgShadow/ShadowTexture>
>>  >>  #include <osgShadow/ShadowMap>
>>  >>  #include <osgShadow/SoftShadowMap>
>>  >>  #include <osgShadow/ParallelSplitShadowMap>
>>  >>
>>  >>  #include <osgDB/ReadFile>
>>  >>  #include <osgDB/WriteFile>
>>  >>
>>  >>  #include <iostream>
>>  >>
>>  >>  // for the grid data..
>>  >>  #include "../osghangglide/terrain_coords.h"
>>  >>
>>  >>  const int ReceivesShadowTraversalMask = 0x1;
>>  >>  const int CastsShadowTraversalMask = 0x2;
>>  >>
>>  >>  namespace ModelOne
>>  >>  {
>>  >>
>>  >>     enum Faces
>>  >>     {
>>  >>         FRONT_FACE = 1,
>>  >>         BACK_FACE = 2,
>>  >>         LEFT_FACE = 4,
>>  >>         RIGHT_FACE = 8,
>>  >>         TOP_FACE = 16,
>>  >>         BOTTOM_FACE = 32
>>  >>     };
>>  >>
>>  >>     osg::Node* createCube(unsigned int mask)
>>  >>     {
>>  >>         osg::Geode* geode = new osg::Geode;
>>  >>
>>  >>         osg::Geometry* geometry = new osg::Geometry;
>>  >>         geode->addDrawable(geometry);
>>  >>
>>  >>         osg::Vec3Array* vertices = new osg::Vec3Array;
>>  >>         geometry->setVertexArray(vertices);
>>  >>
>>  >>         osg::Vec3Array* normals = new osg::Vec3Array;
>>  >>         geometry->setNormalArray(normals);
>>  >>         geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
>>  >>
>>  >>         osg::Vec4Array* colours = new osg::Vec4Array;
>>  >>         geometry->setColorArray(colours);
>>  >>         geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
>>  >>         colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
>>  >>
>>  >>
>>  >>         osg::Vec3 origin(0.0f,0.0f,0.0f);
>>  >>         osg::Vec3 dx(2.0f,0.0f,0.0f);
>>  >>         osg::Vec3 dy(0.0f,1.0f,0.0f);
>>  >>         osg::Vec3 dz(0.0f,0.0f,1.0f);
>>  >>
>>  >>         osg::Vec3 px(1.0f,0.0,0.0f);
>>  >>         osg::Vec3 nx(-1.0f,0.0,0.0f);
>>  >>         osg::Vec3 py(0.0f,1.0f,0.0f);
>>  >>         osg::Vec3 ny(0.0f,-1.0f,0.0f);
>>  >>         osg::Vec3 pz(0.0f,0.0f,1.0f);
>>  >>         osg::Vec3 nz(0.0f,0.0f,-1.0f);
>>  >>
>>  >>         if (mask & FRONT_FACE)
>>  >>         {
>>  >>             // front face
>>  >>             vertices->push_back(origin);
>>  >>             vertices->push_back(origin+dx);
>>  >>             vertices->push_back(origin+dx+dz);
>>  >>             vertices->push_back(origin+dz);
>>  >>             normals->push_back(ny);
>>  >>             normals->push_back(ny);
>>  >>             normals->push_back(ny);
>>  >>             normals->push_back(ny);
>>  >>         }
>>  >>
>>  >>         if (mask & BACK_FACE)
>>  >>         {
>>  >>             // back face
>>  >>             vertices->push_back(origin+dy);
>>  >>             vertices->push_back(origin+dy+dz);
>>  >>             vertices->push_back(origin+dy+dx+dz);
>>  >>             vertices->push_back(origin+dy+dx);
>>  >>             normals->push_back(py);
>>  >>             normals->push_back(py);
>>  >>             normals->push_back(py);
>>  >>             normals->push_back(py);
>>  >>         }
>>  >>
>>  >>         if (mask & LEFT_FACE)
>>  >>         {
>>  >>             // left face
>>  >>             vertices->push_back(origin+dy);
>>  >>             vertices->push_back(origin);
>>  >>             vertices->push_back(origin+dz);
>>  >>             vertices->push_back(origin+dy+dz);
>>  >>             normals->push_back(nx);
>>  >>             normals->push_back(nx);
>>  >>             normals->push_back(nx);
>>  >>             normals->push_back(nx);
>>  >>         }
>>  >>
>>  >>         if (mask & RIGHT_FACE)
>>  >>         {
>>  >>             // right face
>>  >>             vertices->push_back(origin+dx+dy);
>>  >>             vertices->push_back(origin+dx+dy+dz);
>>  >>             vertices->push_back(origin+dx+dz);
>>  >>             vertices->push_back(origin+dx);
>>  >>             normals->push_back(px);
>>  >>             normals->push_back(px);
>>  >>             normals->push_back(px);
>>  >>             normals->push_back(px);
>>  >>         }
>>  >>
>>  >>         if (mask & TOP_FACE)
>>  >>         {
>>  >>             // top face
>>  >>             vertices->push_back(origin+dz);
>>  >>             vertices->push_back(origin+dz+dx);
>>  >>             vertices->push_back(origin+dz+dx+dy);
>>  >>             vertices->push_back(origin+dz+dy);
>>  >>             normals->push_back(pz);
>>  >>             normals->push_back(pz);
>>  >>             normals->push_back(pz);
>>  >>             normals->push_back(pz);
>>  >>         }
>>  >>
>>  >>         if (mask & BOTTOM_FACE)
>>  >>         {
>>  >>             // bottom face
>>  >>             vertices->push_back(origin);
>>  >>             vertices->push_back(origin+dy);
>>  >>             vertices->push_back(origin+dx+dy);
>>  >>             vertices->push_back(origin+dx);
>>  >>             normals->push_back(nz);
>>  >>             normals->push_back(nz);
>>  >>             normals->push_back(nz);
>>  >>             normals->push_back(nz);
>>  >>         }
>>  >>
>>  >>         geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 
>> vertices->size()));
>>  >>
>>  >>         return geode;
>>  >>     }
>>  >>
>>  >>     class SwitchHandler : public osgGA::GUIEventHandler
>>  >>     {
>>  >>     public:
>>  >>
>>  >>         SwitchHandler():
>>  >>             _childNum(0) {}
>>  >>
>>  >>         virtual bool handle(const osgGA::GUIEventAdapter& 
>> ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* 
>> /*nv*/)
>>  >>         {
>>  >>             osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
>>  >>             if (!sw) return false;
>>  >>
>>  >>             if (ea.getHandled()) return false;
>>  >>
>>  >>             switch(ea.getEventType())
>>  >>             {
>>  >>                 case(osgGA::GUIEventAdapter::KEYDOWN):
>>  >>                 {
>>  >>                     if (ea.getKey()=='n')
>>  >>                     {
>>  >>                         ++_childNum;
>>  >>                         if (_childNum >= sw->getNumChildren()) _childNum 
>> = 0;
>>  >>
>>  >>                         sw->setSingleChildOn(_childNum);
>>  >>                         return true;
>>  >>                     }
>>  >>                     break;
>>  >>                 }
>>  >>                 default:
>>  >>                     break;
>>  >>             }
>>  >>             return false;
>>  >>         }
>>  >>
>>  >>     protected:
>>  >>
>>  >>         virtual ~SwitchHandler() {}
>>  >>         unsigned int    _childNum;
>>  >>
>>  >>     };
>>  >>
>>  >>
>>  >>     osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
>>  >>     {
>>  >>         osg::Switch* sw = new osg::Switch;
>>  >>         sw->setEventCallback(new ModelOne::SwitchHandler);
>>  >>
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE), true);
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
>> ModelOne::BACK_FACE), false);
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
>> ModelOne::BACK_FACE | ModelOne::LEFT_FACE), false);
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
>> ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE), false);
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
>> ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | 
>> ModelOne::TOP_FACE), false);
>>  >>         sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
>> ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | 
>> ModelOne::TOP_FACE | ModelOne::BOTTOM_FACE), false);
>>  >>
>>  >>         return sw;
>>  >>     }
>>  >>  }
>>  >>
>>  >>  namespace ModelTwo
>>  >>  {
>>  >>     osg::AnimationPath* createAnimationPath(const osg::Vec3& 
>> center,float radius,double looptime)
>>  >>     {
>>  >>         // set up the animation path
>>  >>         osg::AnimationPath* animationPath = new osg::AnimationPath;
>>  >>         animationPath->setLoopMode(osg::AnimationPath::LOOP);
>>  >>
>>  >>         int numSamples = 40;
>>  >>         float yaw = 0.0f;
>>  >>         float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
>>  >>         float roll = osg::inDegrees(30.0f);
>>  >>
>>  >>         double time=0.0f;
>>  >>         double time_delta = looptime/(double)numSamples;
>>  >>         for(int i=0;i<numSamples;++i)
>>  >>         {
>>  >>             osg::Vec3 
>> position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
>>  >>             osg::Quat 
>> rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
>>  >>
>>  >>             
>> animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
>>  >>
>>  >>             yaw += yaw_delta;
>>  >>             time += time_delta;
>>  >>
>>  >>         }
>>  >>         return animationPath;
>>  >>     }
>>  >>
>>  >>     osg::Node* createBase(const osg::Vec3& center,float radius)
>>  >>     {
>>  >>
>>  >>         osg::Geode* geode = new osg::Geode;
>>  >>
>>  >>         // set up the texture of the base.
>>  >>         osg::StateSet* stateset = new osg::StateSet();
>>  >>         osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
>>  >>         if (image)
>>  >>         {
>>  >>             osg::Texture2D* texture = new osg::Texture2D;
>>  >>             texture->setImage(image);
>>  >>             
>> stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
>>  >>         }
>>  >>
>>  >>         geode->setStateSet( stateset );
>>  >>
>>  >>
>>  >>         osg::HeightField* grid = new osg::HeightField;
>>  >>         grid->allocate(38,39);
>>  >>         grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
>>  >>         grid->setXInterval(radius*2.0f/(float)(38-1));
>>  >>         grid->setYInterval(radius*2.0f/(float)(39-1));
>>  >>
>>  >>         float minHeight = FLT_MAX;
>>  >>         float maxHeight = -FLT_MAX;
>>  >>
>>  >>
>>  >>         unsigned int r;
>>  >>         for(r=0;r<39;++r)
>>  >>         {
>>  >>             for(unsigned int c=0;c<38;++c)
>>  >>             {
>>  >>                 float h = vertex[r+c*39][2];
>>  >>                 if (h>maxHeight) maxHeight=h;
>>  >>                 if (h<minHeight) minHeight=h;
>>  >>             }
>>  >>         }
>>  >>
>>  >>         float hieghtScale = radius*0.5f/(maxHeight-minHeight);
>>  >>         float hieghtOffset = -(minHeight+maxHeight)*0.5f;
>>  >>
>>  >>         for(r=0;r<39;++r)
>>  >>         {
>>  >>             for(unsigned int c=0;c<38;++c)
>>  >>             {
>>  >>                 float h = vertex[r+c*39][2];
>>  >>                 grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
>>  >>             }
>>  >>         }
>>  >>
>>  >>         geode->addDrawable(new osg::ShapeDrawable(grid));
>>  >>
>>  >>         osg::Group* group = new osg::Group;
>>  >>         group->addChild(geode);
>>  >>
>>  >>         return group;
>>  >>
>>  >>     }
>>  >>
>>  >>     osg::Node* createMovingModel(const osg::Vec3& center, float radius)
>>  >>     {
>>  >>         float animationLength = 10.0f;
>>  >>
>>  >>         osg::AnimationPath* animationPath = 
>> createAnimationPath(center,radius,animationLength);
>>  >>
>>  >>         osg::Group* model = new osg::Group;
>>  >>
>>  >>         osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
>>  >>         if (cessna)
>>  >>         {
>>  >>             const osg::BoundingSphere& bs = cessna->getBound();
>>  >>
>>  >>             float size = radius/bs.radius()*0.3f;
>>  >>             osg::MatrixTransform* positioned = new osg::MatrixTransform;
>>  >>             positioned->setDataVariance(osg::Object::STATIC);
>>  >>             positioned->setMatrix(osg::Matrix::translate(-bs.center())*
>>  >>                                   osg::Matrix::scale(size,size,size)*
>>  >>                                   
>> osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
>>  >>
>>  >>             positioned->addChild(cessna);
>>  >>
>>  >>             osg::MatrixTransform* xform = new osg::MatrixTransform;
>>  >>             xform->setUpdateCallback(new 
>> osg::AnimationPathCallback(animationPath,0.0f,2.0));
>>  >>             xform->addChild(positioned);
>>  >>
>>  >>             model->addChild(xform);
>>  >>         }
>>  >>
>>  >>         return model;
>>  >>     }
>>  >>
>>  >>     osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
>>  >>     {
>>  >>         osg::Vec3 center(0.0f,0.0f,0.0f);
>>  >>         float radius = 100.0f;
>>  >>         osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
>>  >>
>>  >>         // the shadower model
>>  >>         osg::Node* shadower = createMovingModel(center,radius*0.5f);
>>  >>         shadower->setNodeMask(CastsShadowTraversalMask);
>>  >>
>>  >>         // the shadowed model
>>  >>         osg::Node* shadowed = 
>> createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
>>  >>         shadowed->setNodeMask(ReceivesShadowTraversalMask);
>>  >>
>>  >>         osg::Group* group = new osg::Group;
>>  >>
>>  >>         group->addChild(shadowed);
>>  >>         group->addChild(shadower);
>>  >>
>>  >>         return group;
>>  >>     }
>>  >>  }
>>  >>
>>  >>  namespace ModelThree
>>  >>  {
>>  >>     osg::Group* createModel(osg::ArgumentParser& arguments)
>>  >>     {
>>  >>         osg::Group* scene = new osg::Group;
>>  >>
>>  >>         osg::ref_ptr<osg::Geode> geode_1 = new osg::Geode;
>>  >>         scene->addChild(geode_1.get());
>>  >>
>>  >>         osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
>>  >>         osg::ref_ptr<osg::MatrixTransform> transform_2 = new 
>> osg::MatrixTransform;
>>  >>         transform_2->addChild(geode_2.get());
>>  >>         transform_2->setUpdateCallback(new 
>> osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, 
>> osg::inDegrees(45.0f)));
>>  >>         scene->addChild(transform_2.get());
>>  >>
>>  >>         osg::ref_ptr<osg::Geode> geode_3 = new osg::Geode;
>>  >>         osg::ref_ptr<osg::MatrixTransform> transform_3 = new 
>> osg::MatrixTransform;
>>  >>         transform_3->addChild(geode_3.get());
>>  >>         transform_3->setUpdateCallback(new 
>> osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, 
>> osg::inDegrees(-22.5f)));
>>  >>         scene->addChild(transform_3.get());
>>  >>
>>  >>         const float radius = 0.8f;
>>  >>         const float height = 1.0f;
>>  >>         osg::ref_ptr<osg::TessellationHints> hints = new 
>> osg::TessellationHints;
>>  >>         hints->setDetailRatio(2.0f);
>>  >>         osg::ref_ptr<osg::ShapeDrawable> shape;
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 
>> 0.0f, -2.0f), 10, 10.0f, 0.1f), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
>>  >>         geode_1->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 
>> 0.0f, 0.0f), radius * 2), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
>>  >>         geode_1->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 
>> 0.0f, 0.0f), radius), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
>>  >>         geode_2->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 
>> 0.0f, 0.0f), 2 * radius), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
>>  >>         geode_2->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0.0f, 
>> -3.0f, 0.0f), radius, height), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.2f, 0.5f, 0.7f, 1.0f));
>>  >>         geode_2->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 
>> 3.0f, 0.0f), radius, height), hints.get());
>>  >>         shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
>>  >>         geode_2->addDrawable(shape.get());
>>  >>
>>  >>         shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 
>> 0.0f, 3.0f), 2.0f, 2.0f, 0.1f), hints.get());
>>  >>         shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f));
>>  >>         geode_3->addDrawable(shape.get());
>>  >>
>>  >>         // material
>>  >>         osg::ref_ptr<osg::Material> matirial = new osg::Material;
>>  >>         matirial->setColorMode(osg::Material::DIFFUSE);
>>  >>         matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 
>> 0, 0, 1));
>>  >>         matirial->setSpecular(osg::Material::FRONT_AND_BACK, 
>> osg::Vec4(1, 1, 1, 1));
>>  >>         matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
>>  >>         
>> scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), 
>> osg::StateAttribute::ON);
>>  >>
>>  >>         bool withBaseTexture = true;
>>  >>         while(arguments.read("--with-base-texture")) { withBaseTexture = 
>> true; }
>>  >>         while(arguments.read("--no-base-texture")) { withBaseTexture = 
>> false; }
>>  >>
>>  >>         if (withBaseTexture)
>>  >>         {
>>  >>             scene->getOrCreateStateSet()->setTextureAttributeAndModes( 
>> 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), 
>> osg::StateAttribute::ON);
>>  >>         }
>>  >>
>>  >>         return scene;
>>  >>     }
>>  >>
>>  >>  }
>>  >>
>>  >>
>>  >>  osg::Node* createTestModel(osg::ArgumentParser& arguments)
>>  >>  {
>>  >>     if (arguments.read("-1"))
>>  >>     {
>>  >>         return ModelOne::createModel(arguments);
>>  >>     }
>>  >>     else if (arguments.read("-2"))
>>  >>     {
>>  >>         return ModelTwo::createModel(arguments);
>>  >>     }
>>  >>     else /*if (arguments.read("-3"))*/
>>  >>     {
>>  >>         return ModelThree::createModel(arguments);
>>  >>     }
>>  >>
>>  >>  }
>>  >>
>>  >>  int main(int argc, char** argv)
>>  >>  {
>>  >>     // use an ArgumentParser object to manage the program arguments.
>>  >>     osg::ArgumentParser arguments(&argc, argv);
>>  >>
>>  >>     // set up the usage document, in case we need to print out how to 
>> use this program.
>>  >>     
>> arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()
>>  + " is the example which demonstrates using of GL_ARB_shadow extension 
>> implemented in osg::Texture class");
>>  >>     
>> arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("-h or 
>> --help", "Display this information");
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--positionalLight", 
>> "Use a positional light.");
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--directionalLight", 
>> "Use a direction light.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--noUpdate", 
>> "Disable the updating the of light source.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--base", "Add 
>> a base geometry to test shadows.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--sv", 
>> "Select ShadowVolume implementation.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--ssm", 
>> "Select SoftShadowMap implementation.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--sm", 
>> "Select ShadowMap implementation.");
>>  >>  //    arguments.getApplicationUsage()->addCommandLineOption("--pssm", 
>> "Select ParallelSplitShadowMap implementation.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--pssm", 
>> "Select ParallelSplitShadowMap implementation.");//ADEGLI
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--mapcount", 
>> "ParallelSplitShadowMap texture count.");//ADEGLI
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--mapres", 
>> "ParallelSplitShadowMap texture resolution.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--debug-color", 
>> "ParallelSplitShadowMap display debugging color (only the first 3 maps are 
>> color r=0,g=1,b=2.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", 
>> "ParallelSplitShadowMap shadow map near offset.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", 
>> "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", 
>> "ParallelSplitShadowMap move the virtual frustum behind the real camera, 
>> (also back ground object can cast shadow).");//ADEGLI
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--NVidia", 
>> "ParallelSplitShadowMap set default PolygonOffset for NVidia.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", 
>> "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", 
>> "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
>>  >>     
>> arguments.getApplicationUsage()->addCommandLineOption("--CullFaceFront", 
>> "ParallelSplitShadowMap add a cull face: front.");//ADEGLI
>>  >>
>>  >>
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("-1", "Use 
>> test model one.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("-2", "Use 
>> test model two.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("-3", "Use 
>> test model three.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--two-sided", 
>> "Use two-sided stencil extension for shadow volumes.");
>>  >>     arguments.getApplicationUsage()->addCommandLineOption("--two-pass", 
>> "Use two-pass stencil for shadow volumes.");
>>  >>
>>  >>
>>  >>     // construct the viewer.
>>  >>     osgViewer::Viewer viewer(arguments);
>>  >>
>>  >>     // if user request help write it out to cout.
>>  >>     if (arguments.read("-h") || arguments.read("--help"))
>>  >>     {
>>  >>         arguments.getApplicationUsage()->write(std::cout);
>>  >>         return 1;
>>  >>     }
>>  >>
>>  >>     // default to single threaded during dev work.
>>  >>     viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
>>  >>
>>  >>     while (arguments.read("--SingleThreaded")) 
>> viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
>>  >>     while (arguments.read("--CullDrawThreadPerContext")) 
>> viewer.setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
>>  >>     while (arguments.read("--DrawThreadPerContext")) 
>> viewer.setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
>>  >>     while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) 
>> viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
>>  >>
>>  >>
>>  >>     bool postionalLight = true;
>>  >>     while (arguments.read("--positionalLight")) postionalLight = true;
>>  >>     while (arguments.read("--directionalLight")) postionalLight = false;
>>  >>
>>  >>     bool updateLightPosition = true;
>>  >>     while (arguments.read("--noUpdate")) updateLightPosition = false;
>>  >>
>>  >>
>>  >>     int screenNum = -1;
>>  >>     while (arguments.read("--screen", screenNum)) 
>> viewer.setUpViewOnSingleScreen(screenNum);
>>  >>
>>  >>     // set up the camera manipulators.
>>  >>     {
>>  >>         osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> 
>> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
>>  >>
>>  >>         keyswitchManipulator->addMatrixManipulator( '1', "Trackball", 
>> new osgGA::TrackballManipulator() );
>>  >>         keyswitchManipulator->addMatrixManipulator( '2', "Flight", new 
>> osgGA::FlightManipulator() );
>>  >>         keyswitchManipulator->addMatrixManipulator( '3', "Drive", new 
>> osgGA::DriveManipulator() );
>>  >>         keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new 
>> osgGA::TerrainManipulator() );
>>  >>
>>  >>         std::string pathfile;
>>  >>         char keyForAnimationPath = '5';
>>  >>         while (arguments.read("-p",pathfile))
>>  >>         {
>>  >>             osgGA::AnimationPathManipulator* apm = new 
>> osgGA::AnimationPathManipulator(pathfile);
>>  >>             if (apm || !apm->valid())
>>  >>             {
>>  >>                 unsigned int num = 
>> keyswitchManipulator->getNumMatrixManipulators();
>>  >>                 keyswitchManipulator->addMatrixManipulator( 
>> keyForAnimationPath, "Path", apm );
>>  >>                 keyswitchManipulator->selectMatrixManipulator(num);
>>  >>                 ++keyForAnimationPath;
>>  >>             }
>>  >>         }
>>  >>
>>  >>         viewer.setCameraManipulator( keyswitchManipulator.get() );
>>  >>     }
>>  >>
>>  >>     // add the state manipulator
>>  >>     viewer.addEventHandler( new 
>> osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
>>  >>
>>  >>     // add stats
>>  >>     viewer.addEventHandler( new osgViewer::StatsHandler() );
>>  >>
>>  >>     // add the record camera path handler
>>  >>     viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);
>>  >>
>>  >>
>>  >>     osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new 
>> osgShadow::ShadowedScene;
>>  >>
>>  >>     
>> shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
>>  >>     shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
>>  >>
>>  >>
>>  >>     if (arguments.read("--sv"))
>>  >>     {
>>  >>         // hint to tell viewer to request stencil buffer when setting up 
>> windows
>>  >>         osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
>>  >>
>>  >>         osg::ref_ptr<osgShadow::ShadowVolume> sv = new 
>> osgShadow::ShadowVolume;
>>  >>         sv->setDynamicShadowVolumes(updateLightPosition);
>>  >>         while (arguments.read("--two-sided")) 
>> sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED);
>>  >>         while (arguments.read("--two-pass")) 
>> sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS);
>>  >>
>>  >>         shadowedScene->setShadowTechnique(sv.get());
>>  >>     }
>>  >>     else if (arguments.read("--st"))
>>  >>     {
>>  >>         osg::ref_ptr<osgShadow::ShadowTexture> st = new 
>> osgShadow::ShadowTexture;
>>  >>         shadowedScene->setShadowTechnique(st.get());
>>  >>     }
>>  >>     else if (arguments.read("--pssm"))
>>  >>     {
>>  >>         int mapcount = 3;
>>  >>         while (arguments.read("--mapcount", mapcount));
>>  >>         osg::ref_ptr<osgShadow::ParallelSplitShadowMap> pssm = new 
>> osgShadow::ParallelSplitShadowMap(NULL,mapcount);
>>  >>
>>  >>         int mapres = 1024;
>>  >>         while (arguments.read("--mapres", mapres))
>>  >>             pssm->setTextureResolution(mapres);
>>  >>
>>  >>         while (arguments.read("--debug-color")) { 
>> pssm->setDebugColorOn(); }
>>  >>
>>  >>
>>  >>         int minNearSplit=0;
>>  >>         while (arguments.read("--minNearSplit", minNearSplit))
>>  >>             if ( minNearSplit > 0 ) {
>>  >>                 pssm->setMinNearDistanceForSplits(minNearSplit);
>>  >>                 std::cout << "ParallelSplitShadowMap : 
>> setMinNearDistanceForSplits(" << minNearSplit <<")" << std::endl;
>>  >>             }
>>  >>
>>  >>         int maxfardist = 0;
>>  >>         while (arguments.read("--maxFarDist", maxfardist))
>>  >>             if ( maxfardist > 0 ) {
>>  >>                 pssm->setMaxFarDistance(maxfardist);
>>  >>                 std::cout << "ParallelSplitShadowMap : 
>> setMaxFarDistance(" << maxfardist<<")" << std::endl;
>>  >>             }
>>  >>
>>  >>         int moveVCamFactor = 0;
>>  >>         while (arguments.read("--moveVCamFactor", moveVCamFactor))
>>  >>             if ( maxfardist > 0 ) {
>>  >>                 pssm->setMoveVCamBehindRCamFactor(moveVCamFactor);
>>  >>                 std::cout << "ParallelSplitShadowMap : 
>> setMoveVCamBehindRCamFactor(" << moveVCamFactor<<")" << std::endl;
>>  >>             }
>>  >>
>>  >>
>>  >>         double polyoffsetfactor = -0.02;
>>  >>         double polyoffsetunit = 1.0;
>>  >>         while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
>>  >>         while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
>>  >>         
>> pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit)); //ATI 
>> Radeon
>>  >>
>>  >>         if (arguments.read("--NVidia")){
>>  >>             //pssm->setPolygonOffset(osg::Vec2(-0.02,1.0)); //ATI Radeon
>>  >>             pssm->setPolygonOffset(osg::Vec2(10.0f,20.0f)); //NVidia
>>  >>         }
>>  >>
>>  >>         if ( arguments.read("--CullFaceFront") ) {
>>  >>             pssm->forceFrontCullFace();
>>  >>         }
>>  >>
>>  >>         shadowedScene->setShadowTechnique(pssm.get());
>>  >>     }
>>  >>     else if (arguments.read("--ssm"))
>>  >>     {
>>  >>         osg::ref_ptr<osgShadow::SoftShadowMap> sm = new 
>> osgShadow::SoftShadowMap;
>>  >>         shadowedScene->setShadowTechnique(sm.get());
>>  >>     }
>>  >>     else /* if (arguments.read("--sm")) */
>>  >>     {
>>  >>         osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
>>  >>         shadowedScene->setShadowTechnique(sm.get());
>>  >>
>>  >>         int mapres = 1024;
>>  >>         while (arguments.read("--mapres", mapres))
>>  >>             sm->setTextureSize(osg::Vec2s(mapres,mapres));
>>  >>    }
>>  >>
>>  >>     osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
>>  >>     if (model.valid())
>>  >>     {
>>  >>         model->setNodeMask(CastsShadowTraversalMask | 
>> ReceivesShadowTraversalMask);
>>  >>     }
>>  >>     else
>>  >>     {
>>  >>         model = createTestModel(arguments);
>>  >>     }
>>  >>
>>  >>     // RdV osg::Fog test
>>  >>     osg::ref_ptr<osg::Fog> fog = new osg::Fog;
>>  >>     fog->setStart(25.0);
>>  >>     fog->setEnd(200.0);
>>  >>     fog->setDensity(0.01);
>>  >>     fog->setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0));
>>  >>     fog->setMode(osg::Fog::EXP);
>>  >>     // Add fog to the model
>>  >>     model->getOrCreateStateSet()->setAttributeAndModes(fog.get());
>>  >>     // end RdV osg::Fog test
>>  >>
>>  >>     // get the bounds of the model.
>>  >>     osg::ComputeBoundsVisitor cbbv;
>>  >>     model->accept(cbbv);
>>  >>     osg::BoundingBox bb = cbbv.getBoundingBox();
>>  >>
>>  >>     osg::Vec4 lightpos;
>>  >>
>>  >>     if (postionalLight)
>>  >>     {
>>  >>         lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + 
>> bb.radius()*2.0f  ,1.0f);
>>  >>     }
>>  >>     else
>>  >>     {
>>  >>         lightpos.set(0.5f,0.25f,0.8f,0.0f);
>>  >>     }
>>  >>
>>  >>
>>  >>     if ( arguments.read("--base"))
>>  >>     {
>>  >>
>>  >>         osg::Geode* geode = new osg::Geode;
>>  >>
>>  >>         osg::Vec3 widthVec(bb.radius(), 0.0f, 0.0f);
>>  >>         osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f);
>>  >>         osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, 
>> (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f );
>>  >>
>>  >>         geode->addDrawable( osg::createTexturedQuadGeometry( 
>> centerBase-widthVec*1.5f-depthVec*1.5f,
>>  >>                                                              
>> widthVec*3.0f, depthVec*3.0f) );
>>  >>
>>  >>         
>> geode->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
>>  >>
>>  >>         geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, new 
>> osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
>>  >>
>>  >>         shadowedScene->addChild(geode);
>>  >>     }
>>  >>
>>  >>     osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
>>  >>     ls->getLight()->setPosition(lightpos);
>>  >>
>>  >>     bool spotlight = false;
>>  >>     if (arguments.read("--spotLight"))
>>  >>     {
>>  >>         spotlight = true;
>>  >>
>>  >>         osg::Vec3 center = bb.center();
>>  >>         osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), 
>> lightpos.y(), lightpos.z());
>>  >>         lightdir.normalize();
>>  >>         ls->getLight()->setDirection(lightdir);
>>  >>         ls->getLight()->setSpotCutoff(25.0f);
>>  >>
>>  >>         //set the LightSource, only for checking, there is only 1 light 
>> in the scene
>>  >>         
>> dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique())->setLight(ls.get());
>>  >>     }
>>  >>
>>  >>     if ( arguments.read("--coloured-light"))
>>  >>     {
>>  >>         ls->getLight()->setAmbient(osg::Vec4(1.0,0.0,0.0,1.0));
>>  >>         ls->getLight()->setDiffuse(osg::Vec4(0.0,1.0,0.0,1.0));
>>  >>     }
>>  >>     else
>>  >>     {
>>  >>         ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
>>  >>         ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));
>>  >>     }
>>  >>
>>  >>     shadowedScene->addChild(model.get());
>>  >>     shadowedScene->addChild(ls.get());
>>  >>
>>  >>     viewer.setSceneData(shadowedScene.get());
>>  >>
>>  >>     // create the windows and run the threads.
>>  >>     viewer.realize();
>>  >>
>>  >>     // it is done after viewer.realize() so that the windows are already 
>> initialized
>>  >>     if ( arguments.read("--debugHUD"))
>>  >>     {
>>  >>         osgViewer::Viewer::Windows windows;
>>  >>         viewer.getWindows(windows);
>>  >>
>>  >>         if (windows.empty()) return 1;
>>  >>
>>  >>         osgShadow::ShadowMap* sm = 
>> dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
>>  >>         osg::ref_ptr<osg::Camera> hudCamera = sm->makeDebugHUD();
>>  >>
>>  >>         // set up cameras to rendering on the first window available.
>>  >>         hudCamera->setGraphicsContext(windows[0]);
>>  >>         hudCamera->setViewport(0,0,windows[0]->getTraits()->width, 
>> windows[0]->getTraits()->height);
>>  >>
>>  >>         viewer.addSlave(hudCamera.get(), false);
>>  >>     }
>>  >>
>>  >>
>>  >>     // osgDB::writeNodeFile(*group,"test.osg");
>>  >>
>>  >>     while (!viewer.done())
>>  >>     {
>>  >>         if (updateLightPosition)
>>  >>         {
>>  >>             float t = viewer.getFrameStamp()->getSimulationTime();
>>  >>             if (postionalLight)
>>  >>             {
>>  >>                 lightpos.set(bb.center().x()+sinf(t)*bb.radius(), 
>> bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*3.0f  ,1.0f);
>>  >>             }
>>  >>             else
>>  >>             {
>>  >>                 lightpos.set(sinf(t),cosf(t),1.0f,0.0f);
>>  >>             }
>>  >>             ls->getLight()->setPosition(lightpos);
>>  >>
>>  >>             osg::Vec3f 
>> lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z());
>>  >>             if(spotlight)
>>  >>                 lightDir =  
>> osg::Vec3(bb.center().x()+sinf(t)*bb.radius()/2.0, bb.center().y() + 
>> cosf(t)*bb.radius()/2.0, bb.center().z())
>>  >>                 - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()) ;
>>  >>             lightDir.normalize();
>>  >>             ls->getLight()->setDirection(lightDir);
>>  >>         }
>>  >>
>>  >>         viewer.frame();
>>  >>     }
>>  >>
>>  >>     return 0;
>>  >>  }
>>  >>
>>  >> _______________________________________________
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>>  >>  [email protected]
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>  >>
>>  >>
>>  >>
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