Hi Vijeesh, If you just want to view your terrain you can also use the plain osgviewer.
The benefit of osgVisual is that it allows to attach visible objects to external datasources and that you can use it across multiple rendering channels. To your problem: In your start command, do you specify an xml configuration file like "osgvisual -c yourconfig.xml"? The SVN contains a complete xml example file. I haven't written the wiki page because I'm currently cleaning up the code, xml support is quite new. osgVisual supports the standard OSG camera manipulators like trackball, terrain, flight, nodetracker animationpath. The animationpath controls where your simulation starts. The animationpath file you can specify in the osgVisual XML configuration file. Additionally you can use osgVisual like camera manipulator: 1. You can use 3DConnexion Spacenavigator (http://www.3dconnexion.com/products/spacenavigator.html) for free 3D manipulation of camera. 2. A Spacenavigator based node tracker. 3. A cameramanipulator with a fix offset to a visual_object (A entity which contains info about position, attitude, geometry to display, label etc.) 4. A Cameramanipulator which coordinates are controlled via the extternal Link (extLink) Definition of extLink: The visual system needs a simulation host which decides how the scene should be visualized (position of objects, time, weather etc). The link from the visual system to the external simulation host is called extLink. There is an extLink baseclass you can subclass for implementing your own connection between visual system and your proprietary simulation host. I have a working extLink implementation (extLinkVCL), but it is based on proprietary software of a funding partner, so you have to implement your own extLink, for example based on boost::asio. Additionally osgVisual supports distributed rendering to allow to use large screens with more than one video projector seamless. Each video projector can be driven of a seperate rendering machine ("A channel") The software module called "cluster" is the module which transports the rendering info to each rendering machine. The rendering machine which holds the external link to the simulation host is called master, the rendering machines which are in the cluster and are not directly connected to the simulation host but only to the cluster are slaves. The master gets the info from the extLink and passes it to its own rendering part and tells all slaves what they should render to provide a seamless scene across all channels. If you want just one channel with only one rendering machine, then you do not need the cluster functionality and you can use "standalone" to bypass all cluster code. I you have further questions don't hesitate to contact me. Cheers, Torben ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36265#36265 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

