Hi Robert

Thanks for your reply to my question.  It led me to the solution of my problem 
which was on my own light set up.  As soon as I removed the following line, my 
problem went away.

Joan  Slottow
   
   mSun -> setReferenceFrame( osg::LightSource::ABSOLUTE_RF );
   
> Message: 8
> Date: Sat, 21 Apr 2007 16:54:32 +0100
> From: "Robert Osfield" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] same light angle on three simultaneous
>       instances of    OpenSceneGraph
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> Hi Joan,
> 
> The problem is down to the SceneView's default light position being a
> directional light in eye space, and obviously the direction is
> different for each of the tiles.
> 
> Try inserting an osg::LightSource in the scene so that all the slaves
> are sharing the same lighting set up.  You shouldn't need to go any
> where need SceneView.  See the osglight example.
> 
> Robert.
> 
> On 4/18/07, Joan Slottow <[EMAIL PROTECTED]> wrote:
> > My program run on three nodes of a tiled display.  I am doing all the
> > communication between the nodes and doing the tiling myself.  I am also
> > following the instructions in the  FAQ titled:
> >
> >
> >    Q: Can I use OSG within an existing renderer?
> >
> > In the program running on the center node, the camera is pointed straight
> > ahead.  I the program running on the left node, the camera is pointed about 
> > 50
> > degrees left of center, on the right node the camera is pointed about 50
> > degrees right of center.  We are running this to 3 projectors that are
> > displaying on a large screen that is a portion of a sphere (horizontally its
> > less than half the sphere) with overlap being blended by hardware.
> >
> > There problem is that in each of the displays, the lighting is coming from a
> > different direction (because the camera is pointed differently) and this
> > results in a disconnect in the lighting when you look at the whole on the
> > screen.
> >
> > I tried  setLightingMode(osgUtil::SceneView::SKY_LIGHT),  HEADLIGHT, and
> > NO_SCENEVIEW_LIGHT in turn on the osgUtil::SceneView but can detect any
> > difference so I decided to send the view matrix from the center to the 
> > sides.
> > In the program rinning on the center I did:
> >
> >    osg::Matrixd mTileLightingViewMat = mSceneView -> getViewMatrix(  );
> >
> > and then I passed that matrix over to the sides:
> >
> > On the sides I did:
> >
> >       mSceneView ->cull();
> >       osgUtil::RenderStage* renderStage = mSceneView -> getRenderStage(  );
> >       osg::ref_ptr<osg::RefMatrix> mv =
> >          new osg::RefMatrix(  mTileLightingViewMat );
> >       renderStage -> getPositionalStateContainer(  ) -> reset(  );
> >       renderStage ->
> >          addPositionedAttribute( mv.get(  ), mSceneView -> getLight(  ) );
> >       mSceneView ->draw();
> >
> > If I do that, I see the sides becoming much darker than the center.
> >
> > This is explained by the fact that I am calling reset(  ).  If I print out 
> > the
> > number of matrices on before doing the reset:
> >
> >    std::cerr << "number of light matrices on list before reset "
> >              << renderStage ->
> >                 getPositionalStateContainer(  ) -> _attrList.size(  )
> >              << std::endl;
> >
> > I see that there are two where as I only see one being put on in the OSG 
> > code
> > in osgUtill::SceneView.cpp where it says:
> >
> >     case(HEADLIGHT):
> >         if (_light.valid()) 
> > renderStage->addPositionedAttribute(NULL,_light.get
> > ());
> >         else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to
> > ogUtil::SceneView to provide head light.*/"<<std::endl;
> >         break;
> >     case(SKY_LIGHT):
> >         if (_light.valid()) 
> > renderStage->addPositionedAttribute(mv.get(),_light
> > .get());
> >         else osg::notify(osg::WARN)<<"Warning: no osg::Light attached to
> > ogUtil::SceneView to provide sky light.*/"<<std::endl;
> >         break;
> >     default:
> >         break;
> >
> >
> > So to compensate for that I ran the same code on the center as I did on the
> > sides all of them were darker than originally but I still say the same
> > discontinuities as I did before and it still looked as if the lighting was
> > applied at different angles.
> >
> > What is the solution two the problem of getting all three instances of the
> > program to do the lighting as if it were a single view?
> >
> > Thank You
> >
> > Joan Slottow
> >
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> 
> 
> ------------------------------
> 
> Message: 9
> Date: Sat, 21 Apr 2007 16:57:30 +0100
> From: "Robert Osfield" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] mouse picking problem
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> On 4/18/07, Paul Martz <[EMAIL PROTECTED]> wrote:
> > I hacked the Quick Start Guide example to draw two large quads instead of
> > two cows and you're absolutely right! One of the quad vertices has to be
> > inside the polytope in order for picking to work. This seems like a bug in
> > the Intersector classes. Either submit a fix, or alert Robert to this when
> > he's back from vacation.
> 
> The PolytopeIntersector is only a partial implementation which needs
> replacing with a full implementation.  An OSG user did extend it to
> work better, but didn't submit it an form ready for integration, I was
> expecting a later rev of this work, but it hasn't appeared yet.  I'll
> need to do some searching through the archives to track it down.
> 
> Robert.
> 
> 
> ------------------------------
> 
> Message: 10
> Date: Sat, 21 Apr 2007 16:59:21 +0100
> From: "Robert Osfield" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] Quick texture / image question
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> Hi Bill and Paul,
> 
> On 4/18/07, Paul Martz <[EMAIL PROTECTED]> wrote:
> > Well, you could take a look in the code and see what those functions return,
> > and then search for where the return values are actually set.
> >
> > But if I were to take a guess, I imagine those values are validated only
> > when the texture object gets created (on first render pass).
> 
> The width and height are set in the apply if they aren't set
> externally (as is done in certain types of usage).
> 
> Note, the osg::Texture* may resize the imagery before passing it to
> OpenGL as it'll need to be a power of two on most machines.
> 
> Robert.
> 
> 
> ------------------------------
> 
> Message: 11
> Date: Sat, 21 Apr 2007 17:05:53 +0100
> From: "Robert Osfield" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] SPIclops
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> Hi Jim,
> 
> In the SVN version of the OSG there is an osgdistortion mode that
> computes the distortion correction for a whole dome, a bit overkill
> for what you need, but its all native OSG.  The osgdistortion example
> should give you an idea of how to set up the multiple Render To
> Texture Camera's and final distortion correction Camera.
> 
>   osgdistortion --dome mymodel.osg
> 
>   osgdistortion --faces mymodel.osg
> 
> My plan for osgViewer is to allow the Camera setup and distortion
> correction mesh to be set up from configuration file, this will then
> make it easy to port to half dome/full dome with just the loading on
> the appropriate configuration file, with no need to mess around with
> other API's.
> 
>   osgviewer -c dome_configuration.osgViewer mymodel.osg
> 
> Robert.
> 
> On 4/19/07, jim_self <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> >
> > can anybody help me getting a copy of the SPIclops API for spherical
> > projections? The elumens.com page does apparently not contain any useful
> > information on this. Or are there other APIs for spherical projections
> > out there?
> >
> > Thanks and regards,
> > Jim Self
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> 
> 
> ------------------------------
> 
> Message: 12
> Date: Sat, 21 Apr 2007 09:11:29 -0700
> From: "Stou Sandalski" <[EMAIL PROTECTED]>
> Subject: [osg-users] OpenSceneGraph trac site
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> Hi,
> 
> The current framed layout of the main site takes a lot of screen real
> estate even for a simple lookup of an OSG class definition especially
> coming from a search engine.  So I was wondering if OpenSceneGraph
> will be moved to a trac based site like osgProducer?  Or if a redesign
> is being planned of the main site?
> 
> I only write this now because I just noticed the graphivz and doxygen
> plugins for Trac that allow for inlining of graphviz dot files inside
> wiki pages... and integration of doxygen documentation inside the Trac
> site.  The graphiviz plugin would be quite useful for drawing examples
> of scene graphs on documentation pages.  Whereas the doxygen plugin
> would allow for clean navigation of the API reference while still
> maintaining navigation elements.  I am sure this has already been
> discussed but I wanted to check on the status/plans.
> 
> Regards,
> 
> Stou
> 
> 
> ------------------------------
> 
> Message: 13
> Date: Sat, 21 Apr 2007 20:32:14 +0400
> From: "Vladimir Shabanov" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] cal3d lod
> To: "osg users" <[email protected]>,       "Jan Ciger"
>       <[EMAIL PROTECTED]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> Hello Jan!
> 
> I've also developed a library based on LGPL osgCal (actually a nearly
> complete rewrite) which works with latest OpenSceneGraph, uses GLSL
> shaders for skinning and support normal mapping. Fixed function
> implementation is also kept. Library have some optimizations
> especially for hi-poly models. OSG picking is also works for HW
> models. Library is tested on ATI&nVidia on linux&windows. LOD & .osg
> file plugin is not supported. I've also done some small changes in
> cal3d Max exporter, to export normal maps, bumps & opacity.
> 
> In the (possibly near) future, I want to release this library as a
> major update to LGPL osgCal.
> 
> A week ago I've tried to contact Loïc Dachary (as osgCal project
> manager at sourceforge), but received no answer. It seems that now I
> should contact Ruben? Am I right?
> 
> 
> 2007/4/19, Jan Ciger <[EMAIL PROTECTED]>:
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > Jeremy L. Moles wrote:
> > > 2.5) Is my personal adaptation (which I am deriving from osgCal2) which
> > > has code cleanup, supports OSG SVN, and will include Vertex Shader
> > > animation support. I absolutely cannot suffer software skinning after
> > > seeing how much faster it is in a simple shader. :)
> > >
> > > I haven't actually released mine yet (though obviously the LGPL will
> > > require I do so) as it is still in casual development, but it will be
> > > available along with all the other OSG stuff I'm working on (osgGTK,
> > > osgCairo, osgEgypt, etc.) None of these are really all that impressive
> > > at the moment, but hopefully will be soon. :)
> >
> > Would you mind to contribute your changes to Ruben ASAP, please? It
> > would save a lot of duplication of effort - I was also thinking about
> > adding hardware skinning there. Not to mention compilation fixes.
> >
> > Regards,
> >
> > Jan
> 
> 
> ------------------------------
> 
> Message: 14
> Date: Sat, 21 Apr 2007 13:01:19 -0400 (EDT)
> From: [EMAIL PROTECTED]
> Subject: Re: [osg-users] cal3d lod
> To: "osg users" <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain;charset=iso-8859-1
> 
> Wow, it seems like there are more people working on this than we had
> thought.  I'm still new to open source programming; How the heck do we
> harness all this beautiful work?
> 
> It seems to make sense, since any simulation/game wants animated
> life-forms.  Character animation is one place that DirectX has an obvious
> advantage to OpenGL.  It'd be great to change that.
> 
> > Hello Jan!
> >
> > I've also developed a library based on LGPL osgCal (actually a nearly
> > complete rewrite) which works with latest OpenSceneGraph, uses GLSL
> > shaders for skinning and support normal mapping. Fixed function
> > implementation is also kept. Library have some optimizations
> > especially for hi-poly models. OSG picking is also works for HW
> > models. Library is tested on ATI&nVidia on linux&windows. LOD & .osg
> > file plugin is not supported. I've also done some small changes in
> > cal3d Max exporter, to export normal maps, bumps & opacity.
> >
> > In the (possibly near) future, I want to release this library as a
> > major update to LGPL osgCal.
> >
> > A week ago I've tried to contact Loïc Dachary (as osgCal project
> > manager at sourceforge), but received no answer. It seems that now I
> > should contact Ruben? Am I right?
> >
> >
> > 2007/4/19, Jan Ciger <[EMAIL PROTECTED]>:
> >> -----BEGIN PGP SIGNED MESSAGE-----
> >> Hash: SHA1
> >>
> >> Jeremy L. Moles wrote:
> >> > 2.5) Is my personal adaptation (which I am deriving from osgCal2)
> >> which
> >> > has code cleanup, supports OSG SVN, and will include Vertex Shader
> >> > animation support. I absolutely cannot suffer software skinning after
> >> > seeing how much faster it is in a simple shader. :)
> >> >
> >> > I haven't actually released mine yet (though obviously the LGPL will
> >> > require I do so) as it is still in casual development, but it will be
> >> > available along with all the other OSG stuff I'm working on (osgGTK,
> >> > osgCairo, osgEgypt, etc.) None of these are really all that impressive
> >> > at the moment, but hopefully will be soon. :)
> >>
> >> Would you mind to contribute your changes to Ruben ASAP, please? It
> >> would save a lot of duplication of effort - I was also thinking about
> >> adding hardware skinning there. Not to mention compilation fixes.
> >>
> >> Regards,
> >>
> >> Jan
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> 
> 
> 
> 
> ------------------------------
> 
> Message: 15
> Date: Sat, 21 Apr 2007 19:13:27 +0100
> From: "Gordon Tomlinson" <[EMAIL PROTECTED]>
> Subject: [osg-users] RE: A bug ?
> To: <[email protected]>
> Message-ID:
>       
> <!~!UENERkVCMDkAAQACAAAAAAAAAAAAAAAAABgAAAAAAAAAW1cvqsiaW0GJGr46ewPgUcKAAAAQAAAALH+8Tdst/[EMAIL
>  PROTECTED]>
>       
> Content-Type: text/plain;     charset="us-ascii"
> 
> 
> See http://www.vis-sim.com/osg/osg_faq_1.htm#f22 
> 
> BTW you sent your question to the wrong list,  it should be
> [email protected] not submissions
> 
> 
> __________________________________________________________
> Gordon Tomlinson 
> 
> Email   : [EMAIL PROTECTED]
> Website : www.vis-sim.com www.gordontomlinson.com 
> 
> __________________________________________________________
> 
> "Self defence is not a function of learning tricks 
> but is a function of how quickly and intensely one 
> can arouse one's instinct for survival" 
> -Master Tambo Tetsura 
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Pietro
> Incardona
> Sent: 21 April 2007 17:20
> To: [EMAIL PROTECTED]
> Subject: [osg-submissions] A bug ?
> 
> I have founded this bug(?) when i have tried to draw only a simple point
> into the scene
> 
> i have used the osgpointsprite example procedure to display my point
> 
> The procedure work for n point but for unknow reason don' t work with only
> one point n must be a minium of 2
> 
> i have also tried to change osgpointsprite example I have changed the for
> into makeGalaxy cicle to have a 1 cicle 1 vertex created and i have
> commented the PointSprite section and Texture so i use standard Point of
> size 10.0
> 
> Now makegalaxy(n) draw correctly n point from 2 to n using make galaxy with
> only 1 point don' t draw nothing
> 
> Unfortunately i haven' t finded another way to draw only one point. and i
> have no idea to do it.
> 
> #include <osg/PointSprite>
> #include <osg/BlendFunc>
> #include <osg/StateAttribute>
> #include <osg/Point>
> #include <osg/Geometry>
> #include <osg/Texture2D>
> #include <osg/TexEnv>
> #include <osgDB/ReadFile>
> #include <osgProducer/Viewer>
> #include <osg/GLExtensions>
> #include <osg/TexEnv>
> 
> osg::Geode *makeGalaxy(unsigned nvertices) {
>     osg::Geode *geode = new osg::Geode();
>     osg::Geometry *galaxy = new osg::Geometry();
>     osg::Vec3Array *vertices = new osg::Vec3Array();
>     osg::Vec4Array *colors = new osg::Vec4Array();
>     osg::Vec4 ini(1,1,0,1);
>     osg::Vec4 fin(0,0,1,1);
> 
>     /** Formula for the two spirals */
>     for (unsigned i=0;i<nvertices;i++)          // <----- Changed I need 1:1
> 
> vertex cicle
>     {
>         float val = (i*2/(float)nvertices * 2 * 3.14159265359);
>         float modx1 = rand() / (float)RAND_MAX*2;
>         float mody1 = rand() / (float)RAND_MAX*2;
>         float modx2 = rand() / (float)RAND_MAX*2;
>         float mody2 = rand() / (float)RAND_MAX*2;
>         float modz1 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
>         float modz2 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
>         vertices->push_back(osg::Vec3(cos(val)*val+modx1,
> sin(val)*val+mody1, modz1));
> //        vertices->push_back(osg::Vec3(-cos(val)*val+modx2, 
> -sin(val)*val+mody2, modz2));
> 
>         colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
> //        colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
>     }
>     galaxy->setVertexArray(vertices);
>     galaxy->setColorArray(colors);
>     galaxy->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
>     galaxy->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,
> 0, nvertices));
>     geode->addDrawable(galaxy);
>     return geode;
> }
> 
> osg::StateSet* makeStateSet(float size)
> {
>     osg::StateSet *set = new osg::StateSet();
> 
>     /// Setup cool blending
> 
>    <----- Sprite is not requested
> /*    set->setMode(GL_BLEND, osg::StateAttribute::ON);
>     osg::BlendFunc *fn = new osg::BlendFunc();
>     fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
>     set->setAttributeAndModes(fn, osg::StateAttribute::ON);*/
> 
>     /// Setup the point sprites
> /*    osg::PointSprite *sprite = new osg::PointSprite();
>     set->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);*/
> 
>     /// Give some size to the points to be able to see the sprite
>     osg::Point *point = new osg::Point();
>     point->setSize(size);
>     set->setAttribute(point);
> 
>     /// Disable depth test to avoid sort problems and Lighting
>     set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
>     set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
> 
>     /// The texture for the sprites                                         
> <------ No texture requested
> /*    osg::Texture2D *tex = new osg::Texture2D();
>     tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
>     set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);*/
> 
>     return set;
> }
> 
> int main(int, char *[])
> {
>     osgProducer::Viewer viewer;
> 
>     /// Make the galaxy of points
>     osg::Node *node = makeGalaxy(1);
> 
>     node->setStateSet(makeStateSet(10.0f));
> 
>     viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
>     viewer.setSceneData(node);
> 
>     viewer.realize();
>     while (!viewer.done())
>     {
>         viewer.sync();
>         viewer.update();
>         viewer.frame();
>     }
> 
>     // wait for all cull and draw threads to complete.
>     viewer.sync();
> 
>     // run a clean up frame to delete all OpenGL objects.
>     viewer.cleanup_frame();
> 
>     // wait for all the clean up frame to complete.
>     viewer.sync();
> 
>     return(0);
> }
> 
> _________________________________________________________________
> Windows Live OneCare: tutto per la cura del tuo PC ! Provalo Gratis! 
> http://onecare.live.com/standard/it-it/default.htm
> 
> _______________________________________________
> osg-submissions mailing list
> [EMAIL PROTECTED]
> http://openscenegraph.net/mailman/listinfo/osg-submissions
> 
> 
> 
> 
> ------------------------------
> 
> Message: 16
> Date: Sat, 21 Apr 2007 20:14:30 +0200
> From: Jan Ciger <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] cal3d lod
> To: osg users <[email protected]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
> 
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
> 
> [EMAIL PROTECTED] wrote:
> > Wow, it seems like there are more people working on this than we had
> > thought.  I'm still new to open source programming; How the heck do we
> > harness all this beautiful work?
> > 
> > It seems to make sense, since any simulation/game wants animated
> > life-forms.  Character animation is one place that DirectX has an obvious
> > advantage to OpenGL.  It'd be great to change that.
> > 
> 
> To clarify - DirectX provides only for skinning which is probably 10% of
> the whole problem. Properly animating the characters is a quite a bit
> more than that.
> 
> A good start to have something more comprehensive available would be to
> integrate the work of Vladimir into the upstream osgCal and then replace
> the rendering code in ReplicantBody with osgCal. That should give
> everybody a reasonable starting point for character animation and it
> shouldn't be too hard to do.
> 
> Things that would still remain to be developed/fixed:
> 
> - - proper LOD support in Cal3D
> - - exporters
> - - support for procedural animation in Cal3D and Replicant. That is
> needed for things such as walking, reaching, grasping - canned keyframe
> animations are not good enough or you need a specific animation for
> every object you want to grasp. That is perhaps possible for somebody
> like Ubisoft or EA with their army of designers, animators and motion
> capture actors but not people writing simulators.
> 
> Other interesting things to do for which the theories and algorithms are
> known:
> - - proper skin rendering using bump mapping, sub-surface scattering
> model, etc. This is why HalfLife 2 characters looked quite good up close.
> 
> - - rag doll dynamics (needs support in Cal3D - do you see why I have said
> that Cal3D may need to be redesidned/replaced?). This also needs support
> in the design pipeline to assign masses and collision volumes.
> 
> - - support for forward dynamics (physically *controlled* motion, not only
> rag dolls-like tumbling)
> 
> - - support for facial animation (quite a big deal, actually - properly
> animating the face can be more complex than the rest of the body)
> 
> - - clothing simulation - unless you want your characters looking like
> Superman in a skintight spandex costume you need some simulated
> clothing. That is a whole another can of worms computationally.
> 
> - - hair simulation - not everybody is a closely cropped marine. Again,
> another big computational problem :(
> 
> 
> Jan
> -----BEGIN PGP SIGNATURE-----
> Version: GnuPG v1.4.7 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
> 
> iD8DBQFGKlSGn11XseNj94gRAg9JAKDelKM5aYWnL3yFmi+Rny6CrxRrDwCeKJ8T
> M2gbU0lltRxqBykNI6u/gZo=
> =tqza
> -----END PGP SIGNATURE-----
> 
> 
> ------------------------------
> 
> Message: 17
> Date: Sat, 21 Apr 2007 22:51:55 +0400
> From: "Vladimir Shabanov" <[EMAIL PROTECTED]>
> Subject: Re: [osg-users] cal3d lod
> To: "Jan Ciger" <[EMAIL PROTECTED]>,  "osg users"
>       <[email protected]>
> Message-ID:
>       <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> 2007/4/21, Jan Ciger <[EMAIL PROTECTED]>:
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > Hello Vladimir,
> >
> > Vladimir Shabanov wrote:
> > > Hello Jan!
> > >
> > > I've also developed a library based on LGPL osgCal (actually a nearly
> > > complete rewrite) which works with latest OpenSceneGraph, uses GLSL
> > > shaders for skinning and support normal mapping. Fixed function
> > > implementation is also kept. Library have some optimizations
> > > especially for hi-poly models. OSG picking is also works for HW
> > > models. Library is tested on ATI&nVidia on linux&windows. LOD & .osg
> > > file plugin is not supported. I've also done some small changes in
> > > cal3d Max exporter, to export normal maps, bumps & opacity.
> > >
> >
> > Excellent - that will probably save a lot of work for many people.
> 
> It is one of purpouses to release it. There are much work done and a
> much work to do. People should not reinvent the wheel.
> 
> >
> > > In the (possibly near) future, I want to release this library as a
> > > major update to LGPL osgCal.
> >
> > Great! That's a really commendable attitude.
> >
> > >
> > > A week ago I've tried to contact Loïc Dachary (as osgCal project
> > > manager at sourceforge), but received no answer. It seems that now I
> > > should contact Ruben? Am I right?
> >
> > Yes, I think so. Loïc maintains the forked (GPL) version of osgCal and
> > not the original LGPL one (which is, curiously, named osgCal2). For that
> > you need to contact Ruben Lopez who is maintaining it. He
> > is also on the osg-users mailing list.
> 
> OK, I've just mailed Ruben.
> 
> >
> > Regards,
> >
> > Jan
> 
> 
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> End of osg-users Digest, Vol 31, Issue 31
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