Re: [osg-users] Visualizing Terrain DB on web page
Hi, Yeah, I did in the same way as u said. Wrapped OSG functions into ActiveX control and deployed with IE. It s working fine. But it is not happening so with Firefox. Yes, I need help to deploy using Firefox. Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16320#16320 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 360 degree screen captures
Hi, Wally Atkins wrote: Hi jp, Thanks for the reply. I see that the osgprerender does spin the model and I made a stab at putting in the osgDB::writeImageFile but I must be at the wrong place ... because the output (PNG) that I got was just a full white image. In the function createPreRenderSubGraph() I went to the if (useImage) block and added the writeImageFile() call there ... that must not be the appropriate place though. Also, I see in the createPreRenderSubGraph() function a variable named noSteps which I am assuming determines the number of steps to take in order to perform the 360 around the model. What I would like to do is use that count ... somehow ... to number the images accordingly as the snap shots around the model. The cow is actually spun using an AnimationPathCallback attached to loadedModelTransform. You could either try to get the angle from the AnimationPathCallback or you could just attach the model to your own transform that you control manually. You would then need to pass this angular value to MyCameraPostDrawCallback. You could start by using a global variable and then refine it, there are multiple options. I just tried adding the writeImageFile() into the MyCameraPostDrawCallback and got at least a resemblance of the model in the resulting image file. I'm really not sure of the best way to go about this so any further tips would be greatly appreciated. Yes, the writeImage should go into MyCameraPostDrawCallback, you could remove the image modification in the callback or put the write before the image is modified. jp Thanks, Wally -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16276#16276 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need help regarding rendering to a texture
Hi Brett, Your email doesn't really provide enough details to help you. For pre-render examples have a look at osgprerender or osgprerendercubemap. Please note the viewer level Camera controls what the overall scene looks at, the viewer doesn't need a CameraManipulator though, you can set the viewer Camera's view matrix directly on each new frame. Robert. On Sun, Aug 16, 2009 at 8:24 PM, Brett Thomas Leesudheer_...@yahoo.com wrote: Hi, I am using osg in my rendering engine.I have set the prerender camera using osg and rendered to a texture.Do I need to set another camera for my system to work(is setting camera some thing like a state)??I am asking this because my engine sets its own camera transforms and I dont need osg transforms while rendering to screen. Thank you! Cheers, Brett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16305#16305 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Paged Geometry?
Hi Peter, There isn't a paged geometry plugin, database paging support is built directly into the scene graph via the osg::PageLOD node, and into the viewer using the osgDB::DatabasePager that is automatically set up for you (you don't need to do anything to enable it.) The problem in hand is really how to create the databases rather than how to render them. This is a very open ended question, ranging from commercial tools to rolling your own database builders. You've said nothing about your existing data so I can't say anything specific in recommendations. Robert. On Mon, Aug 17, 2009 at 1:09 AM, Peter Bearth3fly...@gmail.com wrote: Hi, anyone know if there's a paged geometry plugin out there or in the works for OSG? I was hoping for something like this to assist in the rendering of terrain features such as forests, vegetation and things like that. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reset Viewer and Context question
Hi Jimmy, On Mon, Aug 17, 2009 at 2:49 AM, Jimmy Lindummy...@gmail.com wrote: I will try that. By the way, when I remove an object from the scene graph by remove the PAT above the model, do I need to call releaseGLObjects on the model node as well? or just the PAT? The node your remove from the scene graph is one you need to call releaseGLObjects on, it'll traverse down the subgraph below this node calling releaseGLObjects on all the StateSet and Drawables for you. I use the model to create mutiple instance (use mutiple PAT) in the scene. If one of the instance got detached from the scene and the model calls releaseGLObjects, would it cause problem with my other instances? The other instances would have there GL objects released, so they'd have to recompile them, so there is a potential waste of operations, but functionally it should work. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D HUD Elements
Hi Jimmy, I'd recommend doing 3D hud's using a second camera, see the osghud example. The second camera needn't be an othrographic one as illustrate in the example. Robert. On Mon, Aug 17, 2009 at 5:21 AM, Jimmy Lindummy...@gmail.com wrote: Hi, Does anyone has solution for this? I am doing a simliar thing as well. I tried to update my 3D Axis object with camera's position by using CullCallBack, but I have flickering problem with mutiple view/camera. It seems it's too late to update the node position/matrix at the culling stage, but only cullvisitor able to access eye point. Is there a way to do this? Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16318#16318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereoscopy with Linearly polarized glasses
Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : *To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through **orthogonal*http://en.wikipedia.org/wiki/Orthogonal * **polarizing* http://en.wikipedia.org/wiki/Polarization* filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time* ** Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 released
Hi Robert, Sorry to push this topic up, but it seems VC8/9 binaries are not available on the website... :) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail Original - De: Sukender suky0...@free.fr À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Jeudi 6 Août 2009 21h35:53 GMT +01:00 Amsterdam / Berlin / Berne / Rome / Stockholm / Vienne Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released MD5 checksums for VC8: AA3E9C1E092C49F0D1967CD189E22598 libopenscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip AFD1D03805A9C8A77D176C1E21100951 libopenscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip F2A9756CC140883639CEF1FF92765BB5 libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Debug.zip E4CF9E8FA1B62692BAC7710E6E7617B6 libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Release.zip 71EE87AED6D8B85A1985FA03108DFABE libopenscenegraph-wrappers-2.8.2-win32-x86-vc80sp1-Debug.zip 9CABA9E674D04B053D7B86876531E7F6 libopenscenegraph-wrappers-2.8.2-win32-x86-vc80sp1-Release.zip BC3FE01CD98B038070E98EB0CBE3FF59 libopenthreads-2.8.2-win32-x86-vc80sp1-Debug.zip 8E0E2201F0322484C9976B71BA9F43AF libopenthreads-2.8.2-win32-x86-vc80sp1-Release.zip 1C70B1FAEF8EE2F401B2E7C50F02B855 libopenthreads-dev-2.8.2-win32-x86-vc80sp1-Debug.zip 348501BED03D7C4BDCF1C3ABC6B81EA0 libopenthreads-dev-2.8.2-win32-x86-vc80sp1-Release.zip BC3CBE97DFC002342A09B174688EF6FD openscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip 991D1F3AD64EFC8BC11295705F13EABB openscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip E97296DE41691293160806CD35CDE06A openscenegraph-all-2.8.2-win32-x86-vc80sp1-Debug.zip 3EBE7180455C0EF783A69A9321058515 openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip B04251102E3DEC4F3ECEA95711DAF2B7 openscenegraph-examples-2.8.2-win32-x86-vc80sp1-Debug.zip FFFD93785A9C177FE7D4F2D149481606 openscenegraph-examples-2.8.2-win32-x86-vc80sp1-Release.zip // Name confilcts with VC9: 30A4E5B5614AD979E615E5EEB5A9C765 openscenegraph-doc-2.8.2.zip Le Wed, 05 Aug 2009 14:57:15 +0200, Sukender suky0...@free.fr a écrit: Hi Robert, Yes, all binaries are ready. Attached to this message is an archive containing an MD5 for each VC9 file, plus one containing all VC9 MD5. However, I can't send you MD5 for VC8 right now (and it seems I won't be until a few days). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: Robert Osfield robert.osfi...@gmail.com À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Wed, 5 Aug 2009 09:57:25 +0200 (CEST) Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released Hi Sukender, Thanks for uploading these. Are they all ready to upload? Could you provide the md5sum's and sizes of these files so I can verify they have been uploaded OK? Cheers, Robert. On Tue, Aug 4, 2009 at 10:11 AM, Sukendersuky0...@free.fr wrote: Hi Robert, As expected, I did a mistake when building two VC9 packages (documentation was missing in packages named all because I forgot to generate the doc before). Sorry. Please use openscenegraph-all-2.8.2-win32-x86-vc90-Debug(2).zip and openscenegraph-all-2.8.2-win32-x86-vc90-Release(2).zip (instead of the without (2) ones). Same thing for openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip as told in my previous mail. Upload should be complete in less that 30 min. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: Sukender suky0...@free.fr À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Tue, 4 Aug 2009 07:41:21 +0200 (CEST) Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released Hi Robert, hi Jose-Luis, hi all, I'm uploading VC8sp1 binaries for 2.8.2, as for VC9sp1. However, You'll have to delete openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release.zip (which was truncated beacause of a transfer termination) and use/rename openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip instead. BTW, Jose-Luis and Robert, may packages maintainers have a full read/write access to a specific FTP folder, such as one with their name? That would avoid such things, as I could have replaced the truncated file. (And I have to check something on VC9 binaries I uploaded ; I just hope all went right or I'll have to upload renamed files again!) And a final question: should the site have a link (or text reference) to download a doc package on the wiki/Support page? Something like this: Reference Guides - online reference for OpenSceneGraph API's. Offline documentation may be downloaded from one of the precompiled binaries set on the download page. Cheers, -- Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 03 Aug 2009 16:51:57 +0200, suky0...@free.fr a écrit: Hi Robert, hi all, Uploading VC9sp1 binaries for 2.8.2 (release debug -
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 released
Hi Sukender, On Mon, Aug 17, 2009 at 11:55 AM, Sukendersuky0...@free.fr wrote: Sorry to push this topic up, but it seems VC8/9 binaries are not available on the website... :) Cheers, Thanks for the push. I've been overrun by my extended family this last ten days so haven't had much time at my computer. Last members just left this morning so finally I'm able to get back to work fully and tackling the back-log Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualizing Terrain DB on web page
Does it work in Firefox if you use the IE Tab, plug-in for firefox ?, I have found this to be very useful and works for most things I have tried that typically need IE Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan Sent: Monday, August 17, 2009 2:31 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Visualizing Terrain DB on web page Hi, Yeah, I did in the same way as u said. Wrapped OSG functions into ActiveX control and deployed with IE. It s working fine. But it is not happening so with Firefox. Yes, I need help to deploy using Firefox. Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16320#16320 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualizing Terrain DB on web page
Hi Akilan My deployment scheme is based on extension under Firefox. Do you need javascript interaction with the application (like virtualrome site) or are you ok with just embedding in the page? In the latter case, look at test examples in the link http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html Test it if it suit your need I can send you the address to get the source. I' ll be off line for next two weeks, so either today or in september Regards Luigi Akilan ha scritto: Hi, Yeah, I did in the same way as u said. Wrapped OSG functions into ActiveX control and deployed with IE. It s working fine. But it is not happening so with Firefox. Yes, I need help to deploy using Firefox. Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16320#16320 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using shared OpenGL contexts
Thank you Robert and Paul for this information. To further clarify, my goal is to be able to use multiple GL contexts representing the same scene from different camera angles, and those contexts could well be GL views in windows, FBOs, or even Core Animation GL layers (Mac). As said previously, having textures on 3D objects being the result of some GPU image processing (Core Image), or the other way around, using the result of 3D rendering as input to GPU filters (Core Image) are possible applications. But all these things require some kind of flexibility in the way you create/declare (possibly shared) contexts, to avoid duplicating VBO, DL and other GPU resources all over. A nice extension to OSG would be to make it possible to work with external contexts, even if some constraints need to be enforced (such as state preserving across OSG calls, or other threading constraints). But this is probably easier to say than to implement. I will dig some more in the source to find out. Thanks, Raphael On Fri, Aug 14, 2009 at 6:33 PM, Paul Martz pma...@skew-matrix.com wrote: Robert -- Thanks for replying to this; I saw the post and was curious myself as to how this could be done. Let's assume the app has created their own contexts and done so with object sharing set up correctly. Taking just DLs as an example, could the app enforce their own DL sharing with a Drawable draw callback? Seems like this would be possible, but I'd have to dig further. Not sure at all how an app would do with with shared buffer objects, texture objects, etc. Paul Martz Skew Matrix Software LLC *http://www.skew-matrix.com* http://www.skew-matrix.com/ +1 303 859 9466 Robert Osfield wrote: Hi Raphael, On Tue, Aug 11, 2009 at 6:36 PM, Raphael Sebberaphael.se...@gmail.com raphael.se...@gmail.com wrote: Is it possible in OSG to use shared opengl contexts that are created outside of OSG, and yet declare to OSG that they are sharing their texture spaces (and VBO, etc)? I searched the documentation, but could not find a way to do that. There isn't any support for doing this directly. If you use the GraphicsWindowEmedded feature of osgViewer they you could probably do it, but you'd loose threading and multi-context support provided by osgViewer. If you just need a single context and single threading then this would be OK. See the osgviewerSDL and osgviewerGLUT for examples of this in action. In general though, the OSG is designed to be the primary way you drive OpenGL apps rather than something that is secondary and piggy backing on the back of another part of the app that does OpenGL. Lazy state updating, state sorting, threading and and multi-context management that make the scene graph so useful are all things that make mixing with 3rd party OpenGL code awkward. Robert. ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using shared OpenGL contexts
Hi Raphael, On 17/08/09 2:10 PM, Raphael Sebbe wrote: To further clarify, my goal is to be able to use multiple GL contexts representing the same scene from different camera angles, and those contexts could well be GL views in windows, FBOs, or even Core Animation GL layers (Mac). As said previously, having textures on 3D objects being the result of some GPU image processing (Core Image), or the other way around, using the result of 3D rendering as input to GPU filters (Core Image) are possible applications. But all these things require some kind of flexibility in the way you create/declare (possibly shared) contexts, to avoid duplicating VBO, DL and other GPU resources all over. A nice extension to OSG would be to make it possible to work with external contexts, even if some constraints need to be enforced (such as state preserving across OSG calls, or other threading constraints). But this is probably easier to say than to implement. I will dig some more in the source to find out. I would also find this a helpful extension. A while ago I wrote some code to that effect for passing an AGLContext* as traits-sharedContext to GraphicsWindowCarbon. The code would first do the usual dynamic_cast to GraphicsWindowCarbon and PixelBufferCarbon and if both fail would simply static_cast the pointer to AGLContext. This was an ugly hack of course. A better(?) way might be to create a GraphicsWindowCarbon constructor with an existing AGLContext*. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi there A quick related question for you guys, does OSG do the transparency bin sorting per Geode or per primitive? I have a Geode with multiple transparent primitives in it, however one is a box with 4 sides created using QUAD_STRIP and top/bottom created using POLYGON and as such as not coming out quite right. [Image: http://i137.photobucket.com/albums/q217/andyb1979/TransCube.png ] If I create individual QUAD's will this work better? Or perhaps does it have to be individual Geodes to get the sorting working right? Thank you! Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16337#16337 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi. One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi Maxim, Does NVidia 3DVision works with OSG, has someone already tried to set an osg application with it ?? I thought it was only working with DirectX... 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi. One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi nvidia 3D vision support active stereo in nvidia Quadro cards (OpenGL) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi Maxim, Does NVidia 3DVision works with OSG, has someone already tried to set an osg application with it ?? I thought it was only working with DirectX... 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi. One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list
Re: [osg-users] transparent object sorting and back face culling
Andrew Thompson wrote: If I create individual QUAD's will this work better? Or perhaps does it have to be individual Geodes to get the sorting working right? It's per-geode, I believe --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Composite Viewer, Multiple Windows, Different Framerates
At this point I'm somewhat pressed for time, so I'm going to toggle the nodemask on and off and deal with the buffer swapping. Maybe when I get more time I'll revisit the disabling of windows at the viewer level. Thanks for the info! -Chris On Fri, Aug 14, 2009 at 7:44 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Chris, The current design of osgViewer is for a single viewer to have a single frame loop, and in your case you fall out this. One possible solution would be to have two separate viewers, each running their own frame when required - you can't mix scene graphs or graphics contexts in this case though. The other route is node masks as you have done, but this won't disable the swap buffers of the associate contexts - do to the later one would need to modify the CompsiteViewer::renderingTraversals() method to enable the disable of a window. Potentially we could evolve osgViewer to support the disabling of windows so that all the cameras on it wouldn't rendering and no swap buffers would be issued. Disabling cameras from updating where the window/context is a bit more awkward though as you'd need to rendering to the back buffer and front buffer of the camera to be disabled before you can fully disable it, otherwise you'd end up with black hole where the camera was. Robert. On Wed, Aug 12, 2009 at 8:15 PM, Chris Glasnappchris.glasn...@gmail.com wrote: Hello, I have a wxWidgets application where I'd like to setup two windows. The first window is interactive, so I want the framerates to be quite high. The second window displays a different view of the same scene, but it is not interactive, and I don't care much about the refresh rate. Because I'm using wxWidgets, I call frame() myself instead of calling run(). If I use a composite viewer (as I believe OSG intended for me to do), then I can only call frame() once, which redraws both views. What is the best way to achieve different framerates for the two different views? Should I set the nodemask of the low framerate camera to 0 for most of the time, and then set its nodemask to ~0, when I want it to render to its window? I'm hoping there is a better way, because I use the nodemask of the cameras for other purposes. Thanks! -Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume ready for testing
Hi, Sorry for the simple question... I am trying to load a list of images using the --images flag. Looking at the osgvolume.cpp code in 2.8.2, I don't see how it can detect *.png like you mentioned, or detect the list of slices from the filenames. Am I right on this ? Thank you! Cheers, Guillaume -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16341#16341 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Hi Jason, Ok I've updated my code to work with each side as a geode, however this is still not giving me the results I want. Think a transparent cube, the sides have bounding spheres but at certain camera locations and orientations, the wrong sides are rendered in the wrong order. For my transparent cube object, is it possible to specify the render order in some sort of call back? So in the update pass, get the camera eye and sort the drawables myself? Thanks, Andrew On Mon, Aug 17, 2009 at 5:20 PM, Jason Daly jd...@ist.ucf.edu wrote: Andrew Thompson wrote: If I create individual QUAD's will this work better? Or perhaps does it have to be individual Geodes to get the sorting working right? It's per-geode, I believe --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Robert, I have created some binary rpm packages for Centos 5 for the most recent stable release. Where do I upload these files? It's been a while since I've done that. I'm also willing to set up and help maintain a yum repository that makes it easy to update OpenSceneGraph on Centos and RedHat. All that is required is a directory accessible through a web server. When new packages are available, a command-line utility is used to update the metadata files. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume ready for testing
Ho Guillaume, On Mon, Aug 17, 2009 at 4:58 PM, Guillaume Poirierguillaume.poir...@nrc.ca wrote: Sorry for the simple question... I am trying to load a list of images using the --images flag. Looking at the osgvolume.cpp code in 2.8.2, I don't see how it can detect *.png like you mentioned, or detect the list of slices from the filenames. Am I right on this ? It doesn't need to detect the image file type, it just passes the filename to readImageFile() and it's does the reading via the OSG's normal plugin mechanism. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Hi Eric, On Mon, Aug 17, 2009 at 5:54 PM, Eric Sokolowskyesok@gmail.com wrote: I have created some binary rpm packages for Centos 5 for the most recent stable release. Where do I upload these files? It's been a while since I've done that. Thanks. The place to upload them is via ftp, I'm afraid I can't recall the standard username and password off hand, a search through the archives/website will probably unearth it. Or... if Jose Luis spots this email! I'm also willing to set up and help maintain a yum repository that makes it easy to update OpenSceneGraph on Centos and RedHat. All that is required is a directory accessible through a web server. When new packages are available, a command-line utility is used to update the metadata files. I'll have to defer to Jose Luis on this. I emailed him earlier today but haven't had a reply yet, so I guess he's either busy or perhaps more likely away on holiday. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume ready for testing
Sorry I meant that you can do something like: osgvolume --images data/*.png or osgvolume --images data/data_000.png And it would load all 256 slices from data_000.png to say data_255.png. guillaume -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: August-17-09 1:04 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgVolume ready for testing Ho Guillaume, On Mon, Aug 17, 2009 at 4:58 PM, Guillaume Poirierguillaume.poir...@nrc.ca wrote: Sorry for the simple question... I am trying to load a list of images using the --images flag. Looking at the osgvolume.cpp code in 2.8.2, I don't see how it can detect *.png like you mentioned, or detect the list of slices from the filenames. Am I right on this ? It doesn't need to detect the image file type, it just passes the filename to readImageFile() and it's does the reading via the OSG's normal plugin mechanism. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
See my other post in this thread as I've done exactly this before. Split the cube into the inside faces and the outside faces, each as their own drawable and then use the render bin number to have the inside always drawn first. It might be that if you always add the inside child before the outside child then it will always get drawn first (or the other way around depending on how the depth sorting sorts) but it's safer to use bin numbers. -Paul Andrew Burnett-Thompson wrote: Hi Jason, Ok I've updated my code to work with each side as a geode, however this is still not giving me the results I want. Think a transparent cube, the sides have bounding spheres but at certain camera locations and orientations, the wrong sides are rendered in the wrong order. For my transparent cube object, is it possible to specify the render order in some sort of call back? So in the update pass, get the camera eye and sort the drawables myself? Thanks, Andrew On Mon, Aug 17, 2009 at 5:20 PM, Jason Daly jd...@ist.ucf.edu mailto:jd...@ist.ucf.edu wrote: Andrew Thompson wrote: If I create individual QUAD's will this work better? Or perhaps does it have to be individual Geodes to get the sorting working right? It's per-geode, I believe --J ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] data sync between callbacks
Hi, I have two callbacks that share some data. One saves the current transformation matrix into the member if it, other one gets it. It looks that the second callback always get the same even the transformation matris is different. I guess it's probably has some thing to do with multi threading. Can some one show me how to ensure the data is shared properly? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16351#16351 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparent object sorting and back face culling
Paul Speed wrote: See my other post in this thread as I've done exactly this before. Split the cube into the inside faces and the outside faces, each as their own drawable and then use the render bin number to have the inside always drawn first. It might be that if you always add the inside child before the outside child then it will always get drawn first (or the other way around depending on how the depth sorting sorts) but it's safer to use bin numbers. Yeah, this is the simplest technique that will give you the results you want. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
2009/8/17 Maxim Gammer maxgam...@gmail.com Hi. Hi Maxim, One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. Yes, it's not passive but active stereo in this case... The last news I've read on nvidia's forum was talking about an Linux version possibly available at the end of this year, so I don't think it is already available. If someone has some more recent/precise infos about Linux 3DVision... Pierre. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] softshadowmap and glsl shader
Hi, I am using osgShadow in my application. Ever since the newest release (2.8.2) my fragment shaders have not been able to pick up the texture coordinates for my models' base texture. Thus the texture lookups are not correct. I've loaded my models in osg viewer, so I know the fixed pipeline is picking up the textures fine. Any ideas? ... Thanks, Michele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16354#16354 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Robert Osfield wrote: Hi Eric, On Mon, Aug 17, 2009 at 5:54 PM, Eric Sokolowskyesok@gmail.com wrote: I have created some binary rpm packages for Centos 5 for the most recent stable release. Where do I upload these files? It's been a while since I've done that. Thanks. The place to upload them is via ftp, I'm afraid I can't recall the standard username and password off hand, a search through the archives/website will probably unearth it. Or... if Jose Luis spots this email! I found the ftp location and uploaded the packages. I would appreciate any feedback from people who download it. It's broken up into several rpm packages so users can better control the installation of dependencies. Files with md5 sums: 1834f25e2e434e48f77f4a442d38eeae OpenSceneGraph-2.8.2-1.x86_64.rpm 2d25764e62412d5c5a3377eda5307161 OpenSceneGraph-debuginfo-2.8.2-1.x86_64.rpm 77fc1ec019496790f319a3a5bdad23eb OpenSceneGraph-devel-2.8.2-1.x86_64.rpm d04dc40b0384f7e3c6851af4f7f6dec0 OpenSceneGraph-examples-2.8.2-1.x86_64.rpm 055af5a3a2bc46aed80bf5279139a000 OpenSceneGraph-examples-SDL-2.8.2-1.x86_64.rpm 3e3d14a9366bb69e1f3d6c9ec9397368 OpenSceneGraph-examples-fltk-2.8.2-1.x86_64.rpm d356ab6363cd6f52321c0e1856339e6d OpenSceneGraph-examples-qt-2.8.2-1.x86_64.rpm fa88a546d6efd98ee03005e7946c7e2c OpenSceneGraph-libs-2.8.2-1.x86_64.rpm 2b81e733959bf996ae5d859363c29b7c OpenThreads-2.8.2-1.x86_64.rpm 1f5ee56829d388f7e1cf40d9e6d460e6 OpenThreads-devel-2.8.2-1.x86_64.rpm a8f7184ed8d72fbf7a102af875b6e12d OpenSceneGraph-2.8.2.spec acd87a307d6cc2b589b2b7d4408c8f47 OpenSceneGraph-2.8.2-1.src.rpm -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Ok. passive stereo two DLP !!! proectors + two Circular / Linear Polarization filters + Circular / Linear Polarization Glasses + special screen + Nvidia + TwinView (two monitors 2048*768 example) + OSG (VERTICAL_SPLIT STEREO setting) ok?) 2009/8/18 Pierre BOURDIN bour...@imerir.com: 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi. Hi Maxim, One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. Yes, it's not passive but active stereo in this case... The last news I've read on nvidia's forum was talking about an Linux version possibly available at the end of this year, so I don't think it is already available. If someone has some more recent/precise infos about Linux 3DVision... Pierre. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi Pierre, One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. Yes, it's not passive but active stereo in this case... The last news I've read on nvidia's forum was talking about an Linux version possibly available at the end of this year, so I don't think it is already available. If someone has some more recent/precise infos about Linux 3DVision... I tried the Linux-NVIDIA driver a few weeks ago and it did not support 3D Vision. Hardware: NVIDIA Quadro + Samsung 120Hz monitor. Cheers, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D HUD Elements
Hi Robert, My first attemp was doing something similar to osghud, it does successfully display my 3D axis as hud, but it won't rotate when the view changes. Basically I want something similar to a hud but changes with view/camera. or a 3d model always stay in the same position relative to the camera. Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16358#16358 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reset Viewer and Context question
Thanks Robert, Sorted now. Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16359#16359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
2009/8/17 David d'Angelo vonengel.gro...@googlemail.com Hi Pierre, Hi David, One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. Yes, it's not passive but active stereo in this case... The last news I've read on nvidia's forum was talking about an Linux version possibly available at the end of this year, so I don't think it is already available. If someone has some more recent/precise infos about Linux 3DVision... I tried the Linux-NVIDIA driver a few weeks ago and it did not support 3D Vision. Hardware: NVIDIA Quadro + Samsung 120Hz monitor. Thanks a lot for this info... Can you tell us more ? Was OSG QUAD_BUFFER stereo working ? The monitor doesn't have to be use with 3DVISION I guess... I have had some very nice results with DepthQ projector and CRT monitor, but I've never tried any LCD... Cheers, David Cheers, Pierre. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy with Linearly polarized glasses
Hi Maxim, 2009/8/17 Maxim Gammer maxgam...@gmail.com Ok. passive stereo two DLP !!! proectors + two Circular / Linear Polarization filters + Circular / Linear Polarization Glasses + special screen + Nvidia + TwinView (two monitors 2048*768 example) + OSG (VERTICAL_SPLIT STEREO setting) ok?) Nickel ;-) It is working very well with 2 projection design projectors and 2 linear polarisation filters... But it is quite hard to configure correctly the projectors alignment and the special screen is fragile. Of course the price is also quite prohibitive. As far as I've experiment, it is much more comfortable to use a DepthQ projector. The glasses are more expensive and more heavy to wear, but the config is simplistic and the results are good. Cheers, Pierre. 2009/8/18 Pierre BOURDIN bour...@imerir.com: 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi. Hi Maxim, One monitor? shutter - NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista or 7\(Linux?) or Zalman 3D monitor. Yes, it's not passive but active stereo in this case... The last news I've read on nvidia's forum was talking about an Linux version possibly available at the end of this year, so I don't think it is already available. If someone has some more recent/precise infos about Linux 3DVision... Pierre. 2009/8/17 Pierre BOURDIN bour...@imerir.com: Hi Alexandre, to have a stereo rendering, you need a to have 2 images on the device separated by the polarised barrier... This gives you plenty of possible configurations, like 1 projector and a filter wheel or 2 projectors with 2 filters etc... There is now some new passive stereo monitor mostly using circular polarisation, but I haven't tested any of them with OSG, maybe someone has made some experiment ? You can have a look at this site to have more details: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvcSubCatID_=3 This one is available with linear polarisation: http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170sSubCatID_=3 Concerning the film Ice Age 3, it is not using the same method. It is based on Infitec stereo, a colour multiplexing method. There was a discussion about it: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 If you want to see it near Marseille, they are using this infitec system at the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des Sciences du sport de Luminy: http://www.realite-virtuelle.univmed.fr/index.php?option=com_contentview=articleid=3Itemid=40lang=fr Cheers, Pierre. 2009/8/17 Alexandre Amalric alex.pix...@gmail.com Hi Maxim, Isn't it possible to set passive stereo with polarized glasses on a single classic LCD screen ? Or the only way to do this is to plug 2 projector (aligned) on 2 output from a graphic card ? My goal is to know if a standard OSG application running on a computer desktop (with a GUI) can be set to produce passive stereo with polarized glasses. 2009/8/17 Maxim Gammer maxgam...@gmail.com Hi http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and 2 monitor\proector () :) 2009/8/17 Alexandre Amalric alex.pix...@gmail.com: Hi osg-users, I would like if it's possible to set the osg viewer display setting the way we can use linearly polarized glasses (like Ice Age 3 in 3D)? For info from wikipedia : To present a stereoscopic motion picture, two images are projected superimposed onto the same screen through orthogonal polarizing filters. It is best to use a silver screen so that polarization is preserved. The projectors can receive their outputs from a computer with a dual-head graphics card. The viewer wears low-cost eyeglasses which also contain a pair of orthogonal polarizing filters. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized light, each eye only sees one of the images, and the effect is achieved. Linearly polarized glasses require the viewer to keep his head level, as tilting of the viewing filters will cause the images of the left and right channels to bleed over to the opposite channel – therefore, viewers learn very quickly not to tilt their heads. In addition, since no head tracking is involved, several people can view the stereocopic images at the same time Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list
Re: [osg-users] Rendering forests
robertosfield wrote: Hi Peter, There isn't a paged geometry plugin, database paging support is built directly into the scene graph via the osg::PageLOD node, and into the viewer using the osgDB::DatabasePager that is automatically set up for you (you don't need to do anything to enable it.) The problem in hand is really how to create the databases rather than how to render them. This is a very open ended question, ranging from commercial tools to rolling your own database builders. You've said nothing about your existing data so I can't say anything specific in recommendations. Robert. On Mon, Aug 17, 2009 at 1:09 AM, Peter Bear wrote: Hi, anyone know if there's a paged geometry plugin out there or in the works for OSG? I was hoping for something like this to assist in the rendering of terrain features such as forests, vegetation and things like that. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum right now my idea is to figure out a way to create a way to create forest scenes for a project I'm working on, and use sort of a method of pre-rendering the scene, and then applying it in a way which would allow for at a certain altitude/distance and below, the trees and such would be 3d, however further out that would be done with 2d billboards, similar to the trees in MS FSX or X-Plane 9. The areas would be pre-generated by defining in a layout tool certain regions in which to make a mass of trees, or putting individual trees/shrubs in manually, and then saving it into a landscape that's usable. The general idea is to create a method of simulating forests for ground operations at a higher detail, or for jets, a lower detail the further up you get. I would try to use a layout tool using something like google earth for reference imagery, to try to decide where to put these chunks, and individual areas, and put down the objects. Then I might work on a ground texture method whi ch would allow for higher detail ground textures the closer you get. The layout tool is still a work in progress, or at least version 2 is, so that's up in the air. The overall idea though is to create a functional foliage system for the project which would allow for high details on the ground, while maintaining good frame rates in the air. The databases would all be based off placing it in a editor based off satellite imagery, and using polygons to define some areas where it's just a big massive forest for example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16362#16362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D HUD Elements
Hi, I think I got it now. I combine both hud and callback approach. I created a slave camera similar to the one in the example, then add a update callback to it. In the callback I update the view matrix of the slave camera relate to the master camera's view matrix. so the views are basically the same between the slave and master camera, but for slave camera it was translated so it always look at my 3D axis object's center (which is (0, 0, 0) in my case to make it simple). It seems work fine now, but I would happy to know if there are other ways to do this. Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16363#16363 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org