Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Bruce Wheaton

On Feb 26, 2010, at 5:14 PM, Tim Moore wrote:

There's no such thing as hung repo unless you're encountering a bug  
in git, probably very rare these days. You can always get back to a  
sane state using "git reset --hard".


I've being doing that, but it doesn't move you toward the solution, it  
just abandons what you tried. I meant hung as in unable to move forward.


Not to blame the victim, but it sounds like some user error was  
involved here. You should do your local work on branches, because it  
is very easy to do so and makes it very easy to update to the main  
sources if you need to. The "git rebase" workflow is perfect for the  
occasional contributor.


Good to hear, however this is the first I've heard of the "git rebase"  
workflow - sort of makes my point - not very friendly to non-core  
users. I would have loved to find a guide to working with a workflow  
with this, in fact, if you have one (please) I'll post it elsewhere  
right away. Subversion took a few hours to start working with,  
although of course, there's just stuff that's not even worth trying to  
do.


Bruce

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Re: [osg-users] Near Far plan

2010-02-26 Thread Thomas Canipel
Wonderful :) it works perfectly by changing the Handler, in fact just resetting 
the ProjectionMatrixAsperspeccitve with the near/far plan value do the trick, 
but I still dont get why changing the farMode or the camera at runtime dont 
work..

Thank you!

Cheers,
Thomas

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Tim Moore
On Fri, Feb 26, 2010 at 10:55 PM, Bruce Wheaton wrote:

> On Feb 26, 2010, at 12:38 PM, Mathieu Marache wrote:
>
>  Speaking of which, here's my 2c. Git is designed to address the exact
>>> problems discussed in this thread - it allows contributors to safely develop
>>> parallel branches and 'grown-ups' to merge selected branches with the main
>>> branch, and it has great support for tags and full releases, *but* it's way
>>> harder for the dabbler to work on some features but try to keep up to date
>>> with an ongoing flow of many changes. For instance, if I were working on
>>> ImageStreams, and had occasional small fixes, but also wanted to keep up to
>>> date with the 'head' branch, I'd expect to have a lot of merge problems when
>>> I update - I do have with another project that has moved to Git.
>>>
>>
>> I'm confused. DCVS tools should ease this process (or at least they all
>> claim it loud). It would be grand if you could be more precise in your
>> description of the process. Because it looks like this could be a show
>> stopper...
>>
>
> I'm not sure it would be a show stopper. For the regular full-on updaters -
> who I believe we're trying to reduce the strain on right now - there's great
> tools for merging branches and making new ones etc. For the beginner or
> straightforward user, getting a full checkout of a tagged release is easy
> enough.
>
> It's just the in between users - those who tend to make a few tweaks,
> and/or would like to stay current that will have to work a bit harder.
>
This hasn't been my experience.

>
> In essence, the problem seems to be that Git always regards your local work
> - which is a real repo, as sacrosanct, and you can't tell it to ignore your
> noodlings and overwrite it with the lovely fresh code from the master
> branch. If you try, by accident, then auto-merges tend to fail (in my
> experience) and you end up with a hung repo that's between one state and
> another. You then, in theory would go by hand and merge things and execute
> some magic to tell Git that. In the particular project I dealt with it, this
> included a huge amalgamated C++ file that would be suicidal to try to merge
> by hand.
>
> There's no such thing as hung repo unless you're encountering a bug in git,
probably very rare these days. You can always get back to a sane state using
"git reset --hard".

> I also find that the failed merges fills files with <<< mine type
> stuff, and double copies of things (mine/theirs in one file) that make diffs
> very hard. The solution seems to be to make branches very often, so you can
> revert them or switch away from them. I think they're enforcing what they
> believe to be the correct behaviour. It was Linus that made it, after all.
> They actually removed an old merge strategy of 'prefer theirs', god bless
> 'em.
>
> Not to blame the victim, but it sounds like some user error was involved
here. You should do your local work on branches, because it is very easy to
do so and makes it very easy to update to the main sources if you need to.
The "git rebase" workflow is perfect for the occasional contributor.

In you example you should only be getting merge conflicts if work was done
on ImageStream in the upstream sources. git rebase would be a good way to
keep your local ImageStream work and still work with the up-to-date
upstream.


> I sometimes solve it with a forced update/switch trick, but it always feels
> like a bodge.
>
> I still think making the change will help - it's obvious the load on one
> developer is unfair, and I'd prefer it be Git, but I wanted to warn people
> it's not as seamless a change as it might seem from the ease of importing
> svn.
>
> Bruce
>
>
>
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Re: [osg-users] Near Far plan

2010-02-26 Thread Thomas Canipel
Thats what I did at the first place, just changing the nearfarMode at the 
runtime by analysing the camera position, but it works one time and then it 
doesnt change anymore, for example if I am very heigh its ok and then I zoom 
very close to the earth so i switch to the otehr property it works and then 
after changing the mode has no effect...



Thank you!

Cheers,
Thomas

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Re: [osg-users] Near Far plan

2010-02-26 Thread Glenn Waldron
Thomas,

Take a look at osgEarthUtil::AutoClipPlaneHandler for inspiration.


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Fri, Feb 26, 2010 at 4:50 PM, Thomas Canipel wrote:

> Hi,
>
>  I have actually problem with the far/near plan, by using the osgEarth, I
> want to reprensent for example an object on the earth that could be of the
> size of 1meter, of course by computing the near plan and the far plan  by
> moving close to the box the object is clipped, after reading some topic on
> the forum I try to apply the method by setting 2 camera , they share the
> same graphic context, for one I define DO_NOT_COMPUTE_NEAR_FAR for the other
> one COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, then when a redraw is needed ,
> I look for the position of the camera and if its close to the earth for
> example I switch to the camera that dont have the compute near far, and if
> you zoom out i switch the camera again to have the one that compute the near
> far automatically.
>
> The problem I get is after 2 changement of camera , atioglxx crash without
> further information...  is there something wrong in the way I am doing it ?
>
>
>
> Thank you!
>
> Cheers,
> Thomas
>
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> http://forum.openscenegraph.org/viewtopic.php?p=24962#24962
>
>
>
>
>
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Re: [osg-users] Near Far plan

2010-02-26 Thread Jason Beverage
Hi Thomas,

Why are you using two cameras for this?  It seems like you could just
change the compute near far mode on the one camera based on where you
are at on the Earth if it's necessary.

Jason

On Fri, Feb 26, 2010 at 4:50 PM, Thomas Canipel
 wrote:
> Hi,
>
>  I have actually problem with the far/near plan, by using the osgEarth, I 
> want to reprensent for example an object on the earth that could be of the 
> size of 1meter, of course by computing the near plan and the far plan  by 
> moving close to the box the object is clipped, after reading some topic on 
> the forum I try to apply the method by setting 2 camera , they share the same 
> graphic context, for one I define DO_NOT_COMPUTE_NEAR_FAR for the other one 
> COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, then when a redraw is needed , I 
> look for the position of the camera and if its close to the earth for example 
> I switch to the camera that dont have the compute near far, and if you zoom 
> out i switch the camera again to have the one that compute the near far 
> automatically.
>
> The problem I get is after 2 changement of camera , atioglxx crash without 
> further information...  is there something wrong in the way I am doing it ?
>
>
>
> Thank you!
>
> Cheers,
> Thomas
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24962#24962
>
>
>
>
>
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Bruce Wheaton

On Feb 26, 2010, at 12:38 PM, Mathieu Marache wrote:

Speaking of which, here's my 2c. Git is designed to address the  
exact problems discussed in this thread - it allows contributors to  
safely develop parallel branches and 'grown-ups' to merge selected  
branches with the main branch, and it has great support for tags  
and full releases, *but* it's way harder for the dabbler to work on  
some features but try to keep up to date with an ongoing flow of  
many changes. For instance, if I were working on ImageStreams, and  
had occasional small fixes, but also wanted to keep up to date with  
the 'head' branch, I'd expect to have a lot of merge problems when  
I update - I do have with another project that has moved to Git.


I'm confused. DCVS tools should ease this process (or at least they  
all claim it loud). It would be grand if you could be more precise  
in your description of the process. Because it looks like this could  
be a show stopper...


I'm not sure it would be a show stopper. For the regular full-on  
updaters - who I believe we're trying to reduce the strain on right  
now - there's great tools for merging branches and making new ones  
etc. For the beginner or straightforward user, getting a full checkout  
of a tagged release is easy enough.


It's just the in between users - those who tend to make a few tweaks,  
and/or would like to stay current that will have to work a bit harder.


In essence, the problem seems to be that Git always regards your local  
work - which is a real repo, as sacrosanct, and you can't tell it to  
ignore your noodlings and overwrite it with the lovely fresh code from  
the master branch. If you try, by accident, then auto-merges tend to  
fail (in my experience) and you end up with a hung repo that's between  
one state and another. You then, in theory would go by hand and merge  
things and execute some magic to tell Git that. In the particular  
project I dealt with it, this included a huge amalgamated C++ file  
that would be suicidal to try to merge by hand.


I also find that the failed merges fills files with <<< mine type  
stuff, and double copies of things (mine/theirs in one file) that make  
diffs very hard. The solution seems to be to make branches very often,  
so you can revert them or switch away from them. I think they're  
enforcing what they believe to be the correct behaviour. It was Linus  
that made it, after all. They actually removed an old merge strategy  
of 'prefer theirs', god bless 'em.


I sometimes solve it with a forced update/switch trick, but it always  
feels like a bodge.


I still think making the change will help - it's obvious the load on  
one developer is unfair, and I'd prefer it be Git, but I wanted to  
warn people it's not as seamless a change as it might seem from the  
ease of importing svn.


Bruce


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[osg-users] Near Far plan

2010-02-26 Thread Thomas Canipel
Hi,

 I have actually problem with the far/near plan, by using the osgEarth, I want 
to reprensent for example an object on the earth that could be of the size of 
1meter, of course by computing the near plan and the far plan  by moving close 
to the box the object is clipped, after reading some topic on the forum I try 
to apply the method by setting 2 camera , they share the same graphic context, 
for one I define DO_NOT_COMPUTE_NEAR_FAR for the other one 
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, then when a redraw is needed , I look 
for the position of the camera and if its close to the earth for example I 
switch to the camera that dont have the compute near far, and if you zoom out i 
switch the camera again to have the one that compute the near far automatically.

The problem I get is after 2 changement of camera , atioglxx crash without 
further information...  is there something wrong in the way I am doing it ?



Thank you!

Cheers,
Thomas

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Re: [osg-users] [forum] Forum Width

2010-02-26 Thread Chris Innanen
Thanks Art! Even if it IS just me...

I have to make do with the monitors work provides. I've got two, but they are 
just 1280x1024. One holds the full screen IDE, the other has a sidebar 
(Google's) and gets all the other window action. But with the new image size, 
and a narrowing of the sidebar, and a control-minus size reduction to the 
page... It fits now. :)

Thanks again,
 ~ Chris Innanen
 ~ Nonsanity

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[osg-users] NodeTrackerManipulator

2010-02-26 Thread Torben Dannhauer
Hi,

I'm playing a little with NodetrackerManipulator before I try to derive my owhn 
nodetracker Manipulator.

I can track a node and follow it, buzt my Manipulator always starts with a very 
high distance ( 3200m (!), its a far earth orbit. ).
If I press space to home the manipulator, it directly moves near to the Node to 
track at minimalDistance.

How can I start the manipulator initially near the node?

Is it correct that it is not possible to track a MatrixTransform? My Class for 
placing objects is derived from MatrixTransform. Tracking this class fails, 
only If I track my geometry, it is possible.

I hope you can help me, haven't found documents dealing with NodetrackerManip 
regarding this problem.

Thank you!

Cheers,
Torben

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Re: [osg-users] [forum] Forum Width

2010-02-26 Thread Art Tevs
Hi Chris,

thank you for pointing this out. I shrinked the logo to 80% of original size. 
You are right, it takes just too much space. However to my deffense I should 
say, that there are very less people browsing this site with resolutions below 
1280 in x-direction. I have just looked onto the statistics for the last month 
and there was almost nobody with such small resolution :)

cheers,
art



Nonsanity wrote:
> If the OpenSceneGraph logo image at the top of every forum page had a scaling 
> transform placed above it making it at least 25% smaller, then users of the 
> forum with smaller browser windows wouldn't have to side-scroll back and 
> forth to read the posts... :)
> 
> Or in other words, could someone shrink the forum's OSG logo image a bit? It 
> makes the forum require a browser window width of 1200 to avoid side 
> scrolling. (I can't be the only one affected by this?)
> 
> Thanks,
>  ~ Chris Innanen
>  ~ Nonsanity


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[osg-users] [forum] Forum Width

2010-02-26 Thread Chris Innanen
If the OpenSceneGraph logo image at the top of every forum page had a scaling 
transform placed above it making it at least 25% smaller, then users of the 
forum with smaller browser windows wouldn't have to side-scroll back and forth 
to read the posts... :)

Or in other words, could someone shrink the forum's OSG logo image a bit? It 
makes the forum require a browser window width of 1200 to avoid side scrolling. 
(I can't be the only one affected by this?)

Thanks,
 ~ Chris Innanen
 ~ Nonsanity

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Re: [osg-users] [osgOcean] osgOcean with osgEarth

2010-02-26 Thread Chris Innanen
Thanks for the tips, Kim. I'm putting them to use as I slog forward here.

Repositioning the terrain to the origin isn't a problem, though differences of 
scale are. The least disruptive solution would be to change the scale at which 
osgOcean works. However the only scale function I see in there is wave scale, 
and from the rather WILD visual results I got from making drastic changes to 
that value, it's not a way to scale the whole ocean.

If it can't be scaled to match the rest of the scene, what scale is it 
generated at?

 ~ Chris Innanen
 ~ Nonsanity

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Martin Beckett

Tim Moore wrote:
> On gitorius you create a clone at gitorious.org (http://gitorious.org) and 
> push your changes there; you can also submit merge requests to the original 
> project / repository. Are you thinking of more than that?

No that should be enough, it wasn't obvious how you did it without registering 
a new project. I was looking for something like github's network graph.


> git config core.autocrlf=true

Did that, but it shows a bunch of files at different (marked red) which when 
you diff them only have cr/lf. 
On a pull Git says they are upto date while still marking them as changed.

Not a show-stopper or a reason to stick with SVN - probably fixable somewhere 
or with enough restarts.

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[osg-users] osg_ViewMatrix, osg_ViewMatrixInverse etc. with stereo

2010-02-26 Thread Sergey Polischuk
Hi,
Seems like built in osg glsl uniforms like osg_ViewMatrix, 
osg_ViewMatrixInverse projection etc doesn't reflect changes to view and 
projection matrices with split\interlaced stereo modes( where view shifted 
and\or projection sheared depending on current eye ).
Is there any convenient way to get correct view matrix (and inverted one) 
directly in shader or during cull\draw traversal with stereo turned on?

Thank you!

Cheers,
Sergey

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Bruce,

Le 26 févr. 10 à 17:43, Bruce Wheaton a écrit :

I've played with various tools on OS X, and the best I've found is  
SmartGIT, which is free for non-commercial use (and Java, so multi  
platform). I like it for this sort of thing since it also has some  
helper functions for users of projects like this.


Speaking of which, here's my 2c. Git is designed to address the  
exact problems discussed in this thread - it allows contributors to  
safely develop parallel branches and 'grown-ups' to merge selected  
branches with the main branch, and it has great support for tags and  
full releases, *but* it's way harder for the dabbler to work on some  
features but try to keep up to date with an ongoing flow of many  
changes. For instance, if I were working on ImageStreams, and had  
occasional small fixes, but also wanted to keep up to date with the  
'head' branch, I'd expect to have a lot of merge problems when I  
update - I do have with another project that has moved to Git.


I'm confused. DCVS tools should ease this process (or at least they  
all claim it loud). It would be grand if you could be more precise in  
your description of the process. Because it looks like this could be a  
show stopper...


Regards,

Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Martin,

Le 26 févr. 10 à 18:17, Martin Beckett a écrit :



robertosfield wrote:

Could Windows and Mac users have a play with these tools.


TortoiseGIT is pretty much identical to TortoiseSVN

A couple of minor issues on windows.
TortoiseGIT requires a separate install of git - TortoiseSVN  
includes SVN.
The git tool on windows needs perl,tcl and a bunch of unix command  
line utils which are all included - but may clash with any other  
sets of unix tools from cygwin, msys or unixtools you already have  
installed.
You need to make sure git sees the correct version, but this might  
clash with any other unix-like servers you have installed


Thanks for the notice.

The tool also shows local files as changed if the only differ in end- 
of-line between the local system and the repository, there is  
probably a setting somewhere to control this.


Same kind of things happen with subversion too. Here's the 'control' :
git config core.autocrlf=true


One issue with the choice of repo.
On gitorius I can't find a way of submitting my changes. With github  
any body can sync their local git repo back to github, essentially  
creating a fork.


I've not set my mind on which to use... I'm already pushing to github  
and gitorious. But in the end only one should be used :

http://github.com/mathieu/OpenSceneGraph
http://gitorious.org/openscenegraph/osg

Mathieu

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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Chris 'Xenon' Hanson
On 2/26/2010 9:41 AM, Adrian Lindberg wrote:
> I am doing terrain-ish stuff, so no there is no valid reason for not using 
> VPB. It's just that I checked out the project briefly and saw no stable 
> release download and hence did not use the project. Perhaps this is what I 
> want to do.

  Which exact version of OSG are you using? A stable release or the developer 
2.9.7? What
platform?

  I've started offering SVN-head downloads of OSG, VPB and osgEarth for Windows 
32 on a
subscription basis for some of my clients, if you're interested in that.


  VPB is THE recommended way to do pre-built terrain in OSG. It's very well 
refined and
stable and performs very well.

> Question is though, does the VPB need metadata/geometry in a specific manner 
> (formats) or am I free to write custom plugins (which I need) to supply this 
> kind of information?

  VPB relies on GDAL to load the data. GDAL can real almost any recognized GIS 
data
format, and VPB allows you to supply metadata at build time for formats (like 
JPEG) that
might lake geospatial metadata.

  If you can't convert your data to a recognized format, you could probably 
cobble
together a piece of code for GDAL to read your format directly.

  Is your terrain and terrain texture data static (unchanging at runtime) or 
dynamically
changing?

> I start of with a root node, which loads a meta file. The meta file creates a 
> pagedLOD node and supplies it with one geometry and one or more additional 
> meta files, children to the current LOD level. Currently I supply children in 
> a Quadtree manner but this is not to be assumed.
> What I do need some kind of kd-tree hierarchy however so the PagedLOD knows 
> that it isn't allowed to unload tile X until children X1 X2 and X3 have been 
> paged.

  VPB pretty much does all of this automatically.

  I'd be happy to advise you further privately if you want.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Tim Moore
On Fri, Feb 26, 2010 at 6:17 PM, Martin Beckett  wrote:

>
> One issue with the choice of repo.
> On gitorius I can't find a way of submitting my changes. With github any
> body can sync their local git repo back to github, essentially creating a
> fork.
>
On gitorius you create a clone at gitorious.org and push your changes there;
you can also submit merge requests to the original project / repository. Are
you thinking of more than that?

Tim

> This means you can pull in user X's modifications to some subsystem without
> it being part of the main tree. There are disadvantages in that it's hard to
> 'see the wood for the trees' but it is the point of a DVCS.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24947#24947
>
>
>
>
>
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Martin Beckett

robertosfield wrote:
> Could Windows and Mac users have a play with these tools.  

TortoiseGIT is pretty much identical to TortoiseSVN

A couple of minor issues on windows. 
TortoiseGIT requires a separate install of git - TortoiseSVN includes SVN.
The git tool on windows needs perl,tcl and a bunch of unix command line utils 
which are all included - but may clash with any other sets of unix tools from 
cygwin, msys or unixtools you already have installed. 
You need to make sure git sees the correct version, but this might clash with 
any other unix-like servers you have installed

The tool also shows local files as changed if the only differ in end-of-line 
between the local system and the repository, there is probably a setting 
somewhere to control this.

One issue with the choice of repo.
On gitorius I can't find a way of submitting my changes. With github any body 
can sync their local git repo back to github, essentially creating a fork.
This means you can pull in user X's modifications to some subsystem without it 
being part of the main tree. There are disadvantages in that it's hard to 'see 
the wood for the trees' but it is the point of a DVCS.

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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Jason Beverage
Hi Adrian,

You can also check out osgEarth (http://www.osgearth.org) for an
example of how to use a pseudo plugin to generate the terrain tiles
procedurally as Robert mentioned.  It also lets you create your
plugins for providing imagery, elevation and feature data.

Thanks,

Jason

On Fri, Feb 26, 2010 at 12:07 PM, Robert Osfield
 wrote:
> Hi Adrian,
>
> PagedLOD is designed to allow you to specify the first children as ones that
> are inline - and already attached as children that are saved as part of the
> PagedLOD's tile - these are the low res fallback children, then subsequent
> children have the external file reference which server as high res
> versions.
>
> Typically one would set up the scene graph so that the first child of the
> PagedLOD is the low res version of a tile and is stored inline - with the
> filename for the child set to "" to signify that it's inline, then the
> second child is an external file reference for a high rest tile.  This
> external high rest tile is then composed of a group of four children, with
> each child 1/4 of the tile area, and each child being a PagedLOD with the
> same pattern of inline and external children.   This builds a quad tree that
> scales perfectly and always has an inline child to fallback even when the
> required LOD level isn't yet loaded.
>
> The DatabasePager which is build into osgViewer automatically loads the
> external children on demand, you won't need to worry about it.
>
> Another trick in the trade is to use the filename as an encoding of the tile
> LOD, and X,Y location and then have a pseudo plugin generate the geometry
> and textures procedurally, this way you can easily implement multi-threaded
> procedural techniques.
>
> Robert.
>
>
>
> On Fri, Feb 26, 2010 at 4:16 PM, Adrian Lindberg  wrote:
>>
>> Hi,
>>
>> I'm making progress with the my paged lodding. But I've run into another
>> wall. When I set up the pagedLOD node I provide the files along with their
>> paths. The lodding works but the problems occur when it switches one lod
>> level for another, namely the time it takes for the new lod to load through
>> the pager.
>>
>> My application will constantly lod stuff (using Quadtrees) and it takes
>> some time to load and prepare the data so when the old lod gets out of range
>> I get a gaping hole in my geometry. What I want is for the PagedLOD to know
>> the hierarchy and therefore not unload the old lod before the new lods have
>> been paged in. I get the feeling that this type of functionality should be
>> available somewhere and overlapping ranges won't do since I'm not able to
>> guarantee anything that way.
>>
>> Do I need to write my on page nodes or does osg provide this functionality
>> out-of-the-box?
>>
>> Again, any help is much appriciated,
>> Adrian
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=24939#24939
>>
>>
>>
>>
>>
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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Robert Osfield
Hi Adrian,

PagedLOD is designed to allow you to specify the first children as ones that
are inline - and already attached as children that are saved as part of the
PagedLOD's tile - these are the low res fallback children, then subsequent
children have the external file reference which server as high res
versions.

Typically one would set up the scene graph so that the first child of the
PagedLOD is the low res version of a tile and is stored inline - with the
filename for the child set to "" to signify that it's inline, then the
second child is an external file reference for a high rest tile.  This
external high rest tile is then composed of a group of four children, with
each child 1/4 of the tile area, and each child being a PagedLOD with the
same pattern of inline and external children.   This builds a quad tree that
scales perfectly and always has an inline child to fallback even when the
required LOD level isn't yet loaded.

The DatabasePager which is build into osgViewer automatically loads the
external children on demand, you won't need to worry about it.

Another trick in the trade is to use the filename as an encoding of the tile
LOD, and X,Y location and then have a pseudo plugin generate the geometry
and textures procedurally, this way you can easily implement multi-threaded
procedural techniques.

Robert.



On Fri, Feb 26, 2010 at 4:16 PM, Adrian Lindberg  wrote:

> Hi,
>
> I'm making progress with the my paged lodding. But I've run into another
> wall. When I set up the pagedLOD node I provide the files along with their
> paths. The lodding works but the problems occur when it switches one lod
> level for another, namely the time it takes for the new lod to load through
> the pager.
>
> My application will constantly lod stuff (using Quadtrees) and it takes
> some time to load and prepare the data so when the old lod gets out of range
> I get a gaping hole in my geometry. What I want is for the PagedLOD to know
> the hierarchy and therefore not unload the old lod before the new lods have
> been paged in. I get the feeling that this type of functionality should be
> available somewhere and overlapping ranges won't do since I'm not able to
> guarantee anything that way.
>
> Do I need to write my on page nodes or does osg provide this functionality
> out-of-the-box?
>
> Again, any help is much appriciated,
> Adrian
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24939#24939
>
>
>
>
>
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Bruce Wheaton
I've played with various tools on OS X, and the best I've found is  
SmartGIT, which is free for non-commercial use (and Java, so multi  
platform). I like it for this sort of thing since it also has some  
helper functions for users of projects like this.


Speaking of which, here's my 2c. Git is designed to address the exact  
problems discussed in this thread - it allows contributors to safely  
develop parallel branches and 'grown-ups' to merge selected branches  
with the main branch, and it has great support for tags and full  
releases, *but* it's way harder for the dabbler to work on some  
features but try to keep up to date with an ongoing flow of many  
changes. For instance, if I were working on ImageStreams, and had  
occasional small fixes, but also wanted to keep up to date with the  
'head' branch, I'd expect to have a lot of merge problems when I  
update - I do have with another project that has moved to Git.


Not enough to stop things moving ahead, but just a caveat. The normal  
users who wants to just do a complete check-out of a formally tagged  
release should be fine, they just may have to start from a blank slate  
each time, unlike say SVN, which works well with a 'master/remote' and  
'slave/local' repo.


Sorry I can't offer to contribute yet, I don't really have my head  
around OSG yet! Hopefully down the road. Great project, thanks for the  
hard work.


Regards,

Bruce Wheaton

PS The hardest part of moving to Git was giving up Versions, the most  
'Mac-like' SCM client I've seen yet.




On Feb 26, 2010, at 8:23 AM, Robert Osfield wrote:


Hi Mathieu et. al,

On Fri, Feb 26, 2010 at 12:34 PM, Mathieu Marache > wrote:
Mercurial had a head start but now things are even in terms of  
tools, both command line and graphical.


Windows :
 - command line with msysgit : 
http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
 - explorer integration with TortoiseGit : 
http://code.google.com/p/tortoisegit/downloads/list

Mac :
 - git : http://code.google.com/p/git-osx-installer/downloads/list
 - gitk : comes in with git and is a graphical local repository  
browser

 - GitX (my fav app) : http://gitx.frim.nl/

Could Windows and Mac users have a play with these tools.  It'd be  
good to get feedback on how you get on with the various tools for  
Git, Mercurial and Subversion and how they all compare with each  
other.


Thanks,
Robert.
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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Adrian Lindberg

Chris 'Xenon' Hanson wrote:
> 
> I think you'll have to explain more about how you're doing it. PagedLOD, 
> especially the
> way VirtualPlanetBuilder does it for terrain tiles, does exactly what you 
> want.
> 
> Are you doing terrain? If so, is there a good reason you're not using VPB?
> 

I am doing terrain-ish stuff, so no there is no valid reason for not using VPB. 
It's just that I checked out the project briefly and saw no stable release 
download and hence did not use the project. Perhaps this is what I want to do.

Question is though, does the VPB need metadata/geometry in a specific manner 
(formats) or am I free to write custom plugins (which I need) to supply this 
kind of information?

I start of with a root node, which loads a meta file. The meta file creates a 
pagedLOD node and supplies it with one geometry and one or more additional meta 
files, children to the current LOD level. Currently I supply children in a 
Quadtree manner but this is not to be assumed.

What I do need some kind of kd-tree hierarchy however so the PagedLOD knows 
that it isn't allowed to unload tile X until children X1 X2 and X3 have been 
paged.

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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Chris 'Xenon' Hanson
On 2/26/2010 9:16 AM, Adrian Lindberg wrote:
> I'm making progress with the my paged lodding. But I've run into another 
> wall. When I set up the pagedLOD node I provide the files along with their 
> paths. The lodding works but the problems occur when it switches one lod 
> level for another, namely the time it takes for the new lod to load through 
> the pager.
> My application will constantly lod stuff (using Quadtrees) and it takes some 
> time to load and prepare the data so when the old lod gets out of range I get 
> a gaping hole in my geometry. What I want is for the PagedLOD to know the 
> hierarchy and therefore not unload the old lod before the new lods have been 
> paged in. I get the feeling that this type of functionality should be 
> available somewhere and overlapping ranges won't do since I'm not able to 
> guarantee anything that way.
> Do I need to write my on page nodes or does osg provide this functionality 
> out-of-the-box?

  I think you'll have to explain more about how you're doing it. PagedLOD, 
especially the
way VirtualPlanetBuilder does it for terrain tiles, does exactly what you want.

  Are you doing terrain? If so, is there a good reason you're not using VPB?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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[osg-users] Switching lods with PagedLOD

2010-02-26 Thread Adrian Lindberg
Hi,

I'm making progress with the my paged lodding. But I've run into another wall. 
When I set up the pagedLOD node I provide the files along with their paths. The 
lodding works but the problems occur when it switches one lod level for 
another, namely the time it takes for the new lod to load through the pager.

My application will constantly lod stuff (using Quadtrees) and it takes some 
time to load and prepare the data so when the old lod gets out of range I get a 
gaping hole in my geometry. What I want is for the PagedLOD to know the 
hierarchy and therefore not unload the old lod before the new lods have been 
paged in. I get the feeling that this type of functionality should be available 
somewhere and overlapping ranges won't do since I'm not able to guarantee 
anything that way.

Do I need to write my on page nodes or does osg provide this functionality 
out-of-the-box?

Again, any help is much appriciated,
Adrian

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Luigi Calori

Robert Osfield wrote:

Hi Mathieu et. al,

On Fri, Feb 26, 2010 at 12:34 PM, Mathieu Marache 
mailto:mathieu.mara...@gmail.com>> wrote:


Mercurial had a head start but now things are even in terms of
tools, both command line and graphical.

Windows :
 - command line with msysgit :
http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
 - explorer integration with TortoiseGit :
http://code.google.com/p/tortoisegit/downloads/list

Mac :
 - git : http://code.google.com/p/git-osx-installer/downloads/list
 - gitk : comes in with git and is a graphical local repository
browser
 - GitX (my fav app) : http://gitx.frim.nl/


Could Windows and Mac users have a play with these tools.  It'd be 
good to get feedback on how you get on with the various tools for Git, 
Mercurial and Subversion and how they all compare with each other.


Here is a (long) Wikipedia review 
http://en.wikipedia.org/wiki/Comparison_of_revision_control_software


I personally have use Bazaar on Windows and Linux, I mainly choose it 
for simplicity and because it allows providing repo over http with 
really minimal infrastructure (plain http).
Obviously even Bazaar claim to be the better : 
http://doc.bazaar.canonical.com/migration/en/why-switch-to-bazaar.html
It seem it can interoperate well with other and work also as a 
subversion client.

http://doc.bazaar.canonical.com/migration/en/foreign/bzr-on-svn-projects.html


just my 0.1 cents

Luigi




Thanks,
Robert.


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Re: [osg-users] DepthPeeling problems

2010-02-26 Thread Paul Martz
An osg-users thread from last October, "Repeatable rendering of 
subgraphs, ideas?" discusses different ways to do depth peeling and 
other multipass solutions.


If you are using the depth peeling example checked into OSG, it is not 
thread safe. There was an osg-submissions thread from November called 
"osgoit" that contained a thread-safe depth peeling example.

   -Paul



Thomas Hogarth wrote:

Hi All

At my work we are trying to develop a nice looking glass car for a 
client. The car will contain all internal components and thus would be 
very difficult to render using depth sorting and alpha  alone.


I decided to use DepthPeeling 
to achieve order independent transparency with a sexy refracted glass 
shader. I have used Steffen Frey's example application and simply added 
the glass shading to the peeling pass.


This works fine in the example app and I get the results I was 
expecting. The problems start once I try to move this into my own 
application. It appears that as I add passes the near far clipping 
planes are shifting but are different for each pass. For example when I 
start up with only a single pass the far clipping plane is very close to 
the camera but adding a pass will allow me to move further back. Also a 
strange dark area appears at the front as if the near clip plane is also 
moving forward (see attached images).


The basic setup is a camera with model view matrix set as identity, 
a perspective projection matrix with near far planes at 10 - 8000 and 
the model being able to freely move in the cameras field of view. The 
camera also has DO_NOT_COMPUTE_NEAR_FAR applied (tried with on and off) .


Any help would be awsome as I'm a bit stumped
Thomas Hogarth









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[osg-users] Detaching Textures on a Frame Buffer Object

2010-02-26 Thread Gottfried Gross
Hi,

I need to detach and attach textures to an osg::FrameBufferObject in order to 
perform multiple drawings. Afaik there is only a method for attaching called 
"setAttachment()". 
I wonder why there is not one for detaching. How am I able to detach a texture?

In OpenGL I could just pass 0 as textureId to glFramebufferTexture2DEXT() for 
detaching.

Do I have to create a new FrameBufferAttachement-Object and set a certain 
parameter to 0 and call setAttachement with this object as a parameter again?

Thank you!

Cheers,
Gottfried

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Re: [osg-users] Error Code: 0xC0150002 : The application failed to initialize properly. Click on Ok to terminate the application

2010-02-26 Thread Tony Horrobin

Hi John,

Which version of Windows are you using?

You seem to be using Visual Studio 2008 (SP1?) and the tutorial 
references binaries using vc80sp1, which is Visual Studio 2005 SP1.


Did you download the correct binaries?

http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Release.tar.gz

Cheers,

-Tony

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Re: [osg-users] Stencil Buffer and RTT

2010-02-26 Thread Sumit Pandey
Hi,

Thanks to all. I got it working. Just needed to attach stencil buffer to child 
camera.

Thank you!

Cheers,
Sumit

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Re: [osg-users] Stencil Buffer and RTT

2010-02-26 Thread Sumit Pandey
Hi,

Thakns to all. I got it working. Just needed to attach stencil buffer to child 
camera.

Thank you!

Cheers,
Sumit

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Robert Osfield
Hi Mathieu et. al,

On Fri, Feb 26, 2010 at 12:34 PM, Mathieu Marache  wrote:

> Mercurial had a head start but now things are even in terms of tools, both
> command line and graphical.
>
> Windows :
>  - command line with msysgit :
> http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
>  - explorer integration with TortoiseGit :
> http://code.google.com/p/tortoisegit/downloads/list
>
> Mac :
>  - git : http://code.google.com/p/git-osx-installer/downloads/list
>  - gitk : comes in with git and is a graphical local repository browser
>  - GitX (my fav app) : http://gitx.frim.nl/
>

Could Windows and Mac users have a play with these tools.  It'd be good to
get feedback on how you get on with the various tools for Git, Mercurial and
Subversion and how they all compare with each other.

Thanks,
Robert.
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Re: [osg-users] Stencil Buffer and RTT

2010-02-26 Thread J.P. Delport

Hi,

also see osgpackeddepthstencil example...

jp

J.P. Delport wrote:

Hi,

Sumit Pandey wrote:

Hi,

Thanks for the reply.
Since i havent found any way to set buffer attachment in the camera 
so, now, i am trying to create frame buffer object and attach it to
the child camera as a stateattribute. It works fine with 

color buffer attached, but as soon as i attach stencil buffer or depth
buffer RTT is not working.


Code snippet:

osg::ref_ptr fbo = new 
osg::FrameBufferObject;
fbo->setAttachment(osg::Camera::STENCIL_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 
1024, GL_STENCIL_INDEX8_EXT)));


fbo->setAttachment(osg::Camera::COLOR_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 
1024, GL_RGBA)));

pOSGCamera->getOrCreateStateSet()->setAttributeAndModes(fbo);
Am i doing something wrong?


I'm not sure, I have'nt used it like you are doing it here:

Have to tried attaching to the camera?

something like:
// make texture
StenTexture = ...

Camera->attach(osg::Camera::BufferComponent(osg::Camera::STENCIL_BUFFER), 
StenTexture.get());


jp




Thank you!

Cheers,
Sumit

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Re: [osg-users] Stencil Buffer and RTT

2010-02-26 Thread J.P. Delport

Hi,

Sumit Pandey wrote:

Hi,

Thanks for the reply.
Since i havent found any way to set buffer attachment in the camera so, now, i am trying to create frame buffer object and attach it to the child camera as a stateattribute. It works fine with 
color buffer attached, but as soon as i attach stencil buffer or depth 
buffer RTT is not working.


Code snippet:

osg::ref_ptr fbo = new 
osg::FrameBufferObject;
fbo->setAttachment(osg::Camera::STENCIL_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 1024, GL_STENCIL_INDEX8_EXT)));


fbo->setAttachment(osg::Camera::COLOR_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 1024, GL_RGBA)));
pOSGCamera->getOrCreateStateSet()->setAttributeAndModes(fbo); 


Am i doing something wrong?


I'm not sure, I have'nt used it like you are doing it here:

Have to tried attaching to the camera?

something like:
// make texture
StenTexture = ...

Camera->attach(osg::Camera::BufferComponent(osg::Camera::STENCIL_BUFFER), 
StenTexture.get());


jp




Thank you!

Cheers,
Sumit

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Re: [osg-users] Stencil Buffer and RTT

2010-02-26 Thread Sumit Pandey
Hi,

Thanks for the reply.
Since i havent found any way to set buffer attachment in the camera so, now, i 
am trying to create frame buffer object and attach it to the child camera as a 
stateattribute. It works fine with color buffer attached, but as soon as i 
attach stencil buffer or depth buffer RTT is not working. 

Code snippet:

osg::ref_ptr fbo = new 
osg::FrameBufferObject;
fbo->setAttachment(osg::Camera::STENCIL_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 1024, 
GL_STENCIL_INDEX8_EXT)));

fbo->setAttachment(osg::Camera::COLOR_BUFFER, 
osg::FrameBufferAttachment(new osg::RenderBuffer(1280, 1024, 
GL_RGBA)));
pOSGCamera->getOrCreateStateSet()->setAttributeAndModes(fbo); 

Am i doing something wrong?

Thank you!

Cheers,
Sumit

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Re: [osg-users] Setting Camera Properties

2010-02-26 Thread Mourad Boufarguine
Hi Yashodhan,

Take a look at this link
http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html . It
explains the relationship between the real and virtual camera parameters.

Besides that, you may want to look at osgART.

Mourad

On Fri, Feb 26, 2010 at 1:02 PM, Yashodhan Nevatia <
yashodhan.neva...@spaceapplications.com> wrote:

> Hi everyone,
>
> I am pretty new to OSG, and have been trying to create an application that
> uses OSG for Augmented Reality. I am using OSG 2.8.1.
>
> In order for the augmented reality to be rendered properly, I need to set
> up the OSG camera with parameters for the human eye (the application uses an
> optical see through screen to display the augmented information, the
> background/reality is observed through the display).
>
> I am setting the position and orientation as the view matrix, this seems to
> work fine.
>
> What I am having some trouble with is setting up the projection matrix. As
> far as I know, this is where I have to include the internal parameters of
> the camera being modeled.
>
> For a simple set up this includes the focal distances (along the axes of
> the image plane) and the center of the image plane, and is described by the
> matrix:
>
> fx   0cx
> 0fy   cy
> 001
>
>
> If anyone could help me out here, it would be greatly appreciated.
>
> Thank you,
>
> Yashodhan
>
>
> --
> Yashodhan Nevatia
> Systems Engineer
>
> Space Applications Services
> Leuvensesteenweg 325
> B-1932 Zaventem
> Belgium
> Tel:  +32 (0)2-721.54.84
> Fax:  +32 (0)2-721.54.44
> URL: www.spaceapplications.com
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Robert,

Le 26 févr. 10 à 12:09, Robert Osfield a écrit :


Hi Mathieu,

I just did a checkout from gitorious and all went well so far.   
Interesting to see check-ins I've made today are even appearing in  
the list.  Is this your cron job automatically sync'ing with my  
checkins to svn/trunk?


Well it's not yet in my crontab but i'm testing the script so yes it  
can be automatic.


With this experiment, once it's completed will we be able to clean  
it up so that users don't end up confused about where to get the osg  
from?  Sourceforge won't remove the old openscenegraph project page,  
despite requests to do this, and I even get spam messages that are  
funnelled through the now defunct sourceforge mailings lists.  This  
makes me wary of relying upon 3rd party support for project resources.


Yes i've already created and deleted it several times now.

Also do you know the current state of play with tools under Windows  
and Mac w.r.t git?  This is an area where Mercurial is strong.


Mercurial had a head start but now things are even in terms of tools,  
both command line and graphical.


Windows :
 - command line with msysgit : 
http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
 - explorer integration with TortoiseGit : 
http://code.google.com/p/tortoisegit/downloads/list

Mac :
 - git : http://code.google.com/p/git-osx-installer/downloads/list
 - gitk : comes in with git and is a graphical local repository browser
 - GitX (my fav app) : http://gitx.frim.nl/

Linux :
 - git : command line
sudo apt-get install git-core
 - gitk :  graphical local repository browser
sudo apt-get install gitk
 - git-gui : A Tcl/Tk based graphical user interface to Git
sudo apt-get install git-gui

HTH

Mathieu

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Re: [osg-users] osgAnimation, possible to play multiple animations ?

2010-02-26 Thread Cedric Pinson
Hi Peter,

Yes BasicAnimationManager and TimelineAnimationManager are able to run
multiple animation at the same time with cross fade and weigth Have
a look at osganimationtimeline it demonstrate it.

AnimationManager file does not exist anymore, so i guess you are not
using the trunk. I recommand to use the last version because animation
has been updated a lot since osg 2.8.2

Cheers,
Cedric

-- 
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http://www.plopbyte.net


On Fri, 2010-02-26 at 12:02 +, Peter Wrobrl wrote:
> Hi,
> 
> I would like to crossfade Animations, maybe even mix certain channels of 
> multiple Animations. Is this possible ? The weight attribute of animation and 
> channel seems to be made for this purpose.
> 
> The osganimationviewer stops an Animation befor it starts a new one. Reading 
> its sourcecode, in particular the stop() and play() methods, the current 
> animation does not get stopped befor a new animation gets started, but still 
> only one animation gets played.
> 
> So, is it possibe to let run multiple animations within one manager at all ?
> 
> One more thing, is there any difference ( maybe in purpose ) between 
> BasicAnimtionManager and AnimationManager ? Look pretty much the same ...
> 
> Thank you!
> 
> Cheers, searching for the Pivot of my Soul, PP !!!
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24916#24916
> 
> 
> 
> 
> 
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[osg-users] Setting Camera Properties

2010-02-26 Thread Yashodhan Nevatia
Hi everyone,

I am pretty new to OSG, and have been trying to create an application that uses 
OSG for Augmented Reality. I am using OSG 2.8.1.

In order for the augmented reality to be rendered properly, I need to set up 
the OSG camera with parameters for the human eye (the application uses an 
optical see through screen to display the augmented information, the 
background/reality is observed through the display).

I am setting the position and orientation as the view matrix, this seems to 
work fine.

What I am having some trouble with is setting up the projection matrix. As far 
as I know, this is where I have to include the internal parameters of the 
camera being modeled. 

For a simple set up this includes the focal distances (along the axes of the 
image plane) and the center of the image plane, and is described by the matrix:

fx   0cx
0fy   cy
001


If anyone could help me out here, it would be greatly appreciated.

Thank you,

Yashodhan


-- 
Yashodhan Nevatia
Systems Engineer

Space Applications Services
Leuvensesteenweg 325
B-1932 Zaventem
Belgium
Tel:  +32 (0)2-721.54.84
Fax:  +32 (0)2-721.54.44
URL: www.spaceapplications.com
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[osg-users] osgAnimation, possible to play multiple animations ?

2010-02-26 Thread Peter Wrobrl
Hi,

I would like to crossfade Animations, maybe even mix certain channels of 
multiple Animations. Is this possible ? The weight attribute of animation and 
channel seems to be made for this purpose.

The osganimationviewer stops an Animation befor it starts a new one. Reading 
its sourcecode, in particular the stop() and play() methods, the current 
animation does not get stopped befor a new animation gets started, but still 
only one animation gets played.

So, is it possibe to let run multiple animations within one manager at all ?

One more thing, is there any difference ( maybe in purpose ) between 
BasicAnimtionManager and AnimationManager ? Look pretty much the same ...

Thank you!

Cheers, searching for the Pivot of my Soul, PP !!!

--
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http://forum.openscenegraph.org/viewtopic.php?p=24916#24916





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Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-26 Thread Roger James




On 25/02/2010 16:31, Michael Platings wrote:

  
  
  
  I had a quick look at your submission, it looks like you have
had a good go at fixing the (my :-) ) transparency mess!  So I won't
submit any fixes. Any chance you can give me a heads up on your
thinking behind "getTransparencyCounts", I am puzzled by it!
   
  Certainly - some files use a transparency value of 1 to
mean completely opaque (the spec says this is correct) while other
files use a transparency value of 1 to mean completely transparent.
It's hard to be completely certain of which meaning is used, so instead
I added a heuristic to make a best guess: If there are more
transparency values of 0 than 1 then 0 is interpreted to mean opaque,
otherwise 1 is interpreted to mean opaque.
  

Ah, I thought that was what you were doing. I was just unsure I had
missed something in the spec. My original code used to check the
authoring tool value and invert transparency if it was Sketchup.
However, Google have now fixed their code. Your code provides a more
generalised solution. Can I suggest that you make it conditional on the
absence of the "StrictTransparency" option, so it can be turned off if
necessary.

Roger


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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Robert Osfield
Hi Mathieu,

I just did a checkout from gitorious and all went well so far.  Interesting
to see check-ins I've made today are even appearing in the list.  Is this
your cron job automatically sync'ing with my checkins to svn/trunk?

With this experiment, once it's completed will we be able to clean it up so
that users don't end up confused about where to get the osg from?
Sourceforge won't remove the old openscenegraph project page, despite
requests to do this, and I even get spam messages that are funnelled through
the now defunct sourceforge mailings lists.  This makes me wary of relying
upon 3rd party support for project resources.

Also do you know the current state of play with tools under Windows and Mac
w.r.t git?  This is an area where Mercurial is strong.

Cheers,
Robert.


On Fri, Feb 26, 2010 at 10:23 AM, Mathieu MARACHE  wrote:

> I didn't wait for github's hardcore importing Action and did it
> myself. Here are the stats
>
> 86M svn-osg has trunk at r11124
> 71M git-osg has whole history r1~r11124 (4b825dc to 2e089ea)
> 34M git-osg/.git is the actual repository (what is stored server side)
>
> One can see the git disk footprint is 18% less than the lastesy svn
> checkout.
>
> Initial checkout times :
> 50s : svn-osg
> 1m 46s : git-osg
>
> I then uploaded (pushed) to gitorious (the other one:) ) for public
> seeing/cloning. Feel free to join :-)
>
> http://gitorious.org/openscenegraph has git mirrors of :
>  - OpenSceneGraph
>  - OpenSceneGraph-Data
>  - OpenSceneGraph-TrainingMaterials
>
> All history/branches/tags were succesfully kept.
>
> I will try to setup a cron job on my computer to mirror svn
> modifications to these repositories
>
> (I still don't have acces to osg's wiki edit, maybe Jose Luis is
> enjoying is Holidays)
> --
> Mathieu
> O< ascii ribbon campaign - stop html mail - www.asciiribbon.org
>
>
> On 25 February 2010 11:56, Mathieu MARACHE 
> wrote:
> >
> > We will have to wait github's import to be formal, but the following
> article gives some good scales :
> > http://www.contextualdevelopment.com/logbook/git/large-projects
> >
> > I extracted some parts to illustrate :
> > repository sizes for 15 years of FreeBSD's history
> > CVS 1.7 GB
> > SVN 3.9 GB
> > Git 511 MB
> > Working copy
> > CVS 534 MB
> > SVN 1.1 GB
> > Git 995 MB
> > Note that usually git has the best compression in the DVCS tools.
> >
> > So DCVS tools should consume less disk space than subversion and on top
> of that have access to all the repository history locally...
> > Mathieu
> > Le 25 févr. 2010 à 11:03, Robert Osfield  a
> écrit :
> >
> > Hi All,
> >
> > Another little questions with more experience with git/mercurial - how
> big does is local repository that users would have on their machines?  I
> presume it'll be larger than a typically svn check out.
> >
> > Robert.
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu MARACHE
Hi,

I didn't wait for github's hardcore importing Action and did it
myself. Here are the stats

86M svn-osg has trunk at r11124
71M git-osg has whole history r1~r11124 (4b825dc to 2e089ea)
34M git-osg/.git is the actual repository (what is stored server side)

One can see the git disk footprint is 18% less than the lastesy svn checkout.

Initial checkout times :
50s : svn-osg
1m 46s : git-osg

I then uploaded (pushed) to gitorious (the other one:) ) for public
seeing/cloning. Feel free to join :-)

http://gitorious.org/openscenegraph has git mirrors of :
 - OpenSceneGraph
 - OpenSceneGraph-Data
 - OpenSceneGraph-TrainingMaterials

All history/branches/tags were succesfully kept.

I will try to setup a cron job on my computer to mirror svn
modifications to these repositories

(I still don't have acces to osg's wiki edit, maybe Jose Luis is
enjoying is Holidays)
--
Mathieu
O< ascii ribbon campaign - stop html mail - www.asciiribbon.org


On 25 February 2010 11:56, Mathieu MARACHE  wrote:
>
> We will have to wait github's import to be formal, but the following article 
> gives some good scales :
> http://www.contextualdevelopment.com/logbook/git/large-projects
>
> I extracted some parts to illustrate :
> repository sizes for 15 years of FreeBSD's history
> CVS 1.7 GB
> SVN 3.9 GB
> Git 511 MB
> Working copy
> CVS 534 MB
> SVN 1.1 GB
> Git 995 MB
> Note that usually git has the best compression in the DVCS tools.
>
> So DCVS tools should consume less disk space than subversion and on top of 
> that have access to all the repository history locally...
> Mathieu
> Le 25 févr. 2010 à 11:03, Robert Osfield  a écrit :
>
> Hi All,
>
> Another little questions with more experience with git/mercurial - how big 
> does is local repository that users would have on their machines?  I presume 
> it'll be larger than a typically svn check out.
>
> Robert.
>
>
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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-26 Thread Jordi Torres
Hi Allen,

Looking into the stacktrace I can see this:

0x7852 - 0x785c3000

C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.4148_x-ww_d495ac4e\MSVCR90.dll
0x7848 - 0x7850e000

C:\WINDOWS\WinSxS\x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.4148_x-ww_d495ac4e\MSVCP90.dll

0x7c42 - 0x7c4a7000

C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989\MSVCP80.dll
0x7813 - 0x781cb000

C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989\MSVCR80.dll

It seems to me that you are mixing vc8 and vc9 libraries, are you?
BTW, have you executed succesfully the examples in ubuntu?

Cheers.



2010/2/25 Allen Saucier 

> Ok, I have a partial solution :):)
>
>
> >
> > Environment Tab:
> > Linux Set your LD_LIBRARY_PATH to:
> >
> >
> ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib
> >
> > For windows XP your PATH must point to (pay attention to word "bin"):
> >
> >
> ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/bin:c:/documents
> and settings/your_user/.depman/bin
> >
>
>
> This is mostly correct.  However, for Windows, the CLASSPATH and PATH must
> use ; and not :
>
> Throughout all of my attempts of setting the command window's CLASSPATH,
> and PATH environment variables plus setting the eclipse internal
> LD_LIBRARY_PATH and PATH variables, I naturally used ; in the command
> windows variables but not within eclipse.
>
> Once I used ; between the paths within the PATH environment variable in
> eclipse, the application finally found all the needed dll's it was searching
> for.
>
> But, now I have a bigger problem. kernel32.dll on Windows XP.  I've
> attached my error log and here is what the error output is as produced while
> running from within eclipse.  The application crashes after producing this
> error:
>
> # A fatal error has been detected by the Java Runtime Environment:
> #
> #  EXCEPTION_ACCESS_VIOLATION (0xc005) at pc=0x7c80977f, pid=5352,
> tid=2568
> #
> # JRE version: 6.0_18-b07
> # Java VM: Java HotSpot(TM) Client VM (16.0-b13 mixed mode, sharing
> windows-x86 )
> # Problematic frame:
> # C  [kernel32.dll+0x977f]
> #
> # An error report file with more information is saved as:
> # C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\hs_err_pid5352.log
> #
> # If you would like to submit a bug report, please visit:
> #   http://java.sun.com/webapps/bugreport/crash.jsp
> # The crash happened outside the Java Virtual Machine in native code.
> # See problematic frame for where to report the bug.
> #
>
> [error occurred during error reporting , id 0xc005]
>
>
>
>
> Thank you for the help,
> Allen
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24884#24884
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/hs_err_pid5352_629.txt
>
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Instituto de Automática e Informática Industrial
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Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-26 Thread alessandro terenzi
Thank you all,
I'll try the new code from osg-submissions.

Kind regards.
Alessandro

On Thu, Feb 25, 2010 at 5:31 PM, Michael Platings
wrote:

>  I had a quick look at your submission, it looks like you have had a good
> go at fixing the (my :-) ) transparency mess!  So I won't submit any fixes.
> Any chance you can give me a heads up on your thinking behind
> "getTransparencyCounts", I am puzzled by it!
>
> Certainly - some files use a transparency value of 1 to mean completely
> opaque (the spec says this is correct) while other files use a transparency
> value of 1 to mean completely transparent. It's hard to be completely
> certain of which meaning is used, so instead I added a heuristic to make a
> best guess: If there are more transparency values of 0 than 1 then 0 is
> interpreted to mean opaque, otherwise 1 is interpreted to mean opaque.
>
> __
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>
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Re: [osg-users] External threads and osgViewer

2010-02-26 Thread Robert Osfield
Hi Stefan,

On Mon, Feb 15, 2010 at 8:35 AM, Stefan Eilemann  wrote:

> > if I remember correctly, the ReentrantMutex came into existence because
> on Windows the normal Mutex was reentrant (a single thread could lock it
> more than once). So ReentrantMutex was created to make a consistent mutex on
> all platforms...
>
> That may be so. The issue at hand is that the ReentrantMutex on pthreads
> only works if your threads are created using OpenThreads (it uses
> Thread::CurrentThread() which requires some TLS created by Thread::start()).
> Since in my case the render threads are already running, this mutex
> deadlocks. A plain Mutex doesn't need all this and works correctly.
>

At the end of last week I checked in a refactor of
OpenThreads::ReentrantMutex and Mutex so that the implementation of
recursive/reentrant mutex is left to the underlying threading library (i.e.
pthreads) rather than using OpenThreads code to attempt to implement it.
This refactor does away with the need to CurrentThread() etc, so code that
works with the standard Mutex should now work just fine the new
ReentrantMutex.

Could you try the OSG-2.9.7 release of svn/trunk and see if the problem you
were seeing still exists?  I'm hopefully that we won't need any mods to the
OSG such as in your suggestion of changing the ReentrantMutex to a Mutex.

Cheers,
Robert.
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