Re: [osg-users] openscenegraph.org down
Hi Max, Just checked and it's back up again. Robert. On Wed, Jul 28, 2010 at 4:39 PM, Max Bandazian mbandaz...@gmail.com wrote: Hi All, I'm not sure if this is the right place to send this (or if the appropriate person is already aware of it), but just in case: openscenegraph.org appears to be down. Max Bandazian ___ 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] Render order of osgText and transparent object
Hi Jimmy, The Text's StateSet sets the RenderBin locally to use the TRANSPARENT_BIN hint so this will overriding what you are setting from above. You could set the Text's StateSet::RenderBinDetails directly or use the a StateSet::RenderBinMode of OVERRIDE_RENDERBIN_DETAILS in your decorating StateSet. This is a recent feature though so check to see if this is available. Robert. On Thu, Jul 29, 2010 at 1:18 AM, Jimmy Lin dummy...@gmail.com wrote: Hi, I am trying to display text which always stay on top. (but it's not a hud) So I turn off depth test on the text, and set bin number to 20 to make it render last. It only worked partially. The text rendered on top of all opaque objects, but not transparent objects. I tried both RenderBin and DepthSortedBin as bin name, and also tried the override flag. But nothing helps. Can sameone tell me how exactly the renderring order works. Does it order objects by bin number first then bin name or the other way around? Does object hierarchy matters? My text and transparent object are both under the same parent. Something like this: Parent -- PAT -- Geode -- Drawable \__ PAT -- Geode -- Text The transparent bin was set at PAT level for the transparent object, but the setting bin number to 20 is down at osgText level. Could this be the problem? Thank you! Cheers, Jimmy Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30357#30357 ___ 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] What will OSG 3.0.0 be?
2010/7/29 xyc508 xyc...@163.com: Hi,all osger osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the main changes and revolutionary updates? The headline features since 2.8.x are: OpenGL ES 1.1 and 2.0 OpenGL 3.x support New Database serializers and native ascii, binary and xml support osgQt library Shader Composition support. There are plenty of other changes/improvements. The vast majority of changes will be API compatible to the OSG-2.x series so it should be straight forward to port between OSG-2.x to OSG-3.x. Compiling against svn/trunk and the OSG-2.9.x dev series will give you head start on this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render order of osgText and transparent object
Hi, I tried the override flag, but makes no difference stateset-setRenderBinDetails(20,RenderBin, osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); by the way I am using osg 2.8.1 Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30370#30370 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] .osg model converted to flt would not load in 3rd party software
Hi, I have some models in native .osg format and i converted them to .flt using the osgconv utility. These models load fine with the osgviewer but with other softwares namely, 1) Deep Exploration 5.7 2) NVIDIA ScenixViewer 6.0 3) Remo 3D Is there a problem with a flt plugin or is there something that i am missing. I am using the following command for the conversion. osgconv -e flt in.osg out.flt I used osg 2.8.3. I would appreciate any help that may come my way. Thanks Macher -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30371#30371 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .osg model converted to flt would not load in 3rd party software
Hi Macher, You will have say what the problem is when looking at the model with the various 3rd party software, there is pretty well nothing others can add without you describing what the problem is in more detail. Robert. On Thu, Jul 29, 2010 at 8:08 AM, Mach Bhai sar...@dsi.co.ae wrote: Hi, I have some models in native .osg format and i converted them to .flt using the osgconv utility. These models load fine with the osgviewer but with other softwares namely, 1) Deep Exploration 5.7 2) NVIDIA ScenixViewer 6.0 3) Remo 3D Is there a problem with a flt plugin or is there something that i am missing. I am using the following command for the conversion. osgconv -e flt in.osg out.flt I used osg 2.8.3. I would appreciate any help that may come my way. Thanks Macher -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30371#30371 ___ 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] .osg model converted to flt would not load in 3rd party software
Hi Macher, can you share your model? I might have some time to have a look -Nick On Thu, Jul 29, 2010 at 11:18 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Macher, You will have say what the problem is when looking at the model with the various 3rd party software, there is pretty well nothing others can add without you describing what the problem is in more detail. Robert. On Thu, Jul 29, 2010 at 8:08 AM, Mach Bhai sar...@dsi.co.ae wrote: Hi, I have some models in native .osg format and i converted them to .flt using the osgconv utility. These models load fine with the osgviewer but with other softwares namely, 1) Deep Exploration 5.7 2) NVIDIA ScenixViewer 6.0 3) Remo 3D Is there a problem with a flt plugin or is there something that i am missing. I am using the following command for the conversion. osgconv -e flt in.osg out.flt I used osg 2.8.3. I would appreciate any help that may come my way. Thanks Macher -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30371#30371 ___ 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] Shadows, clouds...
Hi, Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if the variable that makes cloud effect is an Environment variable and this variable is the father of the terrain? Thank you again, and sorry for my silly questions... Cheers, Jose -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30375#30375 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .osg model converted to flt would not load in 3rd party software
thanks for looking. Here are the screenshots which show how it should look like but what i get out of it is only some triangles. i will post the models sometime later. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30376#30376 Attachments: http://forum.openscenegraph.org//files/preview_flt_398.jpg http://forum.openscenegraph.org//files/preview_org_109.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .osg model converted to flt would not load in 3rd party software
Hi Macher, One good test to do is to convert the model to .flt and then convert back to .osg and then compare the two. You shouldn't expect them to be identical as the OpenFlight format cannot represent the OSG scene graph accurately, but you might get a feel to what has gone amiss. Robert. On Thu, Jul 29, 2010 at 8:52 AM, Mach Bhai sar...@dsi.co.ae wrote: thanks for looking. Here are the screenshots which show how it should look like but what i get out of it is only some triangles. i will post the models sometime later. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30376#30376 Attachments: http://forum.openscenegraph.org//files/preview_flt_398.jpg http://forum.openscenegraph.org//files/preview_org_109.jpg ___ 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] .osg model converted to flt would not load in 3rd party software
Hi Macher, If you could share your model I could check why it isn't loading properly in Remo 3D since I am one of the developers of Remo 3D. Regards, Per Fahlberg Remograph On 07/29/2010 09:52 AM, Mach Bhai wrote: thanks for looking. Here are the screenshots which show how it should look like but what i get out of it is only some triangles. i will post the models sometime later. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30376#30376 Attachments: http://forum.openscenegraph.org//files/preview_flt_398.jpg http://forum.openscenegraph.org//files/preview_org_109.jpg ___ 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] What will OSG 3.0.0 be?
osgQt would be nice .. when is osg 3.0 expected? On Thu, Jul 29, 2010 at 11:55 AM, Robert Osfield robert.osfi...@gmail.comwrote: 2010/7/29 xyc508 xyc...@163.com: Hi,all osger osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the main changes and revolutionary updates? The headline features since 2.8.x are: OpenGL ES 1.1 and 2.0 OpenGL 3.x support New Database serializers and native ascii, binary and xml support osgQt library Shader Composition support. There are plenty of other changes/improvements. The vast majority of changes will be API compatible to the OSG-2.x series so it should be straight forward to port between OSG-2.x to OSG-3.x. Compiling against svn/trunk and the OSG-2.9.x dev series will give you head start on this. Robert. ___ 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] .osg model converted to flt would not load in 3rd party software
I tried the reverse conversion, it converts back perfectly. I have also tried converting to .3ds and .obj and they work like a charm. I can open the 3ds and obj files without a problem -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30380#30380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Footprint algorithm
Hi all, Does anyone knows a (preferably free/open source) code computing either: - The footprint polygons of a building (intersection with terrain) - The footprint polygons of a building (intersection with a single plane) - The conntour polygons of a projected building ? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .osg model converted to flt would not load in 3rd party software
I am attaching the models in the form of zip file. The original file is the osg file and the converted flt file. Thanks for the pointers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30383#30383 Attachments: http://forum.openscenegraph.org//files/model_453.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .osg model converted to flt would not load in 3rd party software
Hi Macher, I loaded the model in Remo 3D 2.0.1 and the model loaded fine, all triangles are present. Which version of Remo 3D did you try to load the model with? The OSG OpenFlight exporter creates mesh nodes which wasn't supported by earlier versions of Remo 3D and I guess that is the problem with the other tools as well. I see some problem with the materials/textures on the roofs of the building, I'm not sure what the problem is but will look into it later. Regards, Per Fahlberg Remograph On 07/29/2010 11:22 AM, Mach Bhai wrote: I am attaching the models in the form of zip file. The original file is the osg file and the converted flt file. Thanks for the pointers. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30383#30383 Attachments: http://forum.openscenegraph.org//files/model_453.zip ___ 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] .osg model converted to flt would not load in 3rd party software
I have downloaded and installed it today. version 2.0.1 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30385#30385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] StandardShadowMap on ATI
Hi Baker, My responses below. Just for reference, the modifications I've made in my glsl shaders to get it running on ATI were mainly the following: - only index texture coordinates with constants, variables (even const) don't seem to work. - ensure all variables are initialized (sloppy on my part) - hardcode to light 0, the accumulation loop did not work. - don't use gl_FrontMaterial / gl_BackMaterial, as the values didn't work as they did with nVidia, and produced unexpected values. - don't use gl_FrontLightModelProduct, same reason as previous. Thats the ATI. I stay with Catalyst 10.4. With 10.5 I had the issues you show on osgshadow screenshots. 10.6 and 10.7 does not start on my machine. Bombs with blue screen on startup. Thats maybe related to the fact that I switched to dual GPU Radeon 5970. I saw on ATI forums that blue screens happen on dual GPU Radeons. I'm not using alpha in a nonstandard way (at least not intentionally), and I don't use discard for anything. That's good information though, and I will fiddle around with my shaders to see if they have any impact (although with the NULL program, they shouldn't be used, eh?). So having said that, the use of a NULL program indeed does seem like it should be valid, as specified in the OpenGL 21.20061201 spec (p. 75), and indeed OSG does call glUseProgram(0), which should revert to fixed function. So this is a driver bug, right? Still, I agree it might be useful to let the user provide a Program to use, or whether to attach the NULL program. I agree. However, its should be more generic to allow for modification of other StateAttributes as well. Some callback maybe... Currently the only option is overriding technique its internal ViewData class (which is bit tricky but I think I have posted 'how to do it' on the forum). I ran osgshadow on the ATI 4670 with the 10.7 drivers, and I'll post the results below. I'm also attaching a screenshot of the vehicle in osgviewerWX, which seems to be having some texture coordinate issues (again, fine on nVidia). Hmm, even the osg cow seems wrong. I don't know precisely what the Texture Matrix fix is that you're speaking about, but I can poke around the forums and see if I find the issue. There is a line in Main Vertex Shader where tex coords at index zero 0 are computed: gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TextureMatrix seems to be initialized to 0 on ATI Catalyst 10.4 and resulting tex coords are always 0. Workaround for this is to either comment out gl_TextureMatrix[0] multiplication in this shader or set up identity osg::TexMat at the scene root state set. With above change I am fairly happy on 10.4. So I recommend you try these drivers. For my laptop with really old ATi XPress 1200 I use Catalyst 10.2 and these drivers seem to be even better because osgshadow works without any modifications. I must be honest with you though. I actually have two cards on my Windows 7 one NVidia 8800 and Radeon 5970. And NVidia is most of the time the card of choice for OpenGL. So I maybe shoud not say I do lots of extensive testing on the Radeon. I switch to it when I want to check code compatibilty. As I wrote earlier I am not able to get 10.6 and 10.7 to start up. But I have earlier tried 10.5 and they showed the same problems with texture that looked like your screenshots. We discussed this on the osg-forum couple weeks ago (http://forum.openscenegraph.org/viewtopic.php?p=29501#29501) So you may consider giving 10.4 or earlier drivers second chance ;-) And by the way, thanks for the lispsm submission, it's really well done! I am happy when people use it ;-) Cheers, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Stephan and Florian, Le 27 juil. 10 à 10:23, Stephan Huber a écrit : Hi Florian, Am 23.07.10 18:25, schrieb Florian Kolbe: Hi, I am very delighted to see that the porting is making progress, and I would like to contribute. Here are my experiences so far: I did the following to get the code: Code: git clone http://github.com/stmh/osg.git cd osg git branch -a git checkout remotes/origin/iphone i am by no means a git expert, I used the tutorial at http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the source. This should work, too: git clone git://github.com/stmh/osg.git git pull origin iphone 2. The XCode Project is referencing files from osgIntrospection which are all missing? I removed them, as osgIntrospection is deprecated. 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get compile errors apparently because struct stat64 is unknown. There is some logic whether to #define stat64 stat but it seems to fail? (using 10.4) Yes, my test builds for the simulator went fine. Don't know, what the problem is. What system are you using for development, what xcode-version etc.? The mentioned code compiles cleanly on my end. 4. Project tries to build freetype Plugin. Code: osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ FreeTypeFont.h:19:0 Ft2build.h: No such file or directory in /Users/ fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ FreeTypeFont.h The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there and 3rdparty/include/freetype2 also, but there seems to be a problem with wrong case? The file in the repository is: ft2build.h (but include-Statement says: Ft2build.h). I did a file-wide search, and all includes are referring to ft2build.h, I can't reproduce your problem on my end. A. Is there a publically available issue tracker for OSG and/or OSG on iOS ? Not yet. Just use this list for reporting bugs and issues, as the demand for an iphone-port is relative low. B. Should we open a List (in terms of forum structure) specifically for iOS support? If the traffic increases perhaps yes. C. How is the process for submitting code changes to the iOS branch? As I am currently maintaining this fork alone, feel free to send them to me (as whole files, see the osg-submissions-protocol on the website). I haven't wrapped my head around git and github enough, but there's a good chance that you can fork the osg repository, apply the patches and send them back to me to integrate them into the repository in an automated way. Perhaps someone with more knowledge can shed some light here. The best way would be to fork on github and then clone your fork locally, push your changes back to github (covered here : http://help.github.com/forking ) and then ask for a pull request in the github interface (button next to the fork one). One day this might even be the way everything goes back to the main osg repo. HTH I am currently busy with other projects, and I am doing the work on the iphone-part only in my spare-time, so I am making less progress as I want on this end. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Mathieu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Mathieu, On Thu, Jul 29, 2010 at 11:19 AM, Mathieu Marache mathieu.mara...@gmail.com wrote: The best way would be to fork on github and then clone your fork locally, push your changes back to github (covered here : http://help.github.com/forking ) and then ask for a pull request in the github interface (button next to the fork one). One day this might even be the way everything goes back to the main osg repo. I'm watching things progress from the sidelines right now, how things work out with using git is as important to me as the changes from iPhone - one can talk endlessly about merits of different systems but once you use them for real you get the best feedback you can possible get ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)
Ah no, that is long time outdated. For current OSG you must use the latest OpenVRML and have Boost installed. Regards, Jan Thanks to all for the help. I still keep trying... Now I managed to compile openvrml 0.18.6 and have boost installed. The binaries and libs I got differ from the old openvrml-version... Which changes (and directory-pathes) do I insert in cmake to get a running version of osg with vrml-plugin? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30389#30389 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QInputDialog and OSG
Hi all! I'm working on an interface with qt 4.6 and Open Scene Grapht... If I call Code: QString text = QInputDialog::getText(NULL, tr(Nombre de la medición), tr(Nombre:), QLineEdit::Normal, QString::null, ok); With nothing loaded in the 3d scene, no problem. But if I load anything on 3d scene, when I call to the dialog the qlineEdit dont update. This doesn'tupdate until pressing the OK button, and I can't read the writing on it. Sorry for my English... Any help??? Thansk!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30390#30390 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QInputDialog and OSG
Hi, Try updating to qt 4.6.1, it's a know issue. Cheers, On Thu, Jul 29, 2010 at 1:50 PM, Aitor Ardanza aitoralt...@terra.es wrote: Hi all! I'm working on an interface with qt 4.6 and Open Scene Grapht... If I call Code: QString text = QInputDialog::getText(NULL, tr(Nombre de la medición), tr(Nombre:), QLineEdit::Normal, QString::null, ok); With nothing loaded in the 3d scene, no problem. But if I load anything on 3d scene, when I call to the dialog the qlineEdit dont update. This doesn'tupdate until pressing the OK button, and I can't read the writing on it. Sorry for my English... Any help??? Thansk!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30390#30390 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Footprint algorithm
Hi Sukender, have you tried this one? http://www.naadsm.org/opensource/gpc http://www.naadsm.org/opensource/gpc -Nick On Thu, Jul 29, 2010 at 12:54 PM, Sukender suky0...@free.fr wrote: Hi all, Does anyone knows a (preferably free/open source) code computing either: - The footprint polygons of a building (intersection with terrain) - The footprint polygons of a building (intersection with a single plane) - The conntour polygons of a projected building ? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] dynamic scenegraph design help
Dear All, I would like to use dynamic scenegraph in my app, while having the viewer running. I've read a lot of threads about that, but I just would like to know something : - I create a complex object with its local scenegraph - I need to add the local root of the object somewhere in the scenegraph already used by the viewer (running). I understand that I need to add this object in the SG during the update operation. But my problem is that, if my object got an updateCB, this cb will be called only if my object is attached to the SG, so I can't do any parent-addChild(this) in my CB... So here are my questions : * Must I create a special case in an updateCB of the node (in the already used SG) which is the future parent of my new object ? And then in this CB do the addChild(futureChild) ? * is there any other way to do this properly ? * when creating the local SG of my object, and if my object is not yet in the global SG, can I use securely addChild calls out of any updateCB scope (theses calls are only used to create the local SG)? For the moment I understand that modifying the used SG out of the update step is not secure, but I also understand that I can do this on any local SG which are not yet attached to the visited SG, am I right ? Hope I'm clear in my questions... not easy to sum up ;) Thanks Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30393#30393 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [vpb] does vpb have Graphics card requirement?
Hi, which may relate, I am also getting sporadic errors such as Code: Windows Error #2000: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: Das Pixelformat ist ungültig. Warning: detected OpenGL error 'Der Vorgang ist ungültig.' at end of SceneView::draw() when closing a window. In my case, I think it's a timing problem with WM_DESTROY. Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30394#30394 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows, clouds...
Hi Jose, Thank you for your pieces of advices Jean-Sébastian, but how coud I make it if the variable that makes cloud effect is an Environment variable and this variable is the father of the terrain? I don't quite get what you're saying about environment variables... You can structure your graph in any way you want. But if your clouds are under the ShadowedScene, they will be affected by shadows. You can set a null osg::Program or put a different shader on your clouds to prevent this (the first suggestion in my previous message) or you can move your clouds to not be under your ShadowedScene (the second suggestion). The clouds cannot be a parent of the terrain, because they're both geometry, therefore both leaf nodes. Please look at your scene graph structure again and figure out how to make it work (writing your whole scene to a .osg file is useful in cases like this, use osgDB::writeNodeFile(*sceneRoot, filename.osg); ). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget/osgQt
As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. I have been working on--in-between paid OSG work and medical maintenance--this newer version, but it is not ready for anyone to look at. And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget/osgQt
Hi Jeremy, 2010/7/29 Jeremy Moles jer...@emperorlinux.com And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) This is the best news I've heard in a long time. :) Congratulations and welcome back to the OSG community! Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic scenegraph design help
Hi Eric, To answer the last question first: if your new local scenegraph isn't attached to the scene that the viewer has, you can safely do whatever you want to it - that memory isn't being accessed by the viewer, since the viewer doesn't even know it exists. As for the rest, it depends a bit on how you are setting up your application and scene. How are you deciding where in the viewer's scene to add this new subgraph? If you know where it will be (e.g. you have a pointer to the group to which you wish to add your new subgraph, either predefined or by picking), it would be pretty straightforward to add the new subgraph - dynamic_castosg::Group*(yourPtr)-addChild(newRoot) would work. You just need to make sure your viewer isn't accessing the scenegraph at the time. What I do is have a custom viewer loop like so: Code: while(!viewer.done()) { viewer.frame(); if(modificationIsNecessary) { viewer.stopThreading(); //modify the scene graph tree //groupThatGetsNewScene-addChild(newSceneRoot); viewer.startThreading(); } } I've been running something along these lines without problems - whether it's the *right* way to do it, I don't know. If your viewer is running in single threaded mode already, just being between frame()s is enough, and the stopThreading/startThreading isn't doing anything. If you want to have an update callback in the existing viewer scene, that could probably work too - in that case I'd think you would want to make sure the parent node data variance is set to dynamic to be safe. It looks like you have a good idea of how you'd go about making that updateCallback already. Cheers, Tom[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30398#30398 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TriangleFunctor/TriangleIndexFunctor with Vertex Attributes?
That makes sense. Thank you so much for the quick reply! Rob On 7/27/2010 2:23 AM, Robert Osfield wrote: Hi Rob, If you want to access the vertex attribute data (such as colours, normals, tex coords) then you are probably best to do a dynamic_castGeometry* on the drawable and then access the data that way. If the drawable isn't a geometry then you'll need to use a cast to whatever object it is. Robert. On Mon, Jul 26, 2010 at 11:07 PM, Rob Radtker...@stellarscience.com wrote: Thank you Robert for the detailed explanation of TriangleFunctor and TriangleIndexFunctor. Those classes have proven to be very useful to me. I'm curious to know if there is a good way to use those classes in a manner that allows you to also access attributes for each vertex. In particular, I'm interested in accessing texture coordinate and/or color attributes (for v1, v2 and v3) inside of my 'operator()(const int v1, const int v2, const int v3)' implementation. I have had some limited success using a custom ConstAttributeFunctor subclass to accumlate attributes inside of a ' NodeVisitor::apply( osg::Geode)' override, but I'm struggling with devising the best plan for mapping each vertex back to the appropriate attribute. My current solution is very messy and I doublt it's very robust. Is there a prescribed way to do this? Thanks, Rob Radtke -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 12 March 2010 10:57 To: OpenSceneGraph Users Subject: Re: [osg-users] Need help to understand this code snippet withaccept and operator Hi Fred, The TriangleIndexFunctor is a template helper class for making it easier to access the triangles held in osg::Drawable. The actual geometry primitives held within different osg::Drawable subclasses could be of any type and any arrangement, so casting osg::Drawable to osg::Geometry etc. and then accessing the primitives directly and then working out how to interpret the triangles from this is rather complex, tedious and prone to poor performance unless you are very careful. To address the tight coupling of accessors to implementations, the osg::Drawable has an accept(osg::Drawable::PrimitiveFunctor) method exists to allow a subclass from osg::Drawable to pass details on the geometry primitives that it has to the functor in a generic way - thus hiding the local implementation details of that Drawable and enabling your own custom PrimitiveFunctor to work with a wide range of Drawable without needing to know the implementation details. While this achieves good decoupling the PrimitiveFunctor still has to handle all the different types of primitives - polygons, tri strips, quads, qaud strips, lines etc, which is still pretty complicated to implement. To address the complexity of handling all the different types of primitives the TriangleIndexFunctor template class exists to decompose all the descriptions of generic primitives into the simple triangles marked by their corner indices. For you the app developer all you then need to do is create you little functor that implements the void operator()(const int v1, const int v2, const int v3) method as per the example, and then pass the resulting templated class to the drawable to get all the triangle information. The use of templates also ensures good performance. If it wasn't for PrimtiiveFunctor and TriangleFunctor/TriangleIndexFunctor accessing geometry would be very tedious and error prone task - lots of casts, switch statements and book keeping. These helper classes might seem a bit convoluted at first look, they really make life much easier. Go have a search through the OSG code base, there are plenty of examples of TriangleFunctor/TriangleIndexFunctor in action - especially in src/osgUtil. Cheers, Robert. ___ 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] Visual Studio 2010 3rd Party
That would be fantastic!! I appreciate it! Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30400#30400 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget/osgQt
Hi Jeremy, Great news to hear you've beaten your illness. Interesting thoughts on osgWidget, not one I was expecting from you, but I can see the logic behind it. osgQt does require Qt which isn't a small dependency so for a lightweight users interface osgWidget still has value. Before we could fully replace osgWidget with osgQt we'd need to address performance and threading issues that Qt introduces. When you say osgWidget should have been far small and more generic could you explain what you have in mind for a what osgWidget should have been? Robert. On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote: As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. I have been working on--in-between paid OSG work and medical maintenance--this newer version, but it is not ready for anyone to look at. And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) ___ 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] osgWidget/osgQt
Hi Jeremy, I'll just echo Robert's comments: And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) Congrats! That's great news! As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. osgQt is far from being ready to do general UIs in the 3D view (as a HUD). It has serious shortcomings (one of them being the requirement of Qt, which is a problem for some projects and not others), some things plain don't work (draggable sub-windows, input fields in some situations, etc.), and it's slower than doing native drawing like osgWidget does. Check out the osgQtWidgets example in current svn to see what I mean. osgWidget works well for what it does, and I still don't understand what you mean when you say it should have been smaller and more generic... If you're redesigning osgWidget to be smaller, perhaps we could find a way to retrofit the current osgWidget to use your new architecture as a base, or something like that... Because I think current users will want to keep using it like they do now (me included). Anyways, let us know what your plans are and we'll help. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget/osgQt
On Thu, 2010-07-29 at 16:36 +0100, Robert Osfield wrote: Hi Jeremy, Great news to hear you've beaten your illness. Yeah, it was an interesting year and a half for sure. Now I just need some time for the new immune system to get strong and I'll be better than ever. :) Interesting thoughts on osgWidget, not one I was expecting from you, but I can see the logic behind it. osgQt does require Qt which isn't a small dependency so for a lightweight users interface osgWidget still has value. Before we could fully replace osgWidget with osgQt I definitely think it still has value; it just doesn't fill (what I believe) is it's niche. (more below) we'd need to address performance and threading issues that Qt introduces. When you say osgWidget should have been far small and more generic could you explain what you have in mind for a what osgWidget should have been? Sure. This is something I touched on briefly earlier this year as I was recovering but still frequently in the hospital, so couldn't produce much code. What osgWidget tries to be right now is a lightweight 2D interface library. Widgets are always quads, Windows are always Geodes, etc. What osgWidget should be is an even lighter wrapper around any generic Drawable. It should feed input events to these Drawables in an OSG-like way (perhaps by accumulating input data from the mouse/keyboard and stuffing it into a NodeVisitor). It should provide some very basic positioning rules for Widgets using their bounding boxes, not their dimensions in 2D space. Once that is done, I can take the old osgWidget and turn it into simply a 2D implementation of the real, more flexible new osgWidget. Quads would be a 2D, 4-vertex specialization of Widgets... so forth and so on. I'll be simplifying things immensely by providing just the hooks, and by NOT trying to cover every possible use someone might have. First of all, people will reach for things like QT instinctively if they need a FULL BLOW 2D interface in their app. Secondly, there are so many modern UI classes that people expect in any reasonable UI toolkit that providing even one opens the door to the question: hey, where are the rest? :) Robert. On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote: As more work goes into osgQt towards OSG3 (and as we get closer to having full, fist class 2D widgets), I think that osgWidget (in it's current form) should be removed. It was designed with the very futile goal of trying to be a 2D UI kit, when it should have been far smaller and far more generic from the very beginning. I have been working on--in-between paid OSG work and medical maintenance--this newer version, but it is not ready for anyone to look at. And also: I was officially declared in remission about a month ago, so my short (but interesting!) bout with blood cancer at 29 is over. Yay. :) ___ 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] StandardShadowMap on ATI
Hi Wojtek- Thanks again for the thoughtful response. I believe I have enough information to work around this issue now. I just wanted to post my last set of findings for anyone else who might be helped by the thread. I installed catalyst 10.4 and 10.2, and I never quite got to a point where everything worked as expected. I will post some screenshots below. I am thinking I will probably just go with the latest drivers and work around the NULL program driver bug, either by hacking our local OSG copy, or doing the proper ViewData override as you suggested (haven't looked at those details yet). Ahh, yes the texture matrix issue in the glsl. I had indeed already done that (just omitted the matrix altogether in the shader as you referenced). I didn't think to attach an osg TexMat identity matrix at the root, so I was confused by your reference to the osg TexMat class :) But the TexMat solution is probably a more appropriate workaround. Take care- Baker Searles P.S. Yes I too had a dual-gpu ATI setup at home last year (dual 4850 in crossfire) and they were crazy fast, but I had render issues in Fallout 3 (HDR effects would blink on and off) so I had to drop down to using just one of the boards. I guess you can't do that though with the 5970 having both chips on one board :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30405#30405 Attachments: http://forum.openscenegraph.org//files/ati_102_osgshadow_4_sm_211.jpg http://forum.openscenegraph.org//files/ati_102_osgshadow_4_lispsm_299.jpg http://forum.openscenegraph.org//files/ati_102_osgshadow_4_stsm_112.jpg http://forum.openscenegraph.org//files/ati_102_osgviewer_coupe_106.jpg http://forum.openscenegraph.org//files/ati_102_coupe_143.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Display distance between 2 objects
Hi Ulrich, Thanks for that suggestion. I didn't know that the keyboard handler handle() function gets called regardless of whether the key is pressed or not. Thanks, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30407#30407 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizer is awesome!
I'm getting to the point where I have to start tuning my app a bit and so I added a call to Optimizer::optimize() today. Wow! On a typical model, my app was able to push just under 40 fps at 1920x1200 (debug build). After running the optimizer, it's pushing around 100 fps. The trade off of course is that it takes 20 seconds to run through all optimizations. That's a little long, but now I can start looking at the individual optimizations and see what the cost and benefit of each is. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizer is awesome!
you can save your model after optimization and load it optimized no need to wait 20 seconds then -Nick On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote: I'm getting to the point where I have to start tuning my app a bit and so I added a call to Optimizer::optimize() today. Wow! On a typical model, my app was able to push just under 40 fps at 1920x1200 (debug build). After running the optimizer, it's pushing around 100 fps. The trade off of course is that it takes 20 seconds to run through all optimizations. That's a little long, but now I can start looking at the individual optimizations and see what the cost and benefit of each is. Cory ___ 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] Optimizer is awesome!
Our app is very CAD-like. The purpose of it is to create and edit models. Reloading models is a relatively rare activity. Cory On 7/29/2010 1:54 PM, Trajce (Nick) Nikolov wrote: you can save your model after optimization and load it optimized no need to wait 20 seconds then -Nick On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote: I'm getting to the point where I have to start tuning my app a bit and so I added a call to Optimizer::optimize() today. Wow! On a typical model, my app was able to push just under 40 fps at 1920x1200 (debug build). After running the optimizer, it's pushing around 100 fps. The trade off of course is that it takes 20 seconds to run through all optimizations. That's a little long, but now I can start looking at the individual optimizations and see what the cost and benefit of each is. Cory ___ 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] Optimizer is awesome!
I should add that our primary save format is .sat (ACIS), not .osg. On 7/29/2010 2:35 PM, Cory Riddell wrote: Our app is very CAD-like. The purpose of it is to create and edit models. Reloading models is a relatively rare activity. Cory On 7/29/2010 1:54 PM, Trajce (Nick) Nikolov wrote: you can save your model after optimization and load it optimized no need to wait 20 seconds then -Nick On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote: I'm getting to the point where I have to start tuning my app a bit and so I added a call to Optimizer::optimize() today. Wow! On a typical model, my app was able to push just under 40 fps at 1920x1200 (debug build). After running the optimizer, it's pushing around 100 fps. The trade off of course is that it takes 20 seconds to run through all optimizations. That's a little long, but now I can start looking at the individual optimizations and see what the cost and benefit of each is. Cory ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multi-sample buffer ignored?
I've been watching the osgQt developments with interest here. I'm involved in porting a large application to OSG Qt and I've been concerned for some time now with the platform dependencies and other messiness of the osgviewerQtWidget based code we'd been using. The osgQt code seemed too different (we followed a QWidgetrather than QObject implementation) and it not quite ready for prime time for production code. We're not using Qt for any graphic rendering, just the window management frame for several windows of OSG graphics so mixing Qt OSG rendering wasn't a concern. I found that it was fairly straight to substitute the osgviewerQtContext based code. The API is more complete, the multi-sample problem request takes, and the X11/Win32/Mac porting issues are moot (love that word). I think osgviewerQtContext is the clear winner over osgviewerQtWidget. Jeremy -- great news on your recovery! -Don Leich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer::realize() - failed to set up any windows
Hi, Windows 7 64 bit I've worked around it at home by setting OSG_WINDOW=50 50 1024 768 or whatever you like - it seems like, as that last message seems to indicate, it's the code that tries to detect the number of screens to go fullscreen that makes everything fall flat on its face. I have a issue similar to this one - perhaps the other way round (well, I didn't want to open a new topic): If I try to set a single window on a machine with two displays, I don't get a window on viewer-run(). The initialization of the viewer is done in the main thread of the program with the command line parameters --window 50 50 1024 768. After that, a new thread is created and the method viewer-run() will run in this thread. This works only for full screen (no command line parameters), but not for the desired windowed mode, no window is opened. But if I do the initialization of the viewer/camera in the same new created thread, it works. The code for the initialization of the viewer looks like the following snippet: Code: // Either new osgViewer::Viewer(argumentParser); // Or the way described in osgcamera.cpp osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; ... Can anybody explain, why the initialization conflicts within two separate threads (in both cases nothing runs in parallel)? Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30413#30413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2010 3rd Party
Hi Brad, if you have build the package successfully, I could host it for the community as I host the VS2008 3rdPartyPackage. Would be nice to improve the osg Windows world :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30414#30414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org