Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?
Hi, Can someone help me out on this.Its a bit urgent. Thanks, Siddhi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31360#31360 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Issues compiling fx and Cg using collada dom
Hi, I was trying to compile Collada-Dom on Ubuntu.For this i downloaded collada-dom-2.2.zip and compiled the same as per the instructions given on http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada; for linux. But when i do make os=linux project=minizip the compiler compiles for make os=linux project=minizip -C dom and make os=linux project=dom -C dom but throws an error for make os=linux project=fx -C fx. Also it gives an error saying that Cg/cg.h: No such file or directory. So just wanted to cross check if fx and Cg are really required.If yes,for what purpose are they required. Thank you! Cheers, Siddhi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31361#31361 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
To the stereo mode issue: This morning I had a quick look at the colladaread example in osgBullet. I just set OSG_STEREO to ON and I am getting quite the same picture in the colladaread example like in my environment. The distance between the left and right eye images is wrong somehow misbehaves.. Unfortunately I will have parent transforms so I would like to stick to the AbsoluteModelTransform. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31362#31362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to get the new position of a PositionAttitudeTransform?
Dear list members,could you please help me with the issue how to get the position of my object?I have developed a class, which is derived from the class "PositionAttitudeTransform" and this class encapsulates within its constructor some other classes/objects. These are namely "Switch" (to be able to set all children on or off), Geode, MatrixTransform and other.My intention is to have a sphere that can be dragged in 3 dimensions by the "TranslateAxisDragger" and to get its new position. So far so good, the visualization of the sphere and of the dragger is successful and I also can drag the sphere around, but I cannot get the new position. I try to get the position with this-getPosition(), where "this" is an object of PositionAttitudeTransform, the result is always zero. I guess the parent class, derived from PositionAttitudeTransform does not get to know the changes of its children. Can you tell me how can I achieve my goal?I thank you in advance.kind regards,VitaliHere is the code of the constructor: TargetSetter::TargetSetter(Rcs::RHCPrimitive *primitive) : osg::PositionAttitudeTransform() { // store the pointer to the RHCPrimitive class _primitive = primitive; //root = new osg::Group; _switch = new osg::Switch; addChild(_switch.get() ); // create a command manager cmdMgr = new osgManipulator::CommandManager; osg::ref_ptrosg::Geode geode_1 = new osg::Geode; osg::ref_ptrosg::MatrixTransform transform_1 = new osg::MatrixTransform; osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints; hints-setDetailRatio(2.0f); // draw a sphere osg::ref_ptrosg::ShapeDrawable shape; osg::Vec3 position; float radius = 0.01; arr vec= _primitive-computeX1(); // get the coordinates of the initial target (can consist of more than 3 elements) // assuming that the first 3 elements of the vector are x,y,z coordinates position[0] = vec(0); position[1] = vec(1); position[2] = vec(2); shape = new osg::ShapeDrawable(new osg::Sphere(position,radius), hints.get()); shape-setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f)); geode_1-addDrawable(shape.get()); // draw info text beside the sphere CoordText = new osgText::Text; CoordText-setFont("fonts/times.ttf"); CoordText-setCharacterSize(radius*4); CoordText-setPosition(osg::Vec3(position[0]-radius*2,position[1],position[2])); CoordText-setAxisAlignment(osgText::Text::SCREEN); CoordText-setBackdropType(osgText::Text::OUTLINE); CoordText-setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX); char buf[15]; sprintf(buf, "[%2.2f, %2.2f, %2.2f]",position[0],position[1],position[2]); CoordText-setText(buf); geode_1-addDrawable(CoordText); // material osg::ref_ptrosg::Material matirial = new osg::Material; matirial-setColorMode(osg::Material::DIFFUSE); matirial-setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1)); matirial-setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); matirial-setShininess(osg::Material::FRONT_AND_BACK, 64.0f); this-getOrCreateStateSet()-setAttributeAndModes(matirial.get(), osg::StateAttribute::ON); transform_1.get()-addChild(addDraggerToScene(geode_1.get(), cmdMgr.get() )); _switch-addChild(transform_1.get()); _switch-setAllChildrenOff(); // hide the target node _pickHandler = new TargetHandler(this); osg::Vec3d pos = this-getPosition(); std::cerr "position: " pos[0] " , " pos[1] " , " pos[2] std::endl;}GRATIS fr alle WEB.DE Nutzer: Die maxdome Movie-FLAT!Jetzt freischalten unter http://movieflat.web.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setCamera for Viewer
Hi Tom, One wouldn't normally change the viewer's master Camera while the viewer is running, if you do this you'll been to stop all threading, assin an Renderer and the get the viewer to rewire the threading. In you case I would just take the subgraph below your own Camera and then attach this and then copy whatever settings you want across. Robert. On Mon, Sep 6, 2010 at 9:05 PM, Tom Pearce tmpea...@gmail.com wrote: Hey everyone, I'm having trouble using osgViewer::Viewer::setCamera(osg::Camera*) method (inherited from osg::View). I'm sure the problem is me and not with the function. :-* Here's the scenario: I have an already-realized viewer window with an empty scene, to which I am trying to add a new scene with a Camera node as the root. If I use setSceneData(osg::Node*) the scene appears in the window correctly, but osg::ComputeWorldToLocal doesn't ignore the camera that was the root of my graph. I thought using setCamera instead would do the trick - avoiding the 'myCameraNode' is a child of the real root camera problem - but the window simply disappears. Is this enough info that anyone would be able to point me at what I am doing wrong? Thanks for any hints, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31355#31355 ___ 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] [osgPlugins] Is fx required while building collada on Linux?
Hi Siddhi, I have never compile Collada-Dom with Cg. Perhaps something has changed in a recent rev of Collada-Dom. Might I suggest you go visit the Collada project website for most up to date details on compiling the DOM and any dependencies. Robert. On Mon, Sep 6, 2010 at 1:19 PM, Siddhi Anil Machina wisteri...@gmail.com wrote: Hi, I was trying to compile Collada-Dom on Ubuntu.For this i downloaded collada-dom-2.2.zip and compiled the same as per the instructions given on OSG-collada-wiki. But when i do make os=linux project=minizip the compiler compiles for make os=linux project=minizip -C dom and make os=linux project=dom -C dom but throws an error for make os=linux project=fx -C fx. Also it gives an error saying that Cg/cg.h: No such file or directory. So just wanted to cross check if fx and Cg are really required.If yes,for what purpose are they required and how do we resolve these errors. Regards, Siddhi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31346#31346 ___ 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] osgAL problems
Hi, all I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. It seems that osgAL cannot find my sound device. However, my sound device actually works well in my Windows. Could anyone tell me what the problem is? Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31365#31365 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How can I rotate a image
Hello, I would like rotate a image. Because I want to rotate the separate images from my sky box. I think it is difficult to change the texture coordinates of my sphere. I my idea is to rotate the images at the beginning. Example ::osg::Image* image = osgDB::readImageFile(c_posX.Filename); // rotate image _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image); I hope someone can help me. Cheers Martin -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAL problems
pDevice = alcOpenDevice(NULL); pContext = alcCreateContext(pDevice, NULL); alcMakeContextCurrent(pContext); it work in windows and linux. 2010/9/7 ting zhang bee...@sina.com Hi, all I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. It seems that osgAL cannot find my sound device. However, my sound device actually works well in my Windows. Could anyone tell me what the problem is? Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31365#31365 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I rotate a image
what do you mean by rotating an image? Could you tell what you are actually trying to do? More info you provide more chances to get some advice -Nick 2010/9/7 Martin Großer grosser.mar...@gmx.de Hello, I would like rotate a image. Because I want to rotate the separate images from my sky box. I think it is difficult to change the texture coordinates of my sphere. I my idea is to rotate the images at the beginning. Example ::osg::Image* image = osgDB::readImageFile(c_posX.Filename); // rotate image _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image); I hope someone can help me. Cheers Martin -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ 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] How can I rotate a image
Ok, also I have create a sky box like the sky box in the vertexprogramm example of osg. But in my scene the up vector is in the z direction and not in the y direction. Now I have rotate my sky box 90 degrees around the x axis. Is it understandable? But now, the images on the sky box are in the wrong orientation. For example the image in the positiv x direction is 90 degrees rotated. And I want to correct this rotation. Is it understandable? I am not sure. Cheers Martin Original-Nachricht Datum: Tue, 7 Sep 2010 14:57:24 +0400 Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] How can I rotate a image what do you mean by rotating an image? Could you tell what you are actually trying to do? More info you provide more chances to get some advice -Nick 2010/9/7 Martin Großer grosser.mar...@gmx.de Hello, I would like rotate a image. Because I want to rotate the separate images from my sky box. I think it is difficult to change the texture coordinates of my sphere. I my idea is to rotate the images at the beginning. Example ::osg::Image* image = osgDB::readImageFile(c_posX.Filename); // rotate image _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image); I hope someone can help me. Cheers Martin -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I rotate a image
Hi Martin, If you follow the vertexexample closely then then rotation can be simply added (or removed because its already there) to TexMat in TexMatCallback. Look at R matrix in TexMatCallback::operator(). Multiply this R matrix by neccessary rotation. If you don't know what rotation exactly, try 90 or -90 degrees around X, Y, Z axes. After up to 6 tries you will find the one that best suits your need. And you will learn a lot ;-) Wojtek -- From: Martin Großer grosser.mar...@gmx.de Sent: Tuesday, September 07, 2010 1:16 PM To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How can I rotate a image Ok, also I have create a sky box like the sky box in the vertexprogramm example of osg. But in my scene the up vector is in the z direction and not in the y direction. Now I have rotate my sky box 90 degrees around the x axis. Is it understandable? But now, the images on the sky box are in the wrong orientation. For example the image in the positiv x direction is 90 degrees rotated. And I want to correct this rotation. Is it understandable? I am not sure. Cheers Martin Original-Nachricht Datum: Tue, 7 Sep 2010 14:57:24 +0400 Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] How can I rotate a image what do you mean by rotating an image? Could you tell what you are actually trying to do? More info you provide more chances to get some advice -Nick 2010/9/7 Martin Großer grosser.mar...@gmx.de Hello, I would like rotate a image. Because I want to rotate the separate images from my sky box. I think it is difficult to change the texture coordinates of my sphere. I my idea is to rotate the images at the beginning. Example ::osg::Image* image = osgDB::readImageFile(c_posX.Filename); // rotate image _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image); I hope someone can help me. Cheers Martin -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ 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] How can I rotate a image
so yo have a skybox model (probably a dome). and you want to render something in cube map and apply that to the skybox, correct? -Nick 2010/9/7 Martin Großer grosser.mar...@gmx.de Ok, also I have create a sky box like the sky box in the vertexprogramm example of osg. But in my scene the up vector is in the z direction and not in the y direction. Now I have rotate my sky box 90 degrees around the x axis. Is it understandable? But now, the images on the sky box are in the wrong orientation. For example the image in the positiv x direction is 90 degrees rotated. And I want to correct this rotation. Is it understandable? I am not sure. Cheers Martin Original-Nachricht Datum: Tue, 7 Sep 2010 14:57:24 +0400 Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] How can I rotate a image what do you mean by rotating an image? Could you tell what you are actually trying to do? More info you provide more chances to get some advice -Nick 2010/9/7 Martin Großer grosser.mar...@gmx.de Hello, I would like rotate a image. Because I want to rotate the separate images from my sky box. I think it is difficult to change the texture coordinates of my sphere. I my idea is to rotate the images at the beginning. Example ::osg::Image* image = osgDB::readImageFile(c_posX.Filename); // rotate image _cubeMap-setImage(::osg::TextureCubeMap::POSITIVE_X, image); I hope someone can help me. Cheers Martin -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- GMX DSL SOMMER-SPECIAL: Surf Phone Flat 16.000 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl ___ 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] How can I rotate a image
:)) .. Let make the easy way :) Here is the code with the proper setup if (!mEnvironmentGroup.valid()) mEnvironmentGroup = new osg::Group; mEnvironmentGroup-setName(ENVIRONMENT); mEnvironmentGroup-setNodeMask(0x0); int tex_width = 256; int tex_height = 256; double range = 4.0; osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT; mEnvironmentCubeMap = new osg::TextureCubeMap; mEnvironmentCubeMap-setTextureSize(tex_width, tex_height); mEnvironmentCubeMap-setInternalFormat(GL_RGB); mEnvironmentCubeMap-setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); mEnvironmentCubeMap-setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); mEnvironmentCubeMap-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); mEnvironmentCubeMap-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); mEnvironmentCubeMap-setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); typedef std::pairosg::Vec3, osg::Vec3 ImageData; typedef std::mapunsigned int, ImageData ViewData; ViewData id; id[osg::TextureCubeMap::POSITIVE_X] = ImageData( osg::Vec3( 1, 0, 0), osg::Vec3( 0, -1, 0) ); // +X id[osg::TextureCubeMap::NEGATIVE_X] = ImageData( osg::Vec3(-1, 0, 0), osg::Vec3( 0, -1, 0) ); // -X id[osg::TextureCubeMap::POSITIVE_Y] = ImageData( osg::Vec3( 0, 1, 0), osg::Vec3( 0, 0, 1) ); // +Y id[osg::TextureCubeMap::NEGATIVE_Y] = ImageData( osg::Vec3( 0, -1, 0), osg::Vec3( 0, 0, -1) ); // -Y id[osg::TextureCubeMap::POSITIVE_Z] = ImageData( osg::Vec3( 0, 0, 1), osg::Vec3( 0, -1, 0) ); // +Z id[osg::TextureCubeMap::NEGATIVE_Z] = ImageData( osg::Vec3( 0, 0, -1), osg::Vec3( 0, -1, 0) ); // -Z // right face { osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setViewport(new osg::Viewport(0, 0, tex_width, tex_height)); camera-addChild(mSilverLiningGroup.get()); camera-setAllowEventFocus(false); camera-setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,range); camera-setViewMatrixAsLookAt(osg::Vec3(0,0,0),id[osg::TextureCubeMap::POSITIVE_X].first,id[osg::TextureCubeMap::POSITIVE_X].second); camera-setRenderTargetImplementation(renderTargetImplementation); camera-attach(osg::Camera::COLOR_BUFFER, mEnvironmentCubeMap.get(), 0, osg::TextureCubeMap::POSITIVE_X); camera-setUserData(mViewer-getView(0)-getCamera()-getUserData()); camera-setRenderOrder(osg::Camera::PRE_RENDER); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera-setCullingActive(false); camera-setClearMask(0); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setName(ENVIRONMENT_CAMERA); camera-setUpdateCallback( new UpdateEnvironmentCameraNodeCallback( id[osg::TextureCubeMap::POSITIVE_X].first, id[osg::TextureCubeMap::POSITIVE_X].second, mViewer-getView(0)-getCamera()) ); mEnvironmentGroup-addChild(camera); } // left face { osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setViewport(new osg::Viewport(0, 0, tex_width, tex_height)); camera-addChild(mSilverLiningGroup.get()); camera-setAllowEventFocus(false); camera-setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,range); camera-setViewMatrixAsLookAt(osg::Vec3(0,0,0),id[osg::TextureCubeMap::NEGATIVE_X].first,id[osg::TextureCubeMap::NEGATIVE_X].second); camera-setRenderTargetImplementation(renderTargetImplementation); camera-attach(osg::Camera::COLOR_BUFFER, mEnvironmentCubeMap.get(), 0, osg::TextureCubeMap::NEGATIVE_X); camera-setUserData(mViewer-getView(0)-getCamera()-getUserData()); camera-setRenderOrder(osg::Camera::PRE_RENDER); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera-setCullingActive(false); camera-setClearMask(0); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setName(ENVIRONMENT_CAMERA); camera-setUpdateCallback( new UpdateEnvironmentCameraNodeCallback( id[osg::TextureCubeMap::NEGATIVE_X].first, id[osg::TextureCubeMap::NEGATIVE_X].second, mViewer-getView(0)-getCamera()) ); mEnvironmentGroup-addChild(camera); } // front face { osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setViewport(new osg::Viewport(0, 0, tex_width, tex_height)); camera-addChild(mSilverLiningGroup.get()); camera-setAllowEventFocus(false); camera-setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,range); camera-setViewMatrixAsLookAt(osg::Vec3(0,0,0),id[osg::TextureCubeMap::POSITIVE_Y].first,id[osg::TextureCubeMap::POSITIVE_Y].second); camera-setRenderTargetImplementation(renderTargetImplementation); camera-attach(osg::Camera::COLOR_BUFFER, mEnvironmentCubeMap.get(), 0, osg::TextureCubeMap::POSITIVE_Y); camera-setUserData(mViewer-getView(0)-getCamera()-getUserData()); camera-setRenderOrder(osg::Camera::PRE_RENDER); camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera-setCullingActive(false); camera-setClearMask(0);
Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)
Dear Lucie, at the Graphics Group at Delft University of Technology we use our VRmeer toolkit, basically some Virtual Reality and Data Visualization extensions combining OSG, VRPN and VTK. You can download our source code for use or inspiration at http://graphics.tudelft.nl/VRmeer The default stereo provided in OSG provides on-axis stereo. To accommodate more better stereo views on your display, we calculate off-axis perspective matrices, for each eye of every head-tracked user based on actual display sizes. We do use the osgUtils SceneView callbacks right now (as indicated in the other posts) , but it seems this is deprecated and I plan to convert this to the Compositeviewer. Let us know if this helps you! Gerwin On Fri, Sep 3, 2010 at 4:24 PM, lucie lemonnier lucielemonn...@hotmail.fr wrote: Hi, Thank you very much for your replies. I'll try to get along with your indications. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31309#31309 ___ 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] Virtual reality application (head-tracking, stereo, immersive displays)
Hi, Thank you for your reply. How can I download the sources of VRMeer in your site? He asks me for a login and password. Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31379#31379 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Virtual reality application (head-tracking, stereo, immersive displays)
Hi Gerwin, On Tue, Sep 7, 2010 at 1:07 PM, Gerwin de Haan gerwindeh...@gmail.com wrote: We do use the osgUtils SceneView callbacks right now (as indicated in the other posts) , but it seems this is deprecated and I plan to convert this to the Compositeviewer. Just a small note, the way to do stereo at the viewer level would be to use two slave Camera attached to one View(er), rather than two View attached to the CompositeViewer. The master Camera of the View(er) would be controlled by the head tracking, while the eye offsets would be done as projection and modelview offset matrices associate with each slave Camera. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED]
Paul, For HAT, you only need one point. LOS requires a start and end point. Both require that the points be specified in the database coordinates (i.e. geocentric Cartesian coordinates for round earth databases). I haven't worked with .flt databases but the osgSim methods appear to work for paged databases built by VPB... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Pocock Sent: Thursday, September 02, 2010 11:06 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED] Hi - Whats the best way to get the z down intersect point onto a paged database. I'm getting what looks like loss of precision errors. I am not sure if it is because I am using osgUtil::IntersectVisitor (Which I believe is deprecated?) or my lack of knowledge of osgSim::HeightAboveTerrain. Is it my proper understanding that I provide two points x,y,z (beginning and end) for HAT? Even doing this gives some very strange results... Is there a very basic example out there to achieve this? Is it a trivial problem? Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] std::vectorbool performance issue
Robert, You are right, although vectorbool is slow, it is apparently not the bottleneck. In my case, the bottleneck was basically, a deep and complex hierarchy of osg::Switch groups. I did some frame rate testing, replace all the osg::Switch with osg::Group, then frame rate tested again. There was only a minor difference. The hierarchy is the issue, not the presence of the osg::Switch Still, this is a bit like the _SECURE_SCL=0/1 issue on Windows - a performance problem possibly waiting to bite someone. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31382#31382 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue with osgOcean on MacOSX GeForce 7300 GT
Hi Tat, I have been able to run osgOcean by modifying the shaders, but the frame rate was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but it didn't resolve the FBO errors. Given the framerate is too low, I stop trying to run the software on that graphics card. Thanks a lot for your help. Jean-Claude On Sep 6, 2010, at 10:24 PM, Tatsuhiro Nishioka wrote: Hi Jean-Claude, Though I don't use osgOcean, I can help you on this. On Sep 7, 2010, at 1:50 AM, Jean-Claude Monnin wrote: When I run oceanExample, I get following errors: VERTEX glCompileShader ocean_surface_vertex_shader FAILED VERTEX Shader ocean_surface_vertex_shader infolog: ERROR: 0:50: 'gl_' : reserved built-in name FRAGMENT glCompileShader ocean_surface_fragment_shader FAILED FRAGMENT Shader ocean_surface_fragment_shader infolog: ERROR: 0:60: '/' : wrong operand types no operation '/' exists that takes a left-hand operand of type 'const float' and a right operand of type 'const int' (or there is no acceptable conversion) ERROR: 0:214: 'pow' : no matching overloaded function found ERROR: 0:214: '=' : cannot convert from 'const float' to '2-component vector of float' glLinkProgram ocean_surface FAILED The errors above have something to do with nVidia's problem on implicit cast from integer to float. Somehow some of nVidia drivers omit the cast part and then try to pass an integer parameter to a function (like pow) that requires a float parameter, and thus you get wrong operand types, no matching overloaded function, or undefined symbol. A solution for this is to replace integer constants (like 1, 2, 3, ...) with explicit float ones (e.g. 1.0, 2.0, 3.0, ...) in shader source code. This can be a mac specific issue but it is safer to use float constants in shader code unless integer constant is clearly needed. As long as I don't disable all the options that use a FBO, I get garbage on the screen. Is anybody using osgOcean successfully on MacOSX. Is the graphics card too old for osgOcean? If the graphics card should be capable of running it, any hints on how to fix it are welcome. GT7300 driver on Mac OS X has a problem in hardware mipmapping. So you need to disable it by applying my patch to Texture.cpp. The patch is available at: http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/patches/OSG-2.9.8.diff?revision=279view=markup # This patch (for Texture.cpp) was once rejected since this hack is too drive specific bug-fix. Best, Tat ___ 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] osgAL problems
On 9/7/2010 1:42 AM, ting zhang wrote: I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. It seems that osgAL cannot find my sound device. However, my sound device actually works well in my Windows. Could anyone tell me what the problem is? I believe the problem is with OpenAL and more modern versions of Windows like Vista and Win7. I think you can install a software OpenAL and get this sorted out. I did a rearchitect of osgAL and turned it into osgAudio, which supports both OpenAL and FMOD. http://code.google.com/p/osgaudio/ It also fixed a few design issues in osgAL. This redesign was done with the blessing of the original osgAL authors. Even if you continue to use OpenAL, consider switching to osgAudio. Changing to osgAudio is very simple, just a few search replace of include and namespace names and such. Cheers, ting -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAL problems
ting zhang wrote: Hi, all I successfully compiled the osgAL project, but the examples in osgAL solution didn't work. They all notify me that: No Generic Hardware in : OpenAL++: couldn't open sound device. If you're using Vista or later, there will be no Generic Hardware device because of the new audio architecture that appeared in Vista. As Maxim suggested, you should probably just use NULL for the device. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] std::vectorbool performance issue
Just as background, the model is a CAD model of a fairly typical part. When broken down to the component CAD entities, there are a total of about 19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could be coalesced to any level, but users expect visibility control and attribute control down to the individual entity level. The traversal of the scene graph is very significant portion of the time taken to refresh the scene. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31386#31386 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] can't find plugins at runtime
Hi all, i've happily developed an application based on osg/osgART and i was proudly giving it to my friends. Unfortunately, noone of them is able to run it. The main problem is the inability to find the plugins. i get the error: plugin -1 unknown no matter where i put the plugins, in the same folder as the executable, or in a folder called osgPlugins-2.8.3 i've searched the forum without luck... can anyone point me in the right direction, please? Also, some have complained about missing config, and that problems seems to be related to the lack of microsoft vc++ redistributable. in some cases installing vcredist_x68.exe fixed the problem, in other it didn't... any advice on this too? Thanks in advance Cheers, Davide -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31387#31387 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue with osgOcean on MacOSX GeForce 7300 GT
Bonjour Jean-Claude, I have been able to run osgOcean by modifying the shaders, but the frame rate was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but it didn't resolve the FBO errors. Given the framerate is too low, I stop trying to run the software on that graphics card. I have used osgOcean on a 7900GTX in the past, and performance was acceptable, but not great. The 7900GTX is the high-end card of the 7000 line, whereas the 7300GT is on the low end, so your results don't surprise me. You could probably get better results if you're willing to lower the resolution of the mesh osgOcean generates. Have a look at the parameters to the constructor of FFTOceanSurface. Plus, you'll probably want to disable all effects (reflection, refraction, silt, god rays, depth of field, etc.) and remove the shaders altogether. Doing this, I have been able to get acceptable performance even on laptop integrated chipsets... Of course then it doesn't look so great, but the client required any ocean representation, and it's better than a blue flat plane. ;-) So if you're willing to do some testing, disabling things and re-enabling them to find your sweet spot, you should be able to use osgOcean on most graphics hardware. 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] std::vectorbool performance issue
Hi Andrew, On Tue, Sep 7, 2010 at 4:25 PM, Andrew Cunningham o...@a-cunningham.com wrote: Just as background, the model is a CAD model of a fairly typical part. When broken down to the component CAD entities, there are a total of about 19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could be coalesced to any level, but users expect visibility control and attribute control down to the individual entity level. The traversal of the scene graph is very significant portion of the time taken to refresh the scene. If the large number of internal nodes in the scene graph is the bottleneck then perhaps it would be appropriate to simplify it using custom nodes that can manage the specifics of your type of scene layout. OOoo just had an almighty lighting strike and thunder just outside my window... time to stand back from any electrics... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Hi, I am still facing an issue with this effect. I tried my model (a chair) with osgoutline (2.9.8) and it looked just fine. I integrated the code of osgoutline.cpp into my application and I integrated Outline* into my build (still using 2.8.3). Note the attached image. The first chair has no effect, the second chair has the outline effect, and the third chair has the scribe effect. As you can see with the middle chair, the legs seem to be working but then the seats polygon lines get exposed? May this be an issue due to using 2.8.3 ? Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31390#31390 Attachments: http://forum.openscenegraph.org//files/outline_878.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBO setup failed
Hi, I'm using an osg::Camera to do a render to texture. My setup looks like this : osg::Camera * rttCamera = new osg::Camera(); rttCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); rttCamera-setRenderOrder(osg::Camera::PRE_RENDER); rttCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); osg::Texture2D * rttTex = new osg::Texture2D; rttTex-setResizeNonPowerOfTwoHint( false ); rttTex-setTextureSize( w,h ); rttTex-setInternalFormat(GL_RGBA16F_ARB); rttTex-setSourceFormat(GL_LUMINANCE); rttTex-setSourceType(GL_UNSIGNED_BYTE); rttTex-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); rttTex-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); osg::Image * rttResultIm = new osg::Image; osg::PixelBufferObject* pbo= new osg::PixelBufferObject(rttResultIm); rttResultIm-setPixelBufferObject(pbo); rttResultIm-allocateImage(w, h, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); rttCamera-attach( osg::Camera::COLOR_BUFFER, rttResultIm ); rttTex-setImage( rttResultIm ); But when I do this this way, I get the following warning/error : RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 Still everything seems to work fine and my frame rate is about 320 fps. But if I change the last 2 lines from : rttCamera-attach( osg::Camera::COLOR_BUFFER, rttResultIm ); rttTex-setImage( rttResultIm ); to rttCamera-attach( osg::Camera::COLOR_BUFFER, rttTex ); rttCamera-attach( osg::Camera::COLOR_BUFFER, rttResultIm ); Then I get no error/warning but my frame rate drops to 250 fps. So can somebody explain to me what's happening ? I just don't get what is the difference between the 2 methods and why the first one gives me an error like this, but still work. By the way I'm working on Windows XP and an NVidia GTX 260. Thank you in advance Alexandre ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Hello Florian, Note the attached image. The first chair has no effect, the second chair has the outline effect, and the third chair has the scribe effect. As you can see with the middle chair, the legs seem to be working but then the seats polygon lines get exposed? May this be an issue due to using 2.8.3 ? You need to enable the stencil buffer when you create your graphics context in order for the outline effect to work correctly. If this is not done you'll get the problem you have (sometimes internal polygons are shown, sometimes not, depending on order of drawing). You should be able to use osg::DisplaySettings::instance()-setMinimumNumStencilBits(8); before creating your viewer/window/context to do this, or modify the traits you pass to createGraphicsContext() if you're creating it yourself. 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
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Johannes Scholz wrote: To the stereo mode issue: This morning I had a quick look at the colladaread example in osgBullet. I just set OSG_STEREO to ON and I am getting quite the same picture in the colladaread example like in my environment. The distance between the left and right eye images is wrong somehow misbehaves.. Unfortunately I will have parent transforms so I would like to stick to the AbsoluteModelTransform. Thanks for the reproducer case. Can you open an issue at the osgBullet wiki? This should probably be investigated. This is an interesting issue because, if I'm not mistaken, osgBullet is already running in a production environment using stereo. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] update problem
I have a set of nodes in the scene. I implemented an UpdateCallback class and set it to each node of the scene to animate it. The UpdateCallback implementation basically uses the current system time to get the values of position and rotation from the corresponding array. Now the problem. Since the UpdateCallback of each node occurs at different system time, sometimes happens the whole scene is not updated in synchronous way. In fact during the update visit the index of the array to get the new position and rotation from is different from one node to the previous onces of the scene. Basically I need a way to get the system time and store it somewhere once for every update visit. I thought to derive from the NodeVisitor and store the system time in the constructor (so that I can get it back on every UpdateCallback) but I'm not sure this is possible. I don't know where the Node/Update Visitor is created and if there is a way to set my own visitor instead. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31394#31394 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] std::vectorbool performance issue
On 9/7/2010 9:25 AM, Andrew Cunningham wrote: Just as background, the model is a CAD model of a fairly typical part. When broken down to the component CAD entities, there are a total of about 19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could be coalesced to any level, but users expect visibility control and attribute control down to the individual entity level. The traversal of the scene graph is very significant portion of the time taken to refresh the scene. I would consider using some sort of dynamic building of the model. Build the scenegraph with only the top-level groups, flatten everything below them. If the user performs and action that needs finer grained division (like, drilling into one of the groups) then you can replace the flattened subgraph with a newly-built subgraph with fine-grained grouping. either all the way down, or just down to the next step, and repeat the process when/if they drill into that layer. For picking, you should be able to have a unique ID on every leaf node, regardless of whether it's in a group or not. Paul Martz of Skew Matrix could write a book about don't use OSG to simply recreate your application's internal geometry structure. Andrew -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Paul Martz wrote: Thanks for the reproducer case. Can you open an issue at the osgBullet wiki? This isn't an osgBullet issue, I see the same behavior in the osgWorks amt test program. So discussion / issue tracking / patch submission should occur in the osgWorks related pages: http://code.google.com/p/osgworks/issues/list http://groups.google.com/group/osgworks-users -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Maya to OSG exporter and importer
Hi all, I have released an open source plug-in for Maya that allows to export Maya scenes to OSG and import them back from OSG to Maya. In case someone is interested, you can find it at: http://maya2osg.sourceforge.net/ It is a preliminary release. I am currently testing it, but I think it is fairly usable for the basic features. If you are interested init, stay tuned... more features are on the way. User feedback is very welcome. Enjoy! Best regards, -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED]
Thanks Robert/Shayne, turns out I was computing HAT correctly but was using wrong texture filtering ( I store the positions in a texture ). thus the computed heights were displayed incorrectly in the vert shader. Thanks again. On 09/08/2010 12:27 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Paul, For HAT, you only need one point. LOS requires a start and end point. Both require that the points be specified in the database coordinates (i.e. geocentric Cartesian coordinates for round earth databases). I haven't worked with .flt databases but the osgSim methods appear to work for paged databases built by VPB... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Pocock Sent: Thursday, September 02, 2010 11:06 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED] Hi - Whats the best way to get the z down intersect point onto a paged database. I'm getting what looks like loss of precision errors. I am not sure if it is because I am using osgUtil::IntersectVisitor (Which I believe is deprecated?) or my lack of knowledge of osgSim::HeightAboveTerrain. Is it my proper understanding that I provide two points x,y,z (beginning and end) for HAT? Even doing this gives some very strange results... Is there a very basic example out there to achieve this? Is it a trivial problem? Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ 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