Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-11-19 Thread Alexander Moeller
Excuse me for an out of topic question:

@Socke: How do you import the Catia files to osg? I'm looking for a fast 
importer for some weeks now.

Please contact me: alexander.moel...@av-sim.de

Alexander

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[osg-users] create Geometry

2010-11-19 Thread Alexander Moeller
Hi,

Is there a possibility to create a geometrical object bei subtracting an 
object(or drawable or...) from another?

And how can i create a polygon with a curved surface. For example a cylindrical 
surface.

Cheers,
Alexander

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Re: [osg-users] Incremental Draw?

2010-11-19 Thread Robert Osfield
Hi Michael,

On Thu, Nov 18, 2010 at 6:41 PM, Michael Platings mplati...@gmail.com wrote:
 The scenes are rendered to FBOs so they're not tied to any particular
 window/context or display method. The scenario is that a user will set one
 scene to be rendered and sent to an external display system at 60fps. Once
 the first scene is rendering the user can request a preview of a second
 scene. When the preview is ready the user can seamlessly switch the system
 to rendering and sending the second scene at 60fps.
 As far as I can see to implement a solution I'll have to duplicate a lot of
 code from RenderStage/RenderBin, unless you can see a more elegant solution?

I think it'd be rather awkward to implement as you'd need to traverse
the RenderStage/RenderBin's till a desired point then store the
position that you'd go to, then on the next frame start at the same
point.  You can subclass from RenderBin so I guess you could probably
implement it, but it wouldn't be straight forward.

The way I'd be inclined to go would be to pre-process the original
scene graph analysising it for how it might be rendered in sections.
This partitioning could be done volumetrically, or just on number of
and sizes of objects.  Once you've got the leaves of the scene graph
partitioned you could then build a series of scene graphs that will be
able to render that part of the scene.

If you do just do the partitioning volumetrically then you could
probably cut a lot of the faff and just use multiple Camera's with
different view frustum to cull the scene.  For instance you could just
render the scene in a series of depth partitioned chunks from back to
front.  This approach would certainly be the easiest to implement as
you wouldn't need to modify the scene graph, just the projection
matrix settings of the RTT Camera.  You'd need to make sure you
enabled culling on the near and far planes, and disabled the compute
of near/far, but this is all pretty simple.

Robert.
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Re: [osg-users] create Geometry

2010-11-19 Thread Robert Osfield
Hi Alexander,

On Fri, Nov 19, 2010 at 8:26 AM, Alexander Moeller
alexander.moel...@tu-clausthal.de wrote:
 Is there a possibility to create a geometrical object bei subtracting an 
 object(or drawable or...) from another?

There is no constructional geometry code like you are asking for in
the OSG.  The OSG's focus is representing the scene and rendering it.

 And how can i create a polygon with a curved surface. For example a 
 cylindrical surface.

You can create a geometry in any way you want, however, unless you use
shaders it will be faceted though.  Create enough triangles and you
geometry will look pretty curved and the facets won't be visible
unless you are very close.  Most 3D applications have no problems with
this and I'd expect your application will be the same.

I don't really know how much you know about OpenGL/graphics cards/3D
rendering so can't guess at what level to pitch explanations at you.
Perhaps if you could explain more what you are trying to achieve then
others will know how to point you in the right direction.

Robert.
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Re: [osg-users] Incremental Draw?

2010-11-19 Thread Michael Platings
Thanks J-S,
I had the same idea myself but unfortunately OpenGL drivers don't take
thread or process priority into account. I made a simple test app that just
renders thousands of quads, ran two instances simultaneously, set the
process priority of one to high, and the priority of the other to idle, and
they both ran at exactly the same frame rate - half the rate of one instance
on its own.

Thanks for the suggestions Robert. I can't use spacial partitioning in my
particular case as there's often a lot of overlapping geometry, but simply
splitting the scene graph into many scene graphs with one bit of geometry in
each sounds like it could be the way forward.
Cheers!

On 18 November 2010 19:04, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Michael,


  As far as I can see to implement a solution I'll have to duplicate a lot
 of code from RenderStage/RenderBin, unless you can see a more elegant
 solution?


 A simple way could be to run two viewers, each one from a loop running in a
 different thread? If there is a need to use textures or share resources
 between the two contexts you can set up sharing between two contexts running
 in two viewers just as easily as from two contexts running in the same
 viewer, it's just that you'll have to do synchronization yourself when you
 need to, because the two viewers will run in their threads independently.

 Then you could set your principal viewer thread at a normal priority and
 the other viewer thread at a lower priority, so in theory the secondary
 rendering should not steal cycles from your main one, but would get the
 leftovers each frame (if any), so its rendering might go slower (if you're
 CPU-bound) but that seems OK for you as long as the main rendering goes at
 60hz.

 I don't know enough about your goal to be sure this will work for you, but
 it's one way to render two scene graphs at different rates.

 J-S
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[osg-users] Cannot save osgText::Text when statically linking OSG

2010-11-19 Thread Iñaki García

Hi all,

When I save my scene to a file.osg, osgText::Text nodes are not saved 
into the file. This happens only when I statically link OSG to my 
application, when I use the DLLs everything is OK. So I suppose that the 
Plugins osgText is not being registered/linked to my app. I have tried 
to use the macro USE_OSGPLUGIN(x), but it only works to link 
ReaderWriters of x extension.


Is there any different way to instruct the compiler to link 
osgdb_osgtext.lib code, and tell the osgDB::Registry to use those 
functions to save Text nodes?


Thanks in advance
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Re: [osg-users] Dynamic Terrain

2010-11-19 Thread Sanat Talmaki
@Torben

Yes, I want to do the modifications at runtime. It is mainly due to interaction 
of actors with the terrain causing deformations. 

My idea is also to modify the height value in the terrain grid and this height 
value will constantly be updated and rendered to show a sort of real-time 
terrain deformation.

Thanks,

Sanat

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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-11-19 Thread Katharina Plugge
Hi,

sorry that my answer took so long. I had a lot of other things to do the last 
weeks.

I posted an issue at the OSG FLT export project issue page: 
http://code.google.com/p/osgfltexport/issues/detail?id=1 

And I added my files to the submission page: 
http://forum.openscenegraph.org/viewtopic.php?p=33857#33857 



Cheers,
Katharina

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Re: [osg-users] Dynamic Terrain

2010-11-19 Thread Sanat Talmaki
@Robert:

I have read up on a bit of the techniques people have tries to use for this:

From what I've read, this is the approach:
Represent the terrain as Blocks. Blocks are the basic storage unit for data and 
are used to transfer data from the CPU to GPU for processing.

The Blocks are made up of tiles. Tiles are are the basic rendering unit 
consisting of Triangles. 

Terrains are represented at varying resolutions i.e. whole terrain as 1 block 
or as 4 blocks depending on distance of camera to terrain. (Similar to 
Mip-Mapping)

The vertices of the Terrain Grid are stored in a QuadTree:
I am having trouble (maybe I've been reading too much) to figure the steps out:
1) Create 3D terrain mesh using VPB/osgEarth from a USGS dem/tif image 
2) Store vertices of the terrain in a QuadTree
3) (How do I ensure the varying resolutions of blocks?)

Right now I am having trouble figuring out how to represent the terrain in this 
format 



The approach I am thinking for Terrain Deformation is:
Build an initial data structure of all the heights of vertices. 
Allow the 'actor' in the scene to interact with the terrain. If the actor 
Collides with the terrain then check for the final Global Height of the actor 
(the component with the lowest global elevation). 
Update the vertex value in the terrain database with the elevation value 
obtained from the actor's global value.
Render new/updated Terrain mesh.

What do you suggest for such an approach?

Thanks
Sanat

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[osg-users] Identify whether Geode is inside the viewport or not...

2010-11-19 Thread Lalit Manchwari
Hi,

I am working with LiDAR data. Its a huge data containing the information of X, 
Y, Z co-ordinates. I have divided this data into spatial blocks and making a   
Geode for every block. I want to increase the density of point cloud as the 
user zoom in the data.
I want to know how can I identify that which Geode or block is inside or 
outside the viewport. 

Thank you!

Cheers,
Lalit

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Re: [osg-users] create Geometry

2010-11-19 Thread Jean-Sébastien Guay

Hello Alexander,


Is there a possibility to create a geometrical object bei subtracting an 
object(or drawable or...) from another?

And how can i create a polygon with a curved surface. For example a cylindrical 
surface.


In addition to Robert's explanations I will add that you could have a 
look at the osgModeling nodekit (add-on library for OSG)


http://code.google.com/p/osgmodeling/

It supports creating polygonal geometry from NURBS, Bezier surfaces, 
extrusions, revolutions, lofts, subdivision surfaces, and more. It also 
supports geometric boolean operations.


This nodekit was started by Wang Rui (active user on this mailing list) 
and I expect it can be very useful to you. However as Robert said we're 
trying to help as much as we can based on the short description of what 
you're looking for, so if you want more specific help you should 
describe what you want to do in more detail.


Hope this helps,

J-S
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Re: [osg-users] Making sure I am completely freeing up OSG shader-related resources

2010-11-19 Thread Fred Smith
I am not surprised this message has been left unanswered as it is not rocket 
science to release shader objects.

It might be a bug, or at least a very unfortunate behavior, in the AMD Catalyst 
drivers, see:

JVM won't die after shader compile
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=286315page=1

Long delay in wglDeleteContext on application exit
http://forums.amd.com/devforum/messageview.cfm?catid=392threadid=141999enterthread=y

Cheers,
Fred

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[osg-users] Thread Affinity Question

2010-11-19 Thread Paul Palumbo
I'm attempting to call Thread::setProcessorAffinity() by doing the following:

Code:
mThread-setProcessorAffinity(cpuNum);


In looking at this code, I'm seeing the affinity is only set by this call if 
the following condition is true:

Code:

if (pd-isRunning  Thread::CurrentThread()==this)



I'm seeing that Thread::CurrentThread() is not equal to this. Do I understand 
this correctly in that I need to be inside the particular thread in order for 
me to change its affinity?  Or I could set the affinity before starting the 
thread. Correct?

Paul P.

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Re: [osg-users] integrating tessellation shaders into osg

2010-11-19 Thread Fred Smith
I can't test your code right now because the code I am currently using in a 
geometry shader is compiled incorrectly on my machine and I can't make it work! 
I have reported a bug to AMD that they are currently investigating.

I will test the code in the future, I just don't exactly know when. I'll let 
everybody know how things go.

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Re: [osg-users] Cannot save osgText::Text when statically linking OSG

2010-11-19 Thread Robert Osfield
Hi Iñaki,

You'll need to include both the osg plugin and the osgText plugin.
What USE_OSGPLUGIN lines are you using right now?

Robert.

On Fri, Nov 19, 2010 at 10:13 AM, Iñaki García igar...@euve.org wrote:
 Hi all,

 When I save my scene to a file.osg, osgText::Text nodes are not saved into
 the file. This happens only when I statically link OSG to my application,
 when I use the DLLs everything is OK. So I suppose that the Plugins
 osgText is not being registered/linked to my app. I have tried to use the
 macro USE_OSGPLUGIN(x), but it only works to link ReaderWriters of x
 extension.

 Is there any different way to instruct the compiler to link
 osgdb_osgtext.lib code, and tell the osgDB::Registry to use those functions
 to save Text nodes?

 Thanks in advance
 --
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 *
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Re: [osg-users] Dynamic Terrain

2010-11-19 Thread Robert Osfield
Hi Sanat,

I sounds a bit complicated to me.

VPB generates a quad tree paged database for you, I would suggest for
your source of terrain data use the TerrainTile that are loaded at
runtime, and using the quad tree scene graph structure that paged in
at runtime if you want to manage the level of detail.  You will have
to handle the fact that will be multiple TerrainTile per location in
space due to the various levels of detail.  You will also need to
handle the fact as the camera moves around the highest level of detail
at each location will go up and down.  If you want your system to
properly scale then you'll need to handle this in your app no matter
what.

Personally I'd recommend keeping the terrain modification done at
runtime via post processing of the scene graph that the
GeometryTechnique generates.  Having your own TerrainTechnique that
subclasses from GeometryTechnique might just be the most convenient
way to do this.

The other route would I'd consider is to have a custom vertex shader
that modifies the terrain according to a displacement map that you
assign per TerrainTile, or use a textures that are independent of the
TerrainTile and use texgen to generate the appropriate texture
coordinates.

Robert.

On Fri, Nov 19, 2010 at 12:43 PM, Sanat Talmaki sanat.sch...@gmail.com wrote:
 @Robert:

 I have read up on a bit of the techniques people have tries to use for this:

 From what I've read, this is the approach:
 Represent the terrain as Blocks. Blocks are the basic storage unit for data 
 and are used to transfer data from the CPU to GPU for processing.

 The Blocks are made up of tiles. Tiles are are the basic rendering unit 
 consisting of Triangles.

 Terrains are represented at varying resolutions i.e. whole terrain as 1 block 
 or as 4 blocks depending on distance of camera to terrain. (Similar to 
 Mip-Mapping)

 The vertices of the Terrain Grid are stored in a QuadTree:
 I am having trouble (maybe I've been reading too much) to figure the steps 
 out:
 1) Create 3D terrain mesh using VPB/osgEarth from a USGS dem/tif image
 2) Store vertices of the terrain in a QuadTree
 3) (How do I ensure the varying resolutions of blocks?)

 Right now I am having trouble figuring out how to represent the terrain in 
 this format



 The approach I am thinking for Terrain Deformation is:
 Build an initial data structure of all the heights of vertices.
 Allow the 'actor' in the scene to interact with the terrain. If the actor 
 Collides with the terrain then check for the final Global Height of the actor 
 (the component with the lowest global elevation).
 Update the vertex value in the terrain database with the elevation value 
 obtained from the actor's global value.
 Render new/updated Terrain mesh.

 What do you suggest for such an approach?

 Thanks
 Sanat

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Re: [osg-users] Cannot save osgText::Text when statically linking OSG

2010-11-19 Thread Chris 'Xenon' Hanson
On 11/19/2010 3:13 AM, Iñaki García wrote:
 When I save my scene to a file.osg, osgText::Text nodes are not saved into 
 the file.
 This happens only when I statically link OSG to my application, when I use 
 the DLLs
 everything is OK. So I suppose that the Plugins osgText is not being 
 registered/linked
 to my app. I have tried to use the macro USE_OSGPLUGIN(x), but it only works 
 to link
 ReaderWriters of x extension.
 Is there any different way to instruct the compiler to link osgdb_osgtext.lib 
 code, and
 tell the osgDB::Registry to use those functions to save Text nodes?

  Basically, you need to have a reference in your main code to some data or 
code object in
the desired plugin code, so the linker doesn't optimize out the plugin during 
linking. The
USE_OSGPLUGIN() macro does this for you, but it probably uses some magic that 
isn't right
for the osgText plugin. I'd look at the macro and see what it's doing, and then 
go look at
the text plugin and see what you have to do manually (without the macro) to get
approximately the same result.

-- 
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http://www.alphapixel.com/
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Re: [osg-users] How to render the OSG scene to an image file?

2010-11-19 Thread Igor Galochkin
Thanks a lot for you replies! I tried to use the code but so far without 
success. At most I get a completely black image, but sometimes the 
SnapImageDrawcallback's operator() is never even called..

Here is my code. What exactly am I doing wrong here?

class SnapImageDrawCallback : public 
::osg::CameraNode::DrawCallback 
{ 
public: 

SnapImageDrawCallback() 
{ 
_snapImageOnNextFrame = false; 
} 

void setFileName(const std::string filename) { 
_filename = filename; } 
const std::string getFileName() const { return 
_filename; } 

void setSnapImageOnNextFrame(bool flag) { 
_snapImageOnNextFrame = flag; } 
bool getSnapImageOnNextFrame() const { return 
_snapImageOnNextFrame; } 

virtual void operator () (const 
::osg::CameraNode camera) const 
{ 
::osg::notify(::osg::NOTICE)  Saving 
screen image to '_filename' std::endl; 
if (!_snapImageOnNextFrame) return; 

int x,y,width,height; 
x = camera.getViewport()-x(); 
y = camera.getViewport()-y(); 
width = camera.getViewport()-width(); 
height = 
camera.getViewport()-height(); 

::osg::ref_ptr ::osg::Image image = 
new ::osg::Image(); 

image-readPixels(x,y,width,height,GL_RGB,GL_UNSIGNED_BYTE); 

if 
(::osgDB::writeImageFile(*image,_filename)) 
{ 
std::cout  Saved screen 
image to '_filename' std::endl; 
} 

_snapImageOnNextFrame = false; 
} 

protected: 

::std::string _filename; 
mutable bool _snapImageOnNextFrame; 


}; 


void 
renderSceneToImage(::osg::Node* pRoot, const 
::std::string sFileName_)
{
int nWidth = 640, nHeight = 480;

::osgViewer::Viewer * viewer = new 
::osgViewer::Viewer();
viewer-setSceneData(pRoot);

viewer-getCamera()-setRenderTargetImplementation(::osg::CameraNode::FRAME_BUFFER_OBJECT);

::osg::ref_ptrSnapImageDrawCallback 
snapImageDrawCallback = new SnapImageDrawCallback(); 
viewer-getCamera()-setPostDrawCallback 
(snapImageDrawCallback.get()); 

snapImageDrawCallback-setFileName(sFileName_); 

snapImageDrawCallback-setSnapImageOnNextFrame(true); 


::osg::ref_ptr ::osg::GraphicsContext pbuffer;

::osg::ref_ptr ::osg::GraphicsContext::Traits 
traits = new ::osg::GraphicsContext::Traits;
traits-x = 0;
traits-y = 0;
traits-width = nWidth;
traits-height = nHeight;
traits-red = 8;
traits-green = 8;
traits-blue = 8;
traits-alpha = 8;
traits-windowDecoration = false;
traits-pbuffer = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

pbuffer = 
::osg::GraphicsContext::createGraphicsContext(traits.get());
if (pbuffer.valid())
{ 
::osg::ref_ptr ::osg::Camera camera2 
= new ::osg::Camera();

camera2-setGraphicsContext(pbuffer.get());
GLenum buffer = 
pbuffer-getTraits()-doubleBuffer ? GL_BACK : GL_FRONT;
camera2-setDrawBuffer(buffer);
 

Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-11-19 Thread Paul Martz
Thanks -- Just taking a look at your test file now. It references two image 
files, which you did not attach to the Google Code issue. Could you email those 
directly to me, please? Or attach them to the issue, either one.


Thank you,
   -Paul


On 11/19/2010 5:40 AM, Katharina Plugge wrote:

Hi,

sorry that my answer took so long. I had a lot of other things to do the last 
weeks.

I posted an issue at the OSG FLT export project issue page: 
http://code.google.com/p/osgfltexport/issues/detail?id=1

And I added my files to the submission page: 
http://forum.openscenegraph.org/viewtopic.php?p=33857#33857



Cheers,
Katharina

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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-11-19 Thread Paul Martz
Actually, it appears this model will not be suitable for the osgfltexport test 
suite, as the initial view is an edge-on polygon, so the image compare will 
succeed even if the polygon is drawn incorrectly.


However, I've noted that the issue appears to be related to rendering a 
PrimitiveSet with more than one quad, so I will modify the existing 
testMultiTex.osg test to render multiple quads, which should reproduce the issue.

   -Paul


On 11/19/2010 10:24 AM, Paul Martz wrote:

Thanks -- Just taking a look at your test file now. It references two image
files, which you did not attach to the Google Code issue. Could you email those
directly to me, please? Or attach them to the issue, either one.

Thank you,
-Paul


On 11/19/2010 5:40 AM, Katharina Plugge wrote:

Hi,

sorry that my answer took so long. I had a lot of other things to do the last
weeks.

I posted an issue at the OSG FLT export project issue page:
http://code.google.com/p/osgfltexport/issues/detail?id=1

And I added my files to the submission page:
http://forum.openscenegraph.org/viewtopic.php?p=33857#33857



Cheers,
Katharina

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Re: [osg-users] CompositeViewer and camera manipulator

2010-11-19 Thread Matt Caron
Ok, to use a View I have had to make some changes to my input system because I 
was extending Viewer and adding Joystick support to it.

The final problem I seem to be having with extending View instead of Viewer is 
that the method 

elapsedTime()

is not provided.  Do you have any suggestions about how to work around this?  I 
am generating GUIEventAdapter's with my Joystick information and they require a 
time - not to mention I'm using that time in the camera manipulator.

Unfortunately I really do not know anything about how the timing system in OSG 
works - so even if I need to re-implement that method myself, I'm not sure how 
to do it.

Thanks.

Matt

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Re: [osg-users] VIDEO with Alpha Channel

2010-11-19 Thread Theo Ribeiro
Hi Aruna,

Are you using ffmpeg to load your videos? Is your video an AVI, MOV or FLV? 

Thank you!

Cheers,
Theo

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[osg-users] Retrieve the light position from the transformation matrix

2010-11-19 Thread Sajjad
Hello forum,

I have a scene where i am animating the light position using the animation
path(picked up from an example).

Now i want to implement the per-pixel lighting to a certain node in the
scene. I need to end the light position

as uniform variable to the vertex shader program.

I think i need to retrieve the current model-view matrix and multiply it
with the initial light position so that i get the current light position(as
changed by the animation path) and send it to  the shader

Please let me know if i am thinking in the right track.

How to  get  the OpenGL model-view matrix from the OpenSceneGraph?


Thanks
Sajjad
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Re: [osg-users] [osgPlugins] OSG Plugins

2010-11-19 Thread Samuel Grant
Hi,

Using MSYS  MingW on WinXP Pro.

I can get the libraries to compile, and get OSG to compile all the plugins, but 
when I try to open a file, I get the 'no data loaded' error.


Thank you!

Cheers,
Samuel

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[osg-users] VS2010 3rd party dependancies updated

2010-11-19 Thread Brad Christiansen
Hi,

I have just updated the 2010 3rd party binaries and have updated the wiki to 
point to the new file ( 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies?version=25
 ). I have added a README.txt which lists the changes:

x86
- Replaced incorrect png headers  (thanks to Christian  Buchner)
- Added debug build of Collada DOM (thanks to Christian  Buchner)
- Submitted patch to CMake finder for Collada so VC2010 libraries are found
- Re-organised folder layout so all dependancies are found by the CMake finders
- Updated GDAL to version 1.7.3
- Added Nvidia Texture Tools

x64 (new)
- Added a reduced set of x64 binaries (thanks to Sukender)
- Added GDAL binaries


If anyone else finds any issues or wants to contribute some more 64bit binaries 
then let me know.

Cheers,
Brad

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