Re: [osg-users] [osgPlugins] Michael Platings

2011-03-10 Thread Alberto Luaces
Mourad Boufarguine writes:

 Hi Josue,

 Just a quick note. When using osg::ref_ptr, you should test for
 escena.valid() to know whether the file was loaded or not.
  if (!escena.valid()){
coutNo estoy leyendoendl;
exit(0);}

I think (!escena) is fine:

bool operator!() const   { return _ptr==0; }

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Re: [osg-users] Missing textures with osgexport

2011-03-10 Thread Alberto Luaces

 Thanks for the examples.

 Now the textures are working fine, but I still can't solve the problem
 with the double-sided plane (I get the same result with your sample
 file as well), and the box with the flipped normals.

 It must be supported by OSG, since one of the exaples (osglight) uses
 a box as a test room, and the outer sides of the box are not
 visible, just like the way it supposed to look. But in that example,
 the
 room is not an external model, but generated, so I can't examine the
 model file.


Of course it is supported by OSG, another matter is if the exporter
takes that into account. For the double-sided thing, I think you could
get that just by adding a FRONT, BACK or FRONT_AND_BACK into the
material definition components in the .osg file. However, even if you
want a geometry that can be seen from the inside and the outside, I
recommend you to use thick objects, that is, to use a thin cube for a
wall instead of a plane, for example. Sometime ago I read about
performance penalties when dealing with double sided materials. I don't
know if they still stand.

 So when I flip the normals in Blender, is there a way to export it
 that way?


I tried to do that as well but I couldn't succeed. You should write a
visitor that inverts the normals for those selected geometries.

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Re: [osg-users] Getting Uniform Value in drawImplementation

2011-03-10 Thread Robert Osfield
Hi Carl,

It sounds like you are most of the way there, osg::State maintains the
list of current state that has been applied so you just need to get
the current uniform set from the osg::State object.  The stumbling
block is that is presently any accessors for the internal data
structers and these data structurs are all defined in the protected
scope of osg::State - this is dileberate as the internal
implementations details of a complex class like osg::State is best
kept protected so that any changes in internal API/data strucutres
won't effect the build of 3rd party applicatons.

What you could do is add public accessesors to get the get current
uniform state, these methods could worry about the internal
implementation details so the internal structures won't need to be
moved into the public scope.

Robert.

On Wed, Mar 9, 2011 at 7:09 PM, Cary, Karl A. karl.a.c...@saic.com wrote:
 I am trying to debug an application where apparently a common uniform value
 passed to 2 shaders is ending up differently. In order to both confirm my
 suspicions and figure out where to go next, I thought I would check to see
 what value the uniform is set to during the actual drawImplementation of
 each object. I know you can use getUniformLocation on the state you can
 extract from the RenderInfo, but I haven’t figured out how to actually get
 at the value itself. From what I can see in the osg::State object is that
 there is a UniformStack, but I haven’t been able to find any info about what
 is actually in it. If anyone has any ideas, it would be much appreciated.
 Thank you.



 Karl

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Re: [osg-users] Can I check for Polygon-Polygon intersection/distance in OSG

2011-03-10 Thread Robert Osfield
Hi Sanat,

There are no functions in the OSG for computing intersections of
polygons models with other polygonal models.

Robert.

On Thu, Mar 10, 2011 at 12:04 AM, Sanat Talmaki sanat.sch...@gmail.com wrote:
 Hi,

 I had a quick question if I can check for intersection/overlap between 
 Polygons of two different 3D models. In addition, is it also possible to find 
 the closest distance between a pair of 3D models as the shortest path between 
 a polygon on obj1 and a polgon on obj2.

 I am aware that there exist 3rd party graphics libraries that can be used for 
 this. But I wanted to know if I can do this in OSG itself considering I have 
 Polygon lists of my 3D models.

 Any information on this would be greatly appreciated.

 Thanks

 Sincerely,
 Sanat

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Re: [osg-users] How can I check for Polygon-Polygon intersection/distance in OSG ?

2011-03-10 Thread Sanat Talmaki
Thanks Robert.

Regards,
Sanat

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[osg-users] Opengl ES 2.0 testing

2011-03-10 Thread Jorge Izquierdo Ciges
Hello i'm looking for a little bit of Code that has been tested to be
working and draws on OpenGL ES 2.0  a simple vertex/fragment shader loading
and a little bit of geometry or a triangle. I'm testing the Android port
working and i'm a little bit paranoid to write one if I write one and
doesn't work i won't know if it's by using some instruction that don't work
on GLES 2 or if it is some kind of trouble in the GLES2/Android building.
I'm not ussed to test osg with GLES 2 in emulators that's why i'm asking for
help in this matter.

Thanks and apologies for the nuisanse.

J.Izquierdo
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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-10 Thread Mourad Boufarguine
Hi all,

I gave osg android port a try on Windows using cygwin, and it worked like a
charm (only a tiny problem with osgViewer, when cross compiling for android
using cygwin, the windows path in osgViewer/CMakeLists.txt is used rather
than the android one, fix attached).
For the moment I only compiled all the osg libs and plugins that don't rely
on a 3rdParty lib. I will let you know when I succeed to build an app for my
nexus S :) (the test apk Jorge sent, works for me)

Thanks for your efforts.

Mourad


On Tue, Mar 8, 2011 at 5:37 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com
 wrote:
  Finally Jorge and me have finished a first approach to build OSG under
  Android using the android NDK.
 
  Attached you will find all required code and cmake modifications (They
  are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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# FIXME: For OS X, need flag for Framework or dylib
IF(DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY)
ELSE()
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF()

SET(LIB_NAME osgViewer)

SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(TARGET_H
${HEADER_PATH}/CompositeViewer
${HEADER_PATH}/Export
${HEADER_PATH}/GraphicsWindow
${HEADER_PATH}/Renderer
${HEADER_PATH}/Scene
${HEADER_PATH}/Version
${HEADER_PATH}/View
${HEADER_PATH}/Viewer
${HEADER_PATH}/ViewerBase
${HEADER_PATH}/ViewerEventHandlers
)

SET(LIB_COMMON_FILES
CompositeViewer.cpp
HelpHandler.cpp
Renderer.cpp
Scene.cpp
ScreenCaptureHandler.cpp
StatsHandler.cpp
Version.cpp
View.cpp
Viewer.cpp
ViewerBase.cpp
ViewerEventHandlers.cpp
${OPENSCENEGRAPH_VERSIONINFO_RC}
)

SET(LIB_EXTRA_LIBS)

IF(WIN32 AND NOT ANDROID)
#
# Enable workaround for OpenGL driver issues when used in 
multithreaded/multiscreen with NVidia drivers on Windows XP 
# For example: osgviewer dumptruck.osg was showing total garbage (screen 
looked like shattered, splashed hedgehog) 
# There were also serious issues with render to texture cameras.
# Workaround repeats makeCurrentContext call as it was found that this 
causes the problems to dissapear.
#
OPTION(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND Set to ON if 
you have NVidia board and drivers earlier than 177.92 ver OFF)
MARK_AS_ADVANCED(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
IF(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ADD_DEFINITIONS(-DOSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ENDIF()

SET(TARGET_H ${TARGET_H}
${HEADER_PATH}/api/Win32/GraphicsHandleWin32
${HEADER_PATH}/api/Win32/GraphicsWindowWin32
${HEADER_PATH}/api/Win32/PixelBufferWin32
)

SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
GraphicsWindowWin32.cpp
PixelBufferWin32.cpp
)
ELSE()
IF(APPLE)

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(OSG_WINDOWING_SYSTEM IOS CACHE STRING Windowing system type 
for graphics window creation, options only IOS.)
ELSE()
SET(OSG_WINDOWING_SYSTEM Carbon CACHE STRING Windowing system 
type for graphics window creation, options Carbon, Cocoa or X11.)
ENDIF()

ELSE()
IF(ANDROID)
SET(OSG_WINDOWING_SYSTEM None CACHE STRING None Windowing system 
type for graphics window creation.)
ELSE()
SET(OSG_WINDOWING_SYSTEM X11 CACHE STRING Windowing system type 
for graphics window creation. options only X11)
ENDIF()
ENDIF()

IF(${OSG_WINDOWING_SYSTEM} STREQUAL Cocoa)
ADD_DEFINITIONS(-DUSE_DARWIN_COCOA_IMPLEMENTATION)
 
IF(OSG_COMPILE_FRAMEWORKS)
   SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
 ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa
 ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa
 ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa
 )
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa) 
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)

Re: [osg-users] Opengl ES 2.0 testing

2011-03-10 Thread Jean-Sébastien Guay

Hi Jorge,


Hello i'm looking for a little bit of Code that has been tested to be
working and draws on OpenGL ES 2.0  a simple vertex/fragment shader
loading and a little bit of geometry or a triangle. I'm testing the
Android port working and i'm a little bit paranoid to write one if I
write one and doesn't work i won't know if it's by using some
instruction that don't work on GLES 2 or if it is some kind of trouble
in the GLES2/Android building. I'm not ussed to test osg with GLES 2 in
emulators that's why i'm asking for help in this matter.


OK, two things:

1. The Android emulator doesn't support GLES 2.0 from what I've seen, 
unless it's been fixed recently. Apps using GLES 2.0 will just crash on 
initialization. You have to test on the device itself (which sucks, 
makes turnaround time longer, but what can we do...)


2. From what I've seen, OSG will automatically change your osg::Geometry 
to use vertex attributes (instead of the old vertex, normal, color, 
texcoord arrays), will automatically create uniforms that replicate the 
old built-in uniforms (gl_ModelViewMatrix becomes osg_ModelViewMatrix 
and is set to the right value, etc.) and will automatically modify your 
shaders to use those uniforms (so it will replace gl_ModelViewMatrix 
with osg_ModelViewMatrix in your shader code).


So (at least I think, I've never been able to test it) you should be 
able to make a scene graph with an osg::Geometry that displays a 
triangle, and a simple vertex+fragment shader pair that just transforms 
the vertex position by the gl_ModelViewProjectionMatrix in the vertex 
shader and then sets its color to red in the fragment shader, and it 
should work out of the box.


Note also that you can make a build of OSG that emulates what you would 
need to do on GLES 2.0, but which runs on a desktop with standard 
OpenGL. See this page:


http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

The section called: Cmake settings for Emulating OpenGL ES 2.0 when you 
only have standard OpenGL available:


I had debugged through the code paths when configuring an OSG build like 
this, and that's how I found out what I said above (in 2).



Thanks and apologies for the nuisanse.


It's no nuisance at all. Good luck, let us know how it goes! :-)

J-S
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[osg-users] osgText setColor problem

2011-03-10 Thread Matthew Parry
Hi,

I've got a simple function which creates a text object and attaches it to a 
Geode:

osg::ref_ptrosg::Geode
drawLabels()
{
osg::ref_ptrosg::Geode geode = new osg::Geode;

osg::ref_ptrosgText::Font font = 
osgText::readFontFile(fonts/forte.ttf);
osg::ref_ptrosgText::Text text1 = new osgText::Text;
text1-setFont(font.get());
text1-setColor(osg::Vec4(1.0f,0.0f,0.0,1.0f));
text1-setCharacterSize(200.0f);
text1-setPosition(osg::Vec3(0.0f,0.0f,0.0f));
text1-setAxisAlignment(osgText::Text::SCREEN);
text1-setText(SomeText);


geode-addDrawable(text1.get());

return geode.release();
}

Everything works correctly (correct font, size, etc...) except that whatever I 
put in the setColor function call, the text is always black. I tried setting 
GL_LIGHTING to off for the geode but it had no effect.
Any Ideas?

Cheers,
Matthew

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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-10 Thread Robert Osfield
Thanks Mourad, fix now merged and submitted to svn/trunk.

On Thu, Mar 10, 2011 at 2:30 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
 Hi all,

 I gave osg android port a try on Windows using cygwin, and it worked like a
 charm (only a tiny problem with osgViewer, when cross compiling for android
 using cygwin, the windows path in osgViewer/CMakeLists.txt is used rather
 than the android one, fix attached).
 For the moment I only compiled all the osg libs and plugins that don't rely
 on a 3rdParty lib. I will let you know when I succeed to build an app for my
 nexus S :) (the test apk Jorge sent, works for me)

 Thanks for your efforts.

 Mourad


 On Tue, Mar 8, 2011 at 5:37 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com
 wrote:
  Finally Jorge and me have finished a first approach to build OSG under
  Android using the android NDK.
 
  Attached you will find all required code and cmake modifications (They
  are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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Re: [osg-users] osgText setColor problem

2011-03-10 Thread Robert Osfield
Hi Mathew,

I now idea what might amiss.  What happens when you run the osgtext example?

Robert.

On Thu, Mar 10, 2011 at 2:46 PM, Matthew Parry matthew...@live.co.uk wrote:
 Hi,

 I've got a simple function which creates a text object and attaches it to a 
 Geode:

 osg::ref_ptrosg::Geode
 drawLabels()
 {
        osg::ref_ptrosg::Geode geode = new osg::Geode;

        osg::ref_ptrosgText::Font font = 
 osgText::readFontFile(fonts/forte.ttf);
        osg::ref_ptrosgText::Text text1 = new osgText::Text;
        text1-setFont(font.get());
        text1-setColor(osg::Vec4(1.0f,0.0f,0.0,1.0f));
        text1-setCharacterSize(200.0f);
        text1-setPosition(osg::Vec3(0.0f,0.0f,0.0f));
        text1-setAxisAlignment(osgText::Text::SCREEN);
        text1-setText(SomeText);


        geode-addDrawable(text1.get());

        return geode.release();
 }

 Everything works correctly (correct font, size, etc...) except that whatever 
 I put in the setColor function call, the text is always black. I tried 
 setting GL_LIGHTING to off for the geode but it had no effect.
 Any Ideas?

 Cheers,
 Matthew

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Re: [osg-users] osgText setColor problem

2011-03-10 Thread Matthew Parry
Hi Robert,

I just tried running the example and the color works correctly. I'm now even 
more confused!

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Re: [osg-users] osgText setColor problem

2011-03-10 Thread Robert Osfield
Hi Matthew,

On Thu, Mar 10, 2011 at 3:23 PM, Matthew Parry matthew...@live.co.uk wrote:
 I just tried running the example and the color works correctly. I'm now even 
 more confused!

Might you have a StateSet higher up in the scene graph that decorates
the Text drawable and override it's state, such as adding
multi-texturing or provideding an osg::Material that switches off the
GL_COLOR_MATERIAL feature that allows glColor to override the colour.

Robert.
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Re: [osg-users] osgText setColor problem

2011-03-10 Thread Matthew Parry
Ok, I tried attaching it to the root node and the color now works, previously 
it was attached to a ShadowedScene node which was itself attached to the root. 
So obviously something in that ShadowedScene node is causing the problem, I 
still don't know what it is as I don't do set anything in the stateset that 
should affect the text color to my knowledge but at least it works now! Thanks 
for the help.

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Re: [osg-users] osgText setColor problem

2011-03-10 Thread Robert Osfield
Hi Matthew,

On Thu, Mar 10, 2011 at 3:56 PM, Matthew Parry matthew...@live.co.uk wrote:
 Ok, I tried attaching it to the root node and the color now works, previously 
 it was attached to a ShadowedScene node which was itself attached to the 
 root. So obviously something in that ShadowedScene node is causing the 
 problem, I still don't know what it is as I don't do set anything in the 
 stateset that should affect the text color to my knowledge but at least it 
 works now! Thanks for the help.

The shaders used for shadowing will probably be the culprit, or
perhaps you text is just in shadow ;-)

Do you want your text to be effected by shadows?  If not putting them
outseide of teh ShadowedScene subgraph would be the thing to do.

Robert.
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[osg-users] Window Position of Widget

2011-03-10 Thread Andrew Kos
I have a widget button--which is essentially a label--inside a widget box which 
is placed somewhere within a viewer, say at 100x150. This button should open 
up, right below it, a dropdown menu, which is another box. 

The issue I'm having is that if I use getOrigin() or getPosition() for the 
button, I get a value of 0,0 which is where it is placed relative to the origin 
of the window it is in. This causes an issue because the window that drops down 
below it needs the actual position of the button relative to the entire screen.

Is there some way I can get this absolute position of the button origin? Or is 
there some other way I can get around this issue so I can get the dropdown 
window to actually be below my button?

Thanks

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[osg-users] Generating terrain mesh using 3D points

2011-03-10 Thread Linda Lee
Hi,

Has anyone tried generating a terrain mesh using 3D points?  Any advice of how 
to get started?  I have some terrain data consisting of 3D points and need to 
develop functions to query the terrain height during runtime.

Thank you!

Cheers,
Linda

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Re: [osg-users] Generating terrain mesh using 3D points

2011-03-10 Thread Chris 'Xenon' Hanson
On 3/10/2011 7:21 PM, Linda Lee wrote:
 Has anyone tried generating a terrain mesh using 3D points?  Any advice of 
 how to get started?  I have some terrain data consisting of 3D points and 
 need to develop functions to query the terrain height during runtime.

  You'll need to use a gridding tool to transform this into a regularly sampled 
surface.

  GDAL offers tools to do this.

  You can then query this grid directly, without using OSG, or if you need to 
visualize
the terrain too, use VPB to build an OSG terrain database and use osgSim's 
Height Above
Terrain tools to query it at various locations.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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