Re: [osg-users] Building new website, assistance appreciated!

2012-05-25 Thread Wang Rui
Hi Jordi,

That's great! Now I can see it.

Thanks,

Wang Rui


2012/5/26 Jordi Torres 

> Hi Wang et al,
>
> Now, once you are logged in, you should see a new item in the login menu
> in the front end (if you have at least author permissions) called 'submit
> article'. It Is very important to select the adequate category, this way it
> will be shown 'in place'.
>
> Cheers.
>
> 2012/5/25 Jordi Torres 
>
>> Hi Wang Rui,
>>
>> I answer myself, admin Backend is not active for publishers. But I see
>> you have admin rights, so you should be able to access. Anyway we should
>> add a menu item (for authors and publishers) in order to submit articles
>> from the front end. I will do it as soon as possible.
>>
>> Cheers.
>>
>> 2012/5/25 Jordi Torres 
>>
>>> Hi Wan Rui,
>>>
>>>
>>> 2012/5/25 Wang Rui 
>>>
 Hi Robert and all,

 I'm now ready to help build the new website. :-)

 As a publisher, I tried editing page in the main/community section and
 can confirm it worked. But when I was going to add a new page, I couldn't
 find a button or a panel for managing the add/remove operations. I have
 little experience of Joomla but it seems that I could add new pages in
 administrator mode, which is not available for publishers. So I'm just
 interested in that how could a publisher get

>>> permissions of adding/removing a page without entering the admin page?
 Or did I miss something important when logging in and browsing the pages.


>>> You are right, in the case of list layout you should not have problems
>>> ,a icon of new document is available (for example :
>>> http://www.openscenegraph.com/index.php/documentation/platform-specifics/linux).
>>> But for blog layout we have to enable it using a menu key or installing a
>>> module to manage articles from the front-end.  I'll do it ASAP.
>>>
>>> Is not active the admin backend for publishers?
>>>
>>> Cheers
>>>
>>>
>>>
 Any help and advice would be appreciated.

 Thanks,

 Wang Rui



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>>>
>>>
>>> --
>>> Jordi Torres Fabra
>>>
>>> gvSIG 3D blog
>>> http://gvsig3d.blogspot.com
>>> Instituto de Automática e Informática Industrial
>>> http://www.ai2.upv.es
>>>
>>
>>
>>
>> --
>> Jordi Torres Fabra
>>
>> gvSIG 3D blog
>> http://gvsig3d.blogspot.com
>> Instituto de Automática e Informática Industrial
>> http://www.ai2.upv.es
>>
>
>
>
> --
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>
> gvSIG 3D blog
> http://gvsig3d.blogspot.com
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Re: [osg-users] Render Scene in Maya's Viewport

2012-05-25 Thread Wang Rui
Hi Bo,

In the source code of OpenSceneGraph Cookbook you will find an example
which shows how to integrate an OSG scene view into a GLUT rendering loop.
Hope it can help:
https://github.com/xarray/osgRecipes/blob/master/cookbook/chapter9/ch09_06/osg_in_glut.cpp


By the way, it is really interesting to see OSG in a Maya scene. :-)

Cheers,

Wang Rui

2012/5/24 Bo Zhou 

> Hi,
>
> I'm trying to integrate osg into a MPxLocatorNode in Maya, draw an osg
> scene by MPxLocatorNode::draw method.
>
> According the Maya's document, we just need to call glVertex3f or
> glDrawArrays API and do not need to setup any modelview, projection matrix,
> or viewport to OpenGL, just draw geometry data.
>
> So how could I finish this task ? Could anybody help me ? Thanks !
>
> Thank you!
>
> Cheers,
> Bo
>
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>
>
>
>
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Re: [osg-users] Error while running the Sample program in book

2012-05-25 Thread Kim Bale
Hi Praveena,

If your system can't find osgviewer and osgversion on the command line then
you either have your path setup incorrectly or you don't have the
library/programs installed. It's easily done. Check you OSG_BIN_PATH and
PATH environment variables to make sure they're pointing at the right
directory.

Typing 'set' into the command prompt can help with this on windows.

Hope that helps,

Kim.

On 15 May 2012 14:32, Praveena Sarathchandra  wrote:

> Hi,
>
> I'm reading OpenSceneGraph 3.0 Beginners Guide. When I tried to run the
> first sample program, I get the following error:
>
> "The program can't start because osg80-osgDBd.dll is missing "
>
>
> But I have configured all environment variables correctly as given.
> %OSG_BIN_PATH% is declared and also appended to PATH. I could locate the
> particular file inside /bin directory.
>
> Here's the code:
>
> #include 
> #include 
> int main(int argc, char** argv){
> osgViewer::Viewer viewer;
>  viewer.setSceneData(osgDB::readNodeFile("cessna.osg"));
> return viewer.run();
> }
>
> PS: I'm also trying to figure out why calling "osgviewer" and "osgversion"
> didn't work in CMD. Any idea?
>
> Thanks
>
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Re: [osg-users] [build] Problems with OSG 3.0.1, Qt 4.8.0, mingw 64-bit

2012-05-25 Thread Jason MacDonald
I am using Qt 4.7.0 with mingw 32bit.
I had possibly similar problems when first trying to get OSG to work with Qt.

It ended up being that I was building OSG in Release mode, but everything else 
was in debug.
Have you tried building your Qt program in Release mode?

You can build OSG in Debug by setting the CMAKE_BUILD_TYPE option to 'Debug' in 
CMake. (I notice this does not give the plugins the proper appended 'd' to the 
dll's, but doing so manually worked.)

Jason

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Re: [osg-users] [forum] how to store the picture of every frame to buffer more quickly?

2012-05-25 Thread Jean-Sébastien Guay

Hello Yi Lin,


my question is : how to store the picture of every frame to buffer more quickly?


Essentially, readPixels() stalls the frame until the whole pipeline is 
flushed, then reads the framebuffer. This is what introduces the 
slowdown you see. What you would want in order to make this faster is to 
defer reading the framebuffer to the GPU, so it can read it when it 
makes sense to do so and so not stall.


I'm not sure (I can't remember the specifics) but I think either 
ScreenCaptureHandler or WindowCaptureCallback have a path to use 
double-buffered PBOs to read the framebuffer. This is what you should 
use. The result you get will be one frame late, but at least it will be 
faster (won't stall the GPU as readPixels would).


Hope this helps,

J-S
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Re: [osg-users] Get data from color buffer

2012-05-25 Thread Jean-Sébastien Guay

Hello Nicolas,


The second thing I tried is to use a ScreenCaptureHandler. What I did worked 
for each frame, but the image is directly stored as an image on the hard drive. 
Is it possible to save it as an osg::Image?


I think ScreenCaptureHandler will do what you want. It has support for 
setting a CaptureOperation (the default CaptureOperation is a 
WriteToFile, see osgViewer/ViewerEventHandlers and search for 
ScreenCaptureHandler and CaptureOperation and WriteToFile).


So you can create a class that inherits CaptureOperation and overrides 
the operator()(const osg::Image& image, const unsigned int context_id) 
method to do whatever you want with the const osg::Image& that is passed 
to the method. Then you set that as your ScreenCaptureHandler's capture 
operation using setCaptureOperation(CaptureOperation* operation).


Hope this helps,

J-S
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Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-05-25 Thread Kim Bale
Hi Brad,

I've tried to document the FFTSimulation as well as possible if you look at
the source, at least in the trunk you should see an explanation of units
etc and the paper it was based on.

http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp


Here is the most up to date version of the paper, well worth a read if
you're interested in understanding it fully.

http://evasion.imag.fr/Membres/Fabrice.Neyret/NaturalScenes/fluids/water/waves/fluids-nuages/waves/Jonathan/articlesCG/simulating-ocean-water-01.pdf


I should point out that a lot of tweaks were made to make it look
aesthetically pleasing, it's not an ocean simulation more of a statistical
approximation.

Any further questions do get let me know.

Regards,

Kim.

On 24 May 2012 18:12, Brad Colbert  wrote:

> Hi Kim,
>
> I too am looking for resources about some specifics on osgOcean.
>
> Generally, what is the ratio of wind speed to wave height?  Is there a
> "simple" function for this?  I want to be able to model certain wave
> heights and, as I understand it, this is driven by wind speed.
>
> Are the top/bottom wave colors derived by hand or from a publication?  If
> a publication, which?  (Same question for the lighting color)
>
> I'm trying to gain an understanding of the size of the OceanScene (tiles).
>  Looking at the bounding sphere it starts out at roughly 12000x12000 (is
> that meters?)  When setting the parameters for osgOcean::FFTOceanSurface
> (gridsize, resolution, numtiles) to values other than what is in the
> example results in some pretty rough artifacts.  Is there a rule of thumb
> for setting these values?
>
>
> Thank you!
>
> Cheers,
> Brad
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47838#47838
>
>
>
>
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Re: [osg-users] Uniform arrays.

2012-05-25 Thread Jason Daly

On 05/10/2012 08:26 PM, Jonathan Diaz wrote:

Hi,

I am having the same problem with uniform vec4 arrays with new nvidia driver. 
We are still back on a pretty old version of osg, 2.8.3. Which files from the 
current subversion contain the fix. Program, Uniform, some others?



Hi, Jonathan,

The fix is in Program.cpp, in the 
Program::PerContextProgram::linkProgram method.


--"J"

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Re: [osg-users] [build] Up to date OS X / iPhone build

2012-05-25 Thread Thomas Hogarth
Hi Mathieu

There are updated instructions for iOS on the new openscenegraph.com site

http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios

The process should be pretty similar to generating for OSX, just don't edit
the cmakelists file first.

Cheers
Tom
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Re: [osg-users] Is it possible to make real time rendering using OSC?

2012-05-25 Thread Chris Hanson
>
> Questions are as follows;
> - Is it possible to develop realtime rendering( not need high level
> rendering, just game rendering level ) with shadow using OSC?
>

  Yes.


> - If it is possible, how can I get sample codes or documents?
>

  Look at the examples, specifically the osgshadow example.


>
> Thank you!
>
> Cheers,
> Jeong-il,Kim
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=47664#47664
>
>
>
>
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Re: [osg-users] Incorrect rendering when modifying camera

2012-05-25 Thread Jason MacDonald
Well, I figured it out.

The near plane was becoming negative, so now I fix it to 1.0f when in 
perspective mode.

Jason

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Re: [osg-users] Uniform arrays.

2012-05-25 Thread Jonathan Diaz
Hi,

I am having the same problem with uniform vec4 arrays with new nvidia driver. 
We are still back on a pretty old version of osg, 2.8.3. Which files from the 
current subversion contain the fix. Program, Uniform, some others?

Cheers,
Jonathan

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[osg-users] Incorrect rendering when modifying camera

2012-05-25 Thread Jason MacDonald
Hello, I am new to OSG and having trouble with modifying the camera.

I have added my own event handler to process keyboard inputs to change the 
camera view.
This handler holds references to 5 camera manipulators, and upon a KEYDOWN, it 
switches to the correct camera manipulator as such:



Code:

..
if (key == '1' && m_topCamera.valid())
{
m_scene->setCameraManipulator(m_topCamera, false);
m_topCamera->update();
return true;
}
if (key == '2' && m_sideCamera.valid())
{
m_scene->setCameraManipulator(m_sideCamera, false);
m_sideCamera->update();
return true;
}

if (key == '4' && m_userCamera.valid())
{
m_scene->setCameraManipulator(m_userCamera, false);
m_userCamera->update();
return true;
}

.



m_topCamera is an OrthoCamera derived from StandardManipulator
m_userCamera is a UserCamera derived from FirstPersonManipulator

each has a _camera member that points to the same instance



Code:

void OrthoCamera::update()
{
double aR,l,r,b,t,n,f, fov;
if (_camera->getProjectionMatrixAsOrtho(l,r,b,t,n,f))
{
aR = fabs(r-l)/fabs(t-b);
_camera->setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, 
_zoom);
}
else
{
_camera->getProjectionMatrixAsPerspective(fov,aR,n,f);
_camera->setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, 
_zoom);
}
}





Code:


void UserCamera::update()
{
double aR,l,r,b,t,n,f, fov;
if (_camera->getProjectionMatrixAsOrtho(l,r,b,t,n,f))
{
aR = fabs(r-l)/fabs(t-b);
_camera->setProjectionMatrixAsPerspective(54.0, aR, n, f);
}
else
{
_camera->getProjectionMatrixAsPerspective(fov,aR,n,f);
_camera->setProjectionMatrixAsPerspective(fov, aR, n, f);
}
}





The problem:
When switching back and forth from top camera to user camera, everything works 
great.
However, when switching from side camera to user camera, all the normals appear 
to be inverted... all the lighting is messed up and I am seeing the inside of 
objects. It also seems to draw objects in front of objects that should be 
hidden. This problem is fixed when I go back to top camera then back to user 
camera.

Am I needing to do some type of invalidating to get things refreshed? Sorry, 
very new to OSG and unaware of all the functions.

Thanks,
Jason

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[osg-users] A Suggestion on the dealing of switchLayer in VertexNormalGenerator in osgTerrain/GeometryTechnique.cpp

2012-05-25 Thread Yashuai Lv
Hi,

I'm a new guy to OSG.  I use OSG version 3.0.1.

When I wanted to view a terrain with switch image layers,  I found that the 
optional image layer was not displayed right.

So, I looked into the source code of osgTerrain/GeometryTechnique.cpp.

I found that from line 482 ("osgTerrain::ImageLayer* 
imageLayer(dynamic_cast(itr->first));
") in the function "void 
VertexNormalGenerator::populateCenter(osgTerrain::Layer* elevationLayer, 
LayerToTexCoordMap& layerToTexCoordMap)
", if  "itr->first" can't be converted into imageLayer, then it will be tried 
to converted into ContourLayer. However, itr->first can be swithLayer with an 
active image layer. How about patching this part of code with the dealing of 
switchLayer?

... 

Thank you!

Cheers,
Yashuai

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Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-05-25 Thread Brad Colbert
Hi Kim,

I too am looking for resources about some specifics on osgOcean.

Generally, what is the ratio of wind speed to wave height?  Is there a "simple" 
function for this?  I want to be able to model certain wave heights and, as I 
understand it, this is driven by wind speed.

Are the top/bottom wave colors derived by hand or from a publication?  If a 
publication, which?  (Same question for the lighting color)

I'm trying to gain an understanding of the size of the OceanScene (tiles).  
Looking at the bounding sphere it starts out at roughly 12000x12000 (is that 
meters?)  When setting the parameters for osgOcean::FFTOceanSurface (gridsize, 
resolution, numtiles) to values other than what is in the example results in 
some pretty rough artifacts.  Is there a rule of thumb for setting these values?


Thank you!

Cheers,
Brad

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[osg-users] Render Scene in Maya's Viewport

2012-05-25 Thread Bo Zhou
Hi,

I'm trying to integrate osg into a MPxLocatorNode in Maya, draw an osg scene by 
MPxLocatorNode::draw method.

According the Maya's document, we just need to call glVertex3f or glDrawArrays 
API and do not need to setup any modelview, projection matrix, or viewport to 
OpenGL, just draw geometry data.

So how could I finish this task ? Could anybody help me ? Thanks !

Thank you!

Cheers,
Bo

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Re: [osg-users] [ANN] PDF3D toolkit includes advanced OpenSceneGraph integration for technical publishing

2012-05-25 Thread Amy Neey
I can't figure out what the 3D flip PDF can be through only the words. But I'm 
expecting to view the results. And I would like to recommend is the Kvisoft 3d 
flip book maker, which can also create a realistic flipbook with 3D effect. And 
the templates and themes make the created flipbooks very amazing than the 
common PDF or photo files.

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[osg-users] Drawing QWidgets over an OSG scene

2012-05-25 Thread Alexandre Champion
Hi all,

Is there a solution to have QWidgets over an OSG scene ?

I know about osgQt. With osgQt::GraphicsWindowQt and osgQt::GLWidget you
can setup a working OSG/Qt environment in less than five minutes, it works 
great.

osgQt::QWidgetImage is great if you want to embed a QWidget as a 3D object
inside of an OSG scene. But if you want to embed a QWidget as a HUD, it is more
work where a simple show() or addWidget() would do in Qt. Moreover, QWidgetImage
still has some issues (Editing in the QTextEdit doesn't work, Operations on 
floating
windows, QGraphicsView's scrollbars don't appear...), so it is not a solution.

Three years ago, Robert Osfield wrote a topic about "Development of Qt support
as part of osgViewer". Martin Beckett answered by suggesting :


mgb_osg wrote:
> 
> One feature that would be nice is support for Qt widgets being drawn within 
> OSG
> (labs trolltech com/blogs 2008 06 27 accelerate-your-widgets-with-opengl)
> (doc qt nokia com/qq qq26-openglcanvas)
> 


(Sorry but I can not properly post URL's/Links yet, this is my first post)

And indeed, the solution covered in the article is very appealing.

It works as a normal QGraphicsView/QGraphicsScene design. The QGraphicsView
has a QGLWidget as a viewport. The QGraphicsScene manages the QWidgets
through the addWidget() method. The Scene rendering is done in the 
drawBackground()
QGraphicsScene's method, then Qt renders the QWidgets on top. So you manage
your QWidgets the same way you would in any other Qt applications.

As anyone implemented this solution yet ? Or am I missing an obvious solution ?

Thank you !

Cheers,
Alexandre

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Re: [osg-users] [osgPlugins] FBX plugin: mixing skin and morph animation.

2012-05-25 Thread Gil Hadas
Hi,
I am new in the OSG forum.
I have the same problem,
I am using exported fbx file , exported from maya, with skeleton.
I am using libfbxsdk-2013.1.
I suspect it is related to the warning: 
"class osg::ComputeBoundingBoxCallback
InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback"
any idea someone?
I have modified the code of the fbx plugin to support this sdk version.
if someone interested in the new FBX SDK code,how can I deliver my code 
modification? 
Thank you!

Cheers,
Gil

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Re: [osg-users] [3rdparty] Drawing OSG object in opencv/emgucv

2012-05-25 Thread Johny Derp
Hi,

see this video if you're still confused about what I meant 
youtube/watch?v=ccL4t36sVvg
(replace "youtube" with youtube original link)

Thank you!

Cheers,
Johny

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[osg-users] [3rdparty] Drawing OSG object in opencv/emgucv

2012-05-25 Thread Johny Derp
Hi,

First of all, sorry if my english is bad, I am not a native and I'm still 
newbie with OSG. 
I've been working with emgu cv(opencv wrapper to capture images from a webcam 
and using its functions to proccess this images. 
I also detect the hand and track the hand movement...
 
Now, I need to draw a kind of earth or just an object according to the hand 
position, for which OSG is perfect for perspective transformation and so on. My 
problem is that I can't achieve that.
 
I don't know how to say to OSG "you guy, draw that object within this hand 
tracking window" 
Is it impossible what I want to do? I am desperate... any help would be great. 
Thanks in advance 
 

Thank you!

Cheers,
Johny :D

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[osg-users] [ANN] Proland: a new open source planet rendering engine

2012-05-25 Thread Eric Bruneton
Hello dear OSG-community,

INRIA is pleased to announce that Proland has been released in Open Source. 
Proland is a C++/OpenGL library for the real-time realistic rendering of very 
large and detailed 3D natural scenes on GPU. It is capable of rendering entire 
planets from ground to space (with atmosphere, clouds, oceans, trees, roads, 
etc). Proland is released under a dual GPLv3/commercial license. You can try it 
by downloading a precompiled Windows demo (that you can find by googling for 
"Proland planet rendering engine").

The Proland team

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[osg-users] OSG with Necessitas?

2012-05-25 Thread Massimo Piccinetti
Hi,

i have recompiled OSG 3.0.1 for Android 8 under Ubuntu,
and now i'm trying to compile osgviewerQt example with Necessitas.

Anyone has been using Necessitas? Some hints?

Thank you!

Cheers,
Massimo

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[osg-users] use osgShadows in osgEarth

2012-05-25 Thread Wang Yizhong
Hi,

I have tried to use osgShadows for casting the shadow of model on the terrain 
rendered with osgEarth. When i replace the terrain  with the object of equal 
size then shadow works. I guess the shader of osg & osgEarth might overrride 
each another. 
   Have anybody else tried it? how to avoiding osg & osgEarth overrride 
each another.
Thank you!

Cheers,
WangYizhong

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[osg-users] OSG fragment shader

2012-05-25 Thread Christian Rumpf
Hello everyone!

I just learned GLSL and image processing using different filter masks. Now I 
want to implement this into my OSG-project, but my test object (a cow ^^) is 
black, totally black.

For the beginning I used the following code for fragment shader:


Code:

uniform sampler2D image;

void main()
{
   gl_FragColor = texture2D(image, gl_FragCoord.xy);
}




glShaderCompiler said that this code is ok, no errors, but still my test object 
is black.

My Question:
How do I uniform sampler2D which should be my realtime output image?

lg Christian

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Re: [osg-users] Error while running the Sample program in book

2012-05-25 Thread Sterling Somers
Hi,

What operating system are you running?  When I work in Windows 7 64, I have to 
make the executable runable as administrator... not sure if that will help.

Sterling

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[osg-users] Possibility of an OSG bot

2012-05-25 Thread Sterling Somers
Hi,

I am fairly new to OSG and have been slowly learning the basics. I am a student 
and the basic theme of my research is to model human behaviour. I have been 
interested in making our models more interesting by immersing them into a 3D 
environment.  To give the agent SOME sense of vision, I’d like to be able 
detect which objects are viewable to the (automated, one day) viewer.  I do not 
know much about OSG but this seems like a plausible project. I suspect I 
wouldn’t want to do it with the pickhandler, is that correct? Would I have to 
do some sort of culling callback? I have been grasping at straws. Basically, 
given a command, I’d like to my program to respond with what objects are 
viewable, what it’s coordinates are, and if possible, the file location for any 
sub-graphs. If I could get some opinions on whether this would even be 
possible, that would be great. Some pointing in the right direction would be 
ever greater.

Thank you!


Sterling

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[osg-users] Get data from color buffer

2012-05-25 Thread Nicolas Mads
Hi everyone!

I'm trying to retrieve data from the color buffer at each rendered frame. I'm 
new on OSG and everything I tried didn't work as expected.
I use a composite viewer, and my example is about to retrieve the color buffer 
from the first view of this composite viewer.

The first thing I tried is to bind the color buffer to an osg image and to save 
it as a bmp.

Code:

osgViewer::CompositeViewer viewer;
...
viewer.stopThreading();

osg::ref_ptr camera = viewer.getView(0)->getCamera();

osg::ref_ptr color_buffer= new osg::Image;
color_buffer->allocateImage(1024, 768, 1, GL_RGBA, GL_UNSIGNED_BYTE);

camera->attach(osg::Camera::COLOR_BUFFER, color_buffer.get());
view->getViewerBase()->frame();

osgDB::writeImageFile(*color_buffer.get(),"color_cmp_"+ss.str()+".bmp");

viewer.startThreading();



It works well, but only for the first frame. I mean color_0.bmp is the image I 
want, and color_1.bmp (color_2, etc.)  are black images.

Any ideas why it only works for the first frame?


The second thing I tried is to use a ScreenCaptureHandler. What I did worked 
for each frame, but the image is directly stored as an image on the hard drive. 
Is it possible to save it as an osg::Image?

I heard about Camera Callbacks but nothing I did with it worked.



Thank you!

Cheers,
Nicolas[/code]

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[osg-users] [build] Up to date OS X / iPhone build instructions

2012-05-25 Thread Mathieu Tozer
Hi,

I'm having a tough time getting osg to compile for Mac (or iPhone). It seems 
like the documentation on the wiki and in the read me are very stale. Does 
anyone have an up to date walkthrough for getting the examples built and 
running on OS X / iOS? I'm running 10.7, with Xcode 4.3.
... 


Thank you!

Cheers,
Mathieu

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[osg-users] Is it possible to make real time rendering using OSC?

2012-05-25 Thread Jeong-il Kim
Hi,

I'm developing 3D Interior Design Program with Visual C++ and OpenGL.
I use OpenGL raw API for Shading and Texture mapping.
Unfortunately, I have no idea about real time Rendering with shadow and so on.

Searching Internet, I found OSC Forum, and I think OSC can satisfy real time 
rendering with shadow. But in sample project, I cannot find the exact sample 
for my need. And in project screen shot, I don't know if it was made in real 
time, or not.
Is there anybody to answer my questions?

Questions are as follows;
- Is it possible to develop realtime rendering( not need high level rendering, 
just game rendering level ) with shadow using OSC?
- If it is possible, how can I get sample codes or documents?

Thank you!

Cheers,
Jeong-il,Kim

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Re: [osg-users] osgParticle and transparent objects

2012-05-25 Thread Jon Snow
I have the same problem; distant transparent objects are drawn in front of the 
particles, and these objects change backwards depending on the point of view of 
the camera.

Any suggestions please?

Thanks!


Sebastian Messerschmidt wrote:
> Hello,
> 
> After including osgparticle into my renderer I've discovered a problem 
> with alpha blended geometries.
> For a simple test (to ensure the problem is not on my side) I loaded the 
> cessnafire model along with some alpha blended geometry in osgviewer and 
> the transparent faces are always in front of the fire/smoke.
> I've done some debugging of the osgparticle stuff, but I don't see where 
> the problem is.
> What I can say so far, that this is no sorting problem, because blended 
> stuff in front of the particles is always rendered correctly, but 
> elements behind the smoke/fire particles are always rendered in front.
> Interestingly, when setting the cessna in the cessnafire model to 
> transparent bin, setting alpha values of the material to 0.5 and 
> enabling blending, the cessna itself doesn't show up in front of the smoke.
> 
> Is there someone who has similar problems or can explain the problem to me?
> 
> cheers
> Sebastian
> 


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[osg-users] [forum] how to store the picture of every frame to buffer more quickly?

2012-05-25 Thread Yi Lin
Hi,
my purpose is : the picture of every frame is generated in one thread, then 
stored to buffer. in another thread, the pictures are displayed out.
my question is : how to store the picture of every frame to buffer more quickly?

I did like osgautocapture example,
camera->setFinalDrawCallback(new WindowCaptureCallback())
and then in callback,
image->readPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE);

it can work, but too slow. if not do readPixels, the frame time is 10~12 
milliseconds, if do readPixels, the frame time increase to 18~20 ms.
because the frame rate should be greater than 60, so the pictures must be 
stored more quickly.

thanks for any suggestion.

Cheers,
fly

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Re: [osg-users] Building new website, assistance appreciated!

2012-05-25 Thread Jordi Torres
Hi Wang et al,

Now, once you are logged in, you should see a new item in the login menu in
the front end (if you have at least author permissions) called 'submit
article'. It Is very important to select the adequate category, this way it
will be shown 'in place'.

Cheers.

2012/5/25 Jordi Torres 

> Hi Wang Rui,
>
> I answer myself, admin Backend is not active for publishers. But I see you
> have admin rights, so you should be able to access. Anyway we should add a
> menu item (for authors and publishers) in order to submit articles from the
> front end. I will do it as soon as possible.
>
> Cheers.
>
> 2012/5/25 Jordi Torres 
>
>> Hi Wan Rui,
>>
>>
>> 2012/5/25 Wang Rui 
>>
>>> Hi Robert and all,
>>>
>>> I'm now ready to help build the new website. :-)
>>>
>>> As a publisher, I tried editing page in the main/community section and
>>> can confirm it worked. But when I was going to add a new page, I couldn't
>>> find a button or a panel for managing the add/remove operations. I have
>>> little experience of Joomla but it seems that I could add new pages in
>>> administrator mode, which is not available for publishers. So I'm just
>>> interested in that how could a publisher get
>>>
>> permissions of adding/removing a page without entering the admin page? Or
>>> did I miss something important when logging in and browsing the pages.
>>>
>>>
>> You are right, in the case of list layout you should not have problems ,a
>> icon of new document is available (for example :
>> http://www.openscenegraph.com/index.php/documentation/platform-specifics/linux).
>> But for blog layout we have to enable it using a menu key or installing a
>> module to manage articles from the front-end.  I'll do it ASAP.
>>
>> Is not active the admin backend for publishers?
>>
>> Cheers
>>
>>
>>
>>> Any help and advice would be appreciated.
>>>
>>> Thanks,
>>>
>>> Wang Rui
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Jordi Torres Fabra
>>
>> gvSIG 3D blog
>> http://gvsig3d.blogspot.com
>> Instituto de Automática e Informática Industrial
>> http://www.ai2.upv.es
>>
>
>
>
> --
> Jordi Torres Fabra
>
> gvSIG 3D blog
> http://gvsig3d.blogspot.com
> Instituto de Automática e Informática Industrial
> http://www.ai2.upv.es
>



-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
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[osg-users] shadows and geocentric terrain

2012-05-25 Thread Tim Moore
Hi,
What's the best path to implementing shadows with geocentric terrain?
I've played a bit with the osgshadows example, and the shadow buffer
methods all seem to have various artifacts, including shadows cast
from terrain tile skirts and aliasing in the shadows. Vdsm seems to be
the most promising method. What are others doing?

Thanks,
Tim
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Re: [osg-users] [AD] Win Free e-Copies of OpenSceneGraph Cookbook

2012-05-25 Thread Alexandre Amalric
Hi Wang,

I'm using OSG for 5 years now and I'm really interested on how to improve
performance for large database, so I think
*"Organize the scene graph and customize nodes in a more effective way
"*is the chapter that interest me most.

I hope I can have the chance to receive a physicall copy from your Cookbook.

Kind regards,

2012/5/25 Oceane ZHANG 

> I'm a new comer of OSG, quite new, just started not too long ago.
> I think Chapter 6 is the one that interests me most.
> Because nowadays visualization is getting more and more diverse and my
> work needs focus on human perception.
> Just wish I could have the chance to win your book[?][?][?]
>
> Regards,
>
> Fan
>
>
> 2012/5/25 Wang Rui 
>
>> Hi all,
>>
>> I'm going to publish an advertisement of the new OSG book here as the
>> Packt Publishing starts a contest and wants me to help. I would be sorry if
>> you feel uncomfortable about that, but please simply treat me as a one-off
>> spammer and a regular contributor in the mail list. ;-)
>>
>> Now let's start:
>>
>> 
>>
>> Readers would be pleased to know that I have teamed up with Packt
>> Publishing and am organizing a *Giveaway *for you and three lucky
>> winners stand a chance to win a copy of my new book on OpenSceneGraph. Keep
>> reading to find out how you can be one of the Lucky Winners.
>>
>> The book introduces the latest OpenSceneGraph features to create
>> stunning graphics, as well as integration with other famous libraries, and 
>> produces
>> high-quality programs with short and familiar code
>>
>>
>> Read more about this book and download free Sample 
>> Chapter
>>
>> *How to Enter?*
>> All you need to do is head on over to the  book page 
>> (OpenSceneGraph)and
>> and look through the product description of the book and drop a line via
>> the *comments below this post to let us know what interests you the most
>> about the book*. It’s that simple.
>>
>> Product description for OpenSceneGraph book:
>>
>>
>> http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book
>>
>> Winners from the U.S. and Europe can either choose a physical copy of the
>> book or the eBook. Users from other locales are limited to the eBook only.
>>
>> *Deadline*
>> *The contest will close on 31/05/12  PT. Winners will be contacted by
>> email, so be sure to use your real email address when you comment!*
>>
>> 
>>
>> Thanks,
>>
>> Wang Rui
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Fan ZHANG
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] Building new website, assistance appreciated!

2012-05-25 Thread Jordi Torres
Hi Wang Rui,

I answer myself, admin Backend is not active for publishers. But I see you
have admin rights, so you should be able to access. Anyway we should add a
menu item (for authors and publishers) in order to submit articles from the
front end. I will do it as soon as possible.

Cheers.

2012/5/25 Jordi Torres 

> Hi Wan Rui,
>
>
> 2012/5/25 Wang Rui 
>
>> Hi Robert and all,
>>
>> I'm now ready to help build the new website. :-)
>>
>> As a publisher, I tried editing page in the main/community section and
>> can confirm it worked. But when I was going to add a new page, I couldn't
>> find a button or a panel for managing the add/remove operations. I have
>> little experience of Joomla but it seems that I could add new pages in
>> administrator mode, which is not available for publishers. So I'm just
>> interested in that how could a publisher get
>>
> permissions of adding/removing a page without entering the admin page? Or
>> did I miss something important when logging in and browsing the pages.
>>
>>
> You are right, in the case of list layout you should not have problems ,a
> icon of new document is available (for example :
> http://www.openscenegraph.com/index.php/documentation/platform-specifics/linux).
> But for blog layout we have to enable it using a menu key or installing a
> module to manage articles from the front-end.  I'll do it ASAP.
>
> Is not active the admin backend for publishers?
>
> Cheers
>
>
>
>> Any help and advice would be appreciated.
>>
>> Thanks,
>>
>> Wang Rui
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Jordi Torres Fabra
>
> gvSIG 3D blog
> http://gvsig3d.blogspot.com
> Instituto de Automática e Informática Industrial
> http://www.ai2.upv.es
>



-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] Building new website, assistance appreciated!

2012-05-25 Thread Jordi Torres
Hi Wan Rui,


2012/5/25 Wang Rui 

> Hi Robert and all,
>
> I'm now ready to help build the new website. :-)
>
> As a publisher, I tried editing page in the main/community section and can
> confirm it worked. But when I was going to add a new page, I couldn't find
> a button or a panel for managing the add/remove operations. I have little
> experience of Joomla but it seems that I could add new pages in
> administrator mode, which is not available for publishers. So I'm just
> interested in that how could a publisher get
>
permissions of adding/removing a page without entering the admin page? Or
> did I miss something important when logging in and browsing the pages.
>
>
You are right, in the case of list layout you should not have problems ,a
icon of new document is available (for example :
http://www.openscenegraph.com/index.php/documentation/platform-specifics/linux).
But for blog layout we have to enable it using a menu key or installing a
module to manage articles from the front-end.  I'll do it ASAP.

Is not active the admin backend for publishers?

Cheers



> Any help and advice would be appreciated.
>
> Thanks,
>
> Wang Rui
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
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gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] Building new website, assistance appreciated!

2012-05-25 Thread Wang Rui
Hi Robert and all,

I'm now ready to help build the new website. :-)

As a publisher, I tried editing page in the main/community section and can
confirm it worked. But when I was going to add a new page, I couldn't find
a button or a panel for managing the add/remove operations. I have little
experience of Joomla but it seems that I could add new pages in
administrator mode, which is not available for publishers. So I'm just
interested in that how could a publisher get permissions of adding/removing
a page without entering the admin page? Or did I miss something important
when logging in and browsing the pages.

Any help and advice would be appreciated.

Thanks,

Wang Rui
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Re: [osg-users] [AD] Win Free e-Copies of OpenSceneGraph Cookbook

2012-05-25 Thread Oceane ZHANG
I'm a new comer of OSG, quite new, just started not too long ago.
I think Chapter 6 is the one that interests me most.
Because nowadays visualization is getting more and more diverse and my work
needs focus on human perception.
Just wish I could have the chance to win your book[?][?][?]

Regards,

Fan


2012/5/25 Wang Rui 

> Hi all,
>
> I'm going to publish an advertisement of the new OSG book here as the
> Packt Publishing starts a contest and wants me to help. I would be sorry if
> you feel uncomfortable about that, but please simply treat me as a one-off
> spammer and a regular contributor in the mail list. ;-)
>
> Now let's start:
>
> 
>
> Readers would be pleased to know that I have teamed up with Packt
> Publishing and am organizing a *Giveaway *for you and three lucky winners
> stand a chance to win a copy of my new book on OpenSceneGraph. Keep reading
> to find out how you can be one of the Lucky Winners.
>
> The book introduces the latest OpenSceneGraph features to create stunning
> graphics, as well as integration with other famous libraries, and produces
> high-quality programs with short and familiar code
>
>
> Read more about this book and download free Sample 
> Chapter
>
> *How to Enter?*
> All you need to do is head on over to the  book page 
> (OpenSceneGraph)and
> and look through the product description of the book and drop a line via
> the *comments below this post to let us know what interests you the most
> about the book*. It’s that simple.
>
> Product description for OpenSceneGraph book:
>
>
> http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book
>
> Winners from the U.S. and Europe can either choose a physical copy of the
> book or the eBook. Users from other locales are limited to the eBook only.
>
> *Deadline*
> *The contest will close on 31/05/12  PT. Winners will be contacted by
> email, so be sure to use your real email address when you comment!*
>
> 
>
> Thanks,
>
> Wang Rui
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Fan ZHANG
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