Re: [osg-users] osgDB/FileUtils causes compiler errors when building my project
Hello Phoung (I hope this is you first name) First of all, your description is a bit vague. Is it a compiler error or a crash? I guess it is a compiler error. If your compiler points to an osg header file, the error is most probably in your code. Check if there are any missing semicolons (especially at the end of your class definitions) and check if all curly braces are closed. Errors like this usually happen in a header file. If this doesn't help (or you simply oversee the error) try to strip down your code. hth Sebastian Hi, I am trying to run some of my c++ code in OpenSUSE 12.1 using OSG. I installed the RPMs and should be good to go with OSG on that end. When I build my project though, all I do is #include osgDB/FileUtils and my compiler (gcc 4.6.2) crashes inside FileUtils saying expected identifier before '(' token. I go to the error in FileUtils and it brings me to enum Value { OK, SOURCE_EQUALS_DESTINATION, ... and so on } I have no idea why it is crashing inside of OSG code. I have not modified it obviously because it's not my code but any help would be appreiciated. Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49198#49198 ___ 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] post-rendering warping and off-axis projection
Hello Ruigang, Check the osgdistortion example. IIRC, the example uses a RTT-Camera and displays a subdivided (and properly distorted) mesh and maps the RTT-result on it. For the off-axis projection I think you can either set up the projection matrices on your own, or use the viewers setUpViewForPanoramicSphericalDisplay() convenience methods. cheers Sebastian Hi, I am in the process of converting an OpenGL-based multi-channel program to OSG. It is designed for a multi-projector environment. Could someone provide some hints as how to implement a 2D warping of the rendered image? It has to be efficient since it needs to be done for every frame. Is the function setPostDrawCallback a good place to start? In addition, is there any glFrustrum-equivalent function call to allow off-axis projection? Any help is grreatly appreciated. I am new to OSG. Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49141#49141 ___ 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] Uniform above Program
Hi, it seems that it is not possible to put an uniform to the stateset of the scene root (for example, light position) and to put Program at the bottom (say, at a stateset of a drawable). It seems to me that the Program and all its Uniforms must be put the same StateSet. This way, it works for me. However, it is not a flexible approach. Must the Program and all its Uniforms be put to the same StateSet or should I investigate this bug candidate? John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgVRPN Extension
Hi Post it to osg-submissions mailing list Cheers 06.08.2012, 16:34, William Hollingsworth william.holli...@gmail.com: Hi, I've made some additions to Mike Weiblen's osgVRPN plugin as part of a summer project. This mostly consists of new Tracker and Manipulator classes that make it easier to navigate through a model with the tracking data. Is there any process I can go through to see if these changes can get pushed back out to source? Thank you! Cheers, William -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49177#49177 ___ 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] Uniform above Program
Hi, John it seems that it is not possible to put an uniform to the stateset of the scene root (for example, light position) and to put Program at the bottom (say, at a stateset of a drawable). It's just not true, and works for me all the time. Can you post minimal example that dont work? Cheers, Sergey. 17.08.2012, 12:20, PCJohn pec...@fit.vutbr.cz: Hi, it seems that it is not possible to put an uniform to the stateset of the scene root (for example, light position) and to put Program at the bottom (say, at a stateset of a drawable). It seems to me that the Program and all its Uniforms must be put the same StateSet. This way, it works for me. However, it is not a flexible approach. Must the Program and all its Uniforms be put to the same StateSet or should I investigate this bug candidate? John ___ 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] post-rendering warping and off-axis projection
Hi For glFrustum-like projection : osg::Camera::setProjectionMatrixAsFrustum(...), or you can create matrix with osg::Matrix::frustum(...) and use this Cheers 02.08.2012, 00:52, Ruigang Yang ruigangy...@hotmail.com: Hi, I am in the process of converting an OpenGL-based multi-channel program to OSG. It is designed for a multi-projector environment. Could someone provide some hints as how to implement a 2D warping of the rendered image? It has to be efficient since it needs to be done for every frame. Is the function setPostDrawCallback a good place to start? In addition, is there any glFrustrum-equivalent function call to allow off-axis projection? Any help is grreatly appreciated. I am new to OSG. Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49141#49141 ___ 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] Animation of shared model
Hi Sergey, Thanks for your advice! Unfortunately I'm not sure if I completely understood your solution. Would you mind to help me a little bit further? Suppose I retrieved the model and the animation manager as follows: osg::ref_ptr osg::Node model = osgDB::readNodeFile(nathan.osg); osgAnimation::BasicAnimationManager* modelManager = dynamic_cast osgAnimation::BasicAnimationManager* (model-getUpdateCallback()); Now I add one of several transforms: osg::ref_ptr osg::PositionAttitudeTransform transform = new PositionAttitudeTransform(); transform-addChild(model); transform-addUpdateCallback(modelManager.get()); And finally play all animations of the model: const osgAnimation::AnimationList animations = modelManager-getAnimationList(); for (unsigned int i=0; i animations.size(); ++i ) { modelManager-playAnimation( animations[i].get() ); } After reading your post I tried not to add the modelManager to the transform but a new animation manger using the existing animations: osg::ref_ptr osgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; for (unsigned int i = 0; i modelManager-getAnimationList().size(); ++i) { osgAnimation::Animation* animation = new osgAnimation::Animation(*modelManager-getAnimationList()[i]); // alternatively: osgAnimation::Animation* animation = modelManager-getAnimationList()[i]; manager-registerAnimation(animation); } transform-addUpdateCallback(manager); But with this approach also all animations off all instances are playing in parallel. What am I missing? Thank you! Cheers, Thilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49300#49300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cannot get floating-point multisampled FBOs
Hi Robert I wonder if this bug has been investigated further or even fixed. Do you have any news concerning this? I face the exact same problem. No AA / multisampling on floating point render targets... Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49301#49301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation of shared model
Hi your transforms(with animation managers) contain original model, which itself have another animation manager, you should move it out so get original animation manager and keep it, while removing it from original model, then add copy of it to your transforms. If it dont work out well - try to copy animations instead of using shared, i'm not sure if they have different targets and not overriding each other. Cheers. 17.08.2012, 14:14, Thilo Weigel thilo.wei...@atrics.de: Hi Sergey, Thanks for your advice! Unfortunately I'm not sure if I completely understood your solution. Would you mind to help me a little bit further? Suppose I retrieved the model and the animation manager as follows: osg::ref_ptr osg::Node model = osgDB::readNodeFile(nathan.osg); osgAnimation::BasicAnimationManager* modelManager = dynamic_cast osgAnimation::BasicAnimationManager* (model-getUpdateCallback()); Now I add one of several transforms: osg::ref_ptr osg::PositionAttitudeTransform transform = new PositionAttitudeTransform(); transform-addChild(model); transform-addUpdateCallback(modelManager.get()); And finally play all animations of the model: const osgAnimation::AnimationList animations = modelManager-getAnimationList(); for (unsigned int i=0; i animations.size(); ++i ) { modelManager-playAnimation( animations[i].get() ); } After reading your post I tried not to add the modelManager to the transform but a new animation manger using the existing animations: osg::ref_ptr osgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; for (unsigned int i = 0; i modelManager-getAnimationList().size(); ++i) { osgAnimation::Animation* animation = new osgAnimation::Animation(*modelManager-getAnimationList()[i]); // alternatively: osgAnimation::Animation* animation = modelManager-getAnimationList()[i]; manager-registerAnimation(animation); } transform-addUpdateCallback(manager); But with this approach also all animations off all instances are playing in parallel. What am I missing? Thank you! Cheers, Thilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49300#49300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG application on Microsoft Surface table?
That's odd advice for them to recommend XNA and WPF - XNA is a dead end; Microsoft has stopped supporting it. They no longer support any managed interface to DirectX; their new thing is XAML which pretty much limits you to 2D. As you can imagine, the Windows game development community - or at least the part of it that doesn't know C++ - isn't all that pleased. However, I'd be surprised if you really can't deploy native code to this device - it looks like it's running a stripped-down version of Windows 7, which has touch events in the WIN32 API you can tap into. The real question is whether this device has OpenGL drivers, or if you're limited to Direct3D. There's a Radeon HD6750 under the hood in that thing so I bet you could get OSG running on it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49304#49304 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi, I'm working with the osgShadow LiSPSM implementation as that seems to be the one that people have had the most success with. The shadows are great, but are being clipped vertically as the shadowing object moves near the left or right edge of the window. I've seen similar issues in other threads, but have tried the following previously suggested solutions with no result: - Using one directional light angled at the geometry - Tried various values for minLightMargin - Set distant MaxFarPlane If I comment out the clipping function in MinimalShadowMap everything works as expected, but of course I need to clip the shadows for it to be feasible. The problem seems to be with the calculation of the CullVisitor's projection matrix used for clipping, but I have yet to find out where this is being calculated so I can see what the problem might be. I'm hoping Wojtek or someone more familiar with this plugin can point me in the right direction. ... Thank you! Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49305#49305 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform above Program
Hi Sergey, this never worked for me for about a half of year. Update: now it works! It seems that maybe, I was unlucky on svn update and, kept the update for a while, seeing this issue. Based on your assurance, I made some tests and updated my shader routines. All shows that the issue is gone. Thanks. John On Friday 17 of August 2012 12:52:01 Sergey Polischuk wrote: Hi, John it seems that it is not possible to put an uniform to the stateset of the scene root (for example, light position) and to put Program at the bottom (say, at a stateset of a drawable). It's just not true, and works for me all the time. Can you post minimal example that dont work? Cheers, Sergey. 17.08.2012, 12:20, PCJohn pec...@fit.vutbr.cz: Hi, it seems that it is not possible to put an uniform to the stateset of the scene root (for example, light position) and to put Program at the bottom (say, at a stateset of a drawable). It seems to me that the Program and all its Uniforms must be put the same StateSet. This way, it works for me. However, it is not a flexible approach. Must the Program and all its Uniforms be put to the same StateSet or should I investigate this bug candidate? John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ETC1 Compressed textures
Hi All So I've written an app for iOS that uses pvrtc format for a couple of big glyphmap textures 2048x2048. This works fine with the pvr plugin. I'm now porting to Android and have stubbled across the problem of not all devices supporting pvrtc. However supposedly all of them support etc1 format. Looking at the pvr plugin it seems to also support etc1 format, but when I try and load one I get the following error Failed to verify pvr header: 1, 0, 0, 0 I used PVRTexToolGui v3.33 to convert the image using the ETC1 setting. Does anyone know of a better tool to use. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49307#49307 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ETC1 Compressed textures
Bit more info, I also used the 'Fast Perceptual' encoding method, if that is of any relevance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49308#49308 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation of shared model
Hi Sergey, I removed the animation manager from the original model: model-removeUpdateCallback(model-getUpdateCallback()); and created a new animation manager with clones of the original animations: osg::ref_ptr osgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; for (unsigned int i = 0; i modelManager-getAnimationList().size(); ++i) { osgAnimation::Animation* animation = dynamic_cast osgAnimation::Animation* (modelManager-getAnimationList()[i]-clone(osg::CopyOp::DEEP_COPY_ALL)); manager-registerAnimation(animation); } transform-addUpdateCallback(manager); The animations are still played on all instances - even if I add the animation manager to only the first transform. Do I have to remove more than just the updateCallback of the original model? How is it possible that the animation is played on the second instance even if there is no (animation) updateCallback added to it? Thank you! Cheers, Thilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49309#49309 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] post-rendering warping and off-axis projection
Thank you all for the quick reply. I also studied quite bit recently. The RTT camera is exactly what I need. In the OSG cookbook, there is a powerwall exsample. The use of slave-camea can make off-axis projection easier to set. Thank you! Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49310#49310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation of shared model
Hi I checked osgAnimation sources, and it looks like what you want can be done that easy. Animation calculation happens in update traversal, and directly changes RigGeometry vertex data, so with shared rig geometry all instances will look same. So i believe you need at least to create different RigGeometries in order to have different animations(though you can share source geometry between them). Cheers. 17.08.2012, 18:41, Thilo Weigel thilo.wei...@atrics.de: Hi Sergey, I removed the animation manager from the original model: model-removeUpdateCallback(model-getUpdateCallback()); and created a new animation manager with clones of the original animations: osg::ref_ptr osgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; for (unsigned int i = 0; i modelManager-getAnimationList().size(); ++i) { osgAnimation::Animation* animation = dynamic_cast osgAnimation::Animation* (modelManager-getAnimationList()[i]-clone(osg::CopyOp::DEEP_COPY_ALL)); manager-registerAnimation(animation); } transform-addUpdateCallback(manager); The animations are still played on all instances - even if I add the animation manager to only the first transform. Do I have to remove more than just the updateCallback of the original model? How is it possible that the animation is played on the second instance even if there is no (animation) updateCallback added to it? Thank you! Cheers, Thilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49309#49309 ___ 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] [vpb] why the ive created by osgDem more beautiful than vpbmaster?
Hi, you can open the task files vpbmaster creates to compare vpbmasters osgdem call with your osgdem call. Compare the parameters to get the difference. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49313#49313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] post-rendering warping and off-axis projection
Depending on what you're projecting your channels onto (i.e. a spherical dome surface), you may need to come up with some asymmetrical custom frustums for each channel so as to minimize overlap and edge blending artifacts... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ruigang Yang Sent: Friday, August 17, 2012 9:03 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] post-rendering warping and off-axis projection Thank you all for the quick reply. I also studied quite bit recently. The RTT camera is exactly what I need. In the OSG cookbook, there is a powerwall exsample. The use of slave-camea can make off-axis projection easier to set. Thank you! Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49310#49310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem
Hi Garret, I have not worked on Lispsm for long time but description of your problem may suggest that my method of obtaining main camera and its projection matrix may not work as it used to or your setup uses unusual multi channel master / slave configuration that was not tested so far. I am obtaining main view camera in several places in the code using this construct: _cv-getRenderStage()-getCamera() you may check if its still returning the right camera by adding asserts checking its projection matrix (getProjectionMatrixAsFrustum and check if near/far/left/right/top/bottom values are correct). One of the older problems with main camera was use of COMPUTE_NEAR_FAR flag. You may try turning it off and see if it affects your results. If above does not help, I will ask you to create simple applet to show your problem and I may try to debug it in spare time. Cheers, Wojtek Lewandowski 2012/8/17 Garrett Cope garrett.cope@simcen.usuhs.edu Hi, I'm working with the osgShadow LiSPSM implementation as that seems to be the one that people have had the most success with. The shadows are great, but are being clipped vertically as the shadowing object moves near the left or right edge of the window. I've seen similar issues in other threads, but have tried the following previously suggested solutions with no result: - Using one directional light angled at the geometry - Tried various values for minLightMargin - Set distant MaxFarPlane If I comment out the clipping function in MinimalShadowMap everything works as expected, but of course I need to clip the shadows for it to be feasible. The problem seems to be with the calculation of the CullVisitor's projection matrix used for clipping, but I have yet to find out where this is being calculated so I can see what the problem might be. I'm hoping Wojtek or someone more familiar with this plugin can point me in the right direction. ... Thank you! Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49305#49305 ___ 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] Maps DTED data
I have a little alpplication I am doing to learn OSG. I have also read the OSG 3.0 for Beginners book. It has been helpful in learning more about how OSG works. I have generated an earth.ive database from the BMNG east and west tifs. I can display this database in my application. I would like to now associate DTED data on that and then overlay maps. What is the best way to do this? Would also like to display the lat/long of where the mouse is in the status bar of my application. Any tips or suggestions are appreciated. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Repository broken with SVN =1.7.5?
Hi guys, ever since updating my Subversion client to 1.7.x I've been getting errors regarding OpenThreads when updating: $ svn up Updating '.': svn: warning: W20: Error handling externals definition for 'include/OpenThreads': svn: warning: W17: URL 'http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/include/OpenThreads' at revision 13110 doesn't exist svn: warning: W20: Error handling externals definition for 'src/OpenThreads': svn: warning: W17: URL 'http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/src/OpenThreads' at revision 13110 doesn't exist At revision 13110. svn: E205011: Failure occurred processing one or more externals definitions After doing a clean check-out I'm not getting src/OpenThreads and include/OpenThreads anymore. src/OpenThreads and include/OpenThreads are pulled in via svn:externals references to the OpenThreads repository: $ cd OpenSceneGraph $ svn propget svn:externals . include/OpenThreads http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/include/OpenThreads src/OpenThreads http://www.openscenegraph.org/svn/osg/OpenThreads/trunk/src/OpenThreads Which would be fine, except that OpenThreads in turn has external references to OpenSceneGraph! $ cd OpenThreads $ svn propget svn:externals . include/OpenThreads http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/include/OpenThreads src/OpenThreads http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/src/OpenThreads So we have a nice (or rather not so nice) circular reference and the newer SVN clients apparently don't deal with this. To solve this I suggest to remove the 'svn:external' on the OpenSceneGraph base directory. Or am I the only one still using the SVN repository? Should I turn off the lights and move on? To my knowledge the hg and git repositories are not official and only mirror the SVN repository? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org