Re: [osg-users] [forum] Instanced drawing

2013-08-06 Thread Trajce Nikolov NICK
Hi Mateusz,

I went fast thru your email. I have faced similar challenge in the past and
was able to resolve it with geometry shader. You pass only vertices (the
centers of the spheres) and you create the actual geometry on the GPU. Just
a fast hint from different perspective

Nick


On Tue, Aug 6, 2013 at 9:29 PM, Mateusz Janiak  wrote:

> Hi Jordi,
>
> Thank You very much for an example. I will give it a try by the end of the
> week, as now I have lot of work to do with my PhD. If there would be any
> problems I will ask further questions:)
>
>
> Jordi Torres wrote:
> > Hi Mateusz,
> >
> >
> > Take in mind that 1D textures are limited to 8192 texels, if you need
> more you should use a TextureBufferObject. I've attached a simple example
> getting postions from a texture 1D. The TransferFunction used is not
> necessary.
> >
> >
> > Hope it helps.
> >
> >
> >
> > 2013/6/20 Mateusz Janiak < ()>
> >
> > > Hi,
> > >
> > > I have a large static scene to render - it will not change in time. It
> can contain even 1M spheres representing atoms in a particular material. I
> have read a lot about instanced drawing and went through examples:
> > > osgdrawinstanced
> > > osgshaders
> > >
> > > but I can not to figure out how can I pass world positions for my
> sphere prototype instances. I am rather not familiar with plain OpenGL and
> GLSL, but what I have figured out till now is that I have to follow seweral
> steps in general:
> > > 1. Create my geometry drawable (simple sphere in my case using VBO)
> > > 2. Create vertex shader program tha would populate my sphere prototype
> on GPU side with defined number of instances
> > > 3. Attach to vertex shader a buffer? texture? some data representing
> positions of instances of this particular sphere type in world.
> > > 4. Sample buffer, texture with respect to gl_InstanceID to obtain
> sphere position at VS side
> > >
> > > I think I could perform such operation for each sphere type in scene
> separately as there would be about 5 different spheres (radius). Is this
> correct approach? Or I should avoid creating several independent programs
> and try to create one doing all the stuff for different spheres?
> > >
> > > I would appriciate if anyone could guide me through process of binding
> sphere`s world positions to vertext. As mentioned I was trying to attach to
> my geometry 1D texture filled with positions of sphere instances and read
> it in shader according to gl_InstanceID for obtaning proper position,
> hovewer I am doing something wrong and I see just one sphere with strange
> colors on it. I think my sampling and binding fails but I have no ide how
> could I investigate the problem and "debug" shader if it is even posiible.
> > >
> > > I will just attach fragments of code I think are crucial for this task:
> > > VS code
> > >
> > > Code:
> > > #version 330 core
> > > uniform sampler1D tex;
> > > uniform int texSize;
> > > void main(void) {
> > > /* fetch instance position from texture buffer and add the local
> vertex coordinate to it ? using gl_InstanceID and texSize to properly
> determine position of my instance coordinates*/
> > > vec4 ObjectSpacePosition = texture(tex, gl_InstanceID /
> float(texSize)) + vec4(gl_Vertex, 1.0);
> > > ObjectSpacePosition.w = 1.0;
> > >
> > > /* transform into view space */
> > > vec4 ViewSpacePosition = gl_ModelViewMatrix * ObjectSpacePosition;
> > >
> > > /* transform into clip space */
> > > gl_Position = gl_ProjectionMatrix * ViewSpacePosition;
> > > }
> > >
> > >
> > >
> > > Texture with position coordinates:
> > >
> > >
> > > Code:
> > > unsigned int instCount = ...;
> > >
> > > osg::Image* image = new osg::Image;
> > >
> > > // allocate the image data, instCount x 1 x 1 with 4 rgba floats -
> equivalent to a Vec4!
> > > image->allocateImage(instCount,1,1,GL_RGBA,GL_FLOAT);
> > > image->setInternalTextureFormat(GL_RGBA);
> > >
> > > // fill in the image data
> > > osg::Vec4* dataPtr = (osg::Vec4*)image->data();
> > > for( osg::Vec3 pos : InstancePositions )
> > > {
> > > *dataPtr++ = osg::Vec4(pos, 1.0);
> > > }
> > >
> > > osg::Texture1D* texture = new osg::Texture1D;
> > >
> texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::WrapMode::REPEAT);
> > > texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::NEAREST);
> > > texture->setImage(image);
> > >
> > >
> > >
> > > And finally state set for geometry:
> > >
> > >
> > > Code:
> > > osg::ref_ptr< osg::StateSet > s = new osg::StateSet;
> > >
> > > // setting proper GL modes
> > > s->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
> > > s->setMode(GL_LIGHTING, osg::StateAttribute::ON);
> > > s->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
> > > s->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
> > > s->setMode(GL_BLEND, osg::StateAttribute::OFF);
> > >
> > > //create shader
> > > osg::ref_ptr< osg::Shader > nVertexShader = new osg::Shader();
> > > nVertexShader->setType( osg::Shader::VERTEX );
> > > nVertexShader->setShaderSource( ... );
> > >
> > 

Re: [osg-users] [forum] Instanced drawing

2013-08-06 Thread Mateusz Janiak
Hi Jordi,

Thank You very much for an example. I will give it a try by the end of the 
week, as now I have lot of work to do with my PhD. If there would be any 
problems I will ask further questions:)


Jordi Torres wrote:
> Hi Mateusz, 
> 
> 
> Take in mind that 1D textures are limited to 8192 texels, if you need more 
> you should use a TextureBufferObject. I've attached a simple example getting 
> postions from a texture 1D. The TransferFunction used is not necessary.
> 
> 
> Hope it helps. 
> 
> 
> 
> 2013/6/20 Mateusz Janiak < ()>
> 
> > Hi,
> > 
> > I have a large static scene to render - it will not change in time. It can 
> > contain even 1M spheres representing atoms in a particular material. I have 
> > read a lot about instanced drawing and went through examples:
> > osgdrawinstanced
> > osgshaders
> > 
> > but I can not to figure out how can I pass world positions for my sphere 
> > prototype instances. I am rather not familiar with plain OpenGL and GLSL, 
> > but what I have figured out till now is that I have to follow seweral steps 
> > in general:
> > 1. Create my geometry drawable (simple sphere in my case using VBO)
> > 2. Create vertex shader program tha would populate my sphere prototype on 
> > GPU side with defined number of instances
> > 3. Attach to vertex shader a buffer? texture? some data representing 
> > positions of instances of this particular sphere type in world.
> > 4. Sample buffer, texture with respect to gl_InstanceID to obtain sphere 
> > position at VS side
> > 
> > I think I could perform such operation for each sphere type in scene 
> > separately as there would be about 5 different spheres (radius). Is this 
> > correct approach? Or I should avoid creating several independent programs 
> > and try to create one doing all the stuff for different spheres?
> > 
> > I would appriciate if anyone could guide me through process of binding 
> > sphere`s world positions to vertext. As mentioned I was trying to attach to 
> > my geometry 1D texture filled with positions of sphere instances and read 
> > it in shader according to gl_InstanceID for obtaning proper position, 
> > hovewer I am doing something wrong and I see just one sphere with strange 
> > colors on it. I think my sampling and binding fails but I have no ide how 
> > could I investigate the problem and "debug" shader if it is even posiible.
> > 
> > I will just attach fragments of code I think are crucial for this task:
> > VS code
> > 
> > Code:
> > #version 330 core
> > uniform sampler1D tex;
> > uniform int texSize;
> > void main(void) {
> > /* fetch instance position from texture buffer and add the local vertex 
> > coordinate to it ? using gl_InstanceID and texSize to properly determine 
> > position of my instance coordinates*/
> > vec4 ObjectSpacePosition = texture(tex, gl_InstanceID / float(texSize)) + 
> > vec4(gl_Vertex, 1.0);
> > ObjectSpacePosition.w = 1.0;
> > 
> > /* transform into view space */
> > vec4 ViewSpacePosition = gl_ModelViewMatrix * ObjectSpacePosition;
> > 
> > /* transform into clip space */
> > gl_Position = gl_ProjectionMatrix * ViewSpacePosition;
> > }
> > 
> > 
> > 
> > Texture with position coordinates:
> > 
> > 
> > Code:
> > unsigned int instCount = ...;
> > 
> > osg::Image* image = new osg::Image;
> > 
> > // allocate the image data, instCount x 1 x 1 with 4 rgba floats - 
> > equivalent to a Vec4!
> > image->allocateImage(instCount,1,1,GL_RGBA,GL_FLOAT);
> > image->setInternalTextureFormat(GL_RGBA);
> > 
> > // fill in the image data
> > osg::Vec4* dataPtr = (osg::Vec4*)image->data();
> > for( osg::Vec3 pos : InstancePositions )
> > {
> > *dataPtr++ = osg::Vec4(pos, 1.0);
> > }
> > 
> > osg::Texture1D* texture = new osg::Texture1D;
> > texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::WrapMode::REPEAT);
> > texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::NEAREST);
> > texture->setImage(image);
> > 
> > 
> > 
> > And finally state set for geometry:
> > 
> > 
> > Code:
> > osg::ref_ptr< osg::StateSet > s = new osg::StateSet;
> > 
> > // setting proper GL modes
> > s->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
> > s->setMode(GL_LIGHTING, osg::StateAttribute::ON);
> > s->setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
> > s->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
> > s->setMode(GL_BLEND, osg::StateAttribute::OFF);
> > 
> > //create shader
> > osg::ref_ptr< osg::Shader > nVertexShader = new osg::Shader();
> > nVertexShader->setType( osg::Shader::VERTEX );
> > nVertexShader->setShaderSource( ... );
> > 
> > osg::ref_ptr< osg::Program > program = new osg::Program();
> > program->addShader( nVertexShader.get() );
> > 
> > s->setAttribute( program.get(), osg::StateAttribute::ON | 
> > osg::StateAttribute::PROTECTED );
> > 
> > //set texture for node which I want to sample in shader for positions
> > s->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
> > s->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute:

Re: [osg-users] viewer->getCameraWithFocus() is gone?

2013-08-06 Thread Robert Osfield
Hi Anders,

On 6 August 2013 09:40, Anders Backman  wrote:
> So you cannot find this out through a pointer to the viewer? You need to go
> through the EventAdapter?

You can get the last event via the osgViewer::View::getEventQueue() method, i.e.

 osgGA::GUIEventAdapt::PointerDataList& pdl =
viewer.getEventQueue()->getCurrentEventState()->getPointerDataList();
 if (!pdl.empty())
 {
Camera* camera = dynamic_cast(pdl.back()->object);
 }

If you are handling events then the event itself will have all this
information.  I realize the new scheme is more complicated but it's
much more flexible and robust at handling sophisticated camera setups.

Robert.
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Re: [osg-users] viewer->getCameraWithFocus() is gone?

2013-08-06 Thread Anders Backman
So you cannot find this out through a pointer to the viewer? You need to go
through the EventAdapter?

/A


On Tue, Aug 6, 2013 at 10:20 AM, Robert Osfield wrote:

> Hi Anders,
>
> On 6 August 2013 07:57, Anders Backman  wrote:
> > What is the appropriate call for achieving the same thing now with OSG
> 3.2.0
> > when the method Viewer::getCameraFocus is gone?
>
> I have added information about which camera the event is over to the
> osgGA::GUIEventAdapter, it now has a PointerData stack, the topmost
> entry will be the one with the focus, and it's PointerData.object
> member variable will store the pointer to the Camera.  This new scheme
> can handle situations where you have distortion correction or other
> RTT techniques being deployed in the Viewer.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
__
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90187 Umeå University, Sweden
and...@cs.umu.se http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
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Re: [osg-users] Problems with 3.1.5

2013-08-06 Thread Anders Backman
This is in my code. It has to be done after glew.h is included, and before
gl.h is included (as glew is kinky that way).

/A


On Tue, Aug 6, 2013 at 10:22 AM, Robert Osfield wrote:

> Hi Anders,
>
> Does the below trick require modifications to your code or the OSG?
> It would be good to get things to compile without these trick and get
> changes checked into svn/trunk and the OSG-3.2 branch so that when I
> tag 3.2.1 it'll build fine out of the box.
>
> Robert.
>
>
> On 6 August 2013 07:58, Anders Backman  wrote:
> > Quick update.
> >
> > By doing the following:
> >
> > #include 
> > // To fix the incompatible stuff between glew and osg 3.2.0
> > #undef GL_ARB_gpu_shader_fp64
> > #include 
> >
> > The problem with
> >
> > include\osg\uniform(454): error C2065: 'GL_DOUBLE_MAT2x3' : undeclared
> > identifier
> > include\osg\uniform(455): error C2065: 'GL_DOUBLE_MAT2x4' : undeclared
> > identifier
> > include\osg\uniform(456): error C2065: 'GL_DOUBLE_MAT3x2' : undeclared
> > identifier
> > include\osg\uniform(457): error C2065: 'GL_DOUBLE_MAT3x4' : undeclared
> > identifier
> > include\osg\uniform(458): error C2065: 'GL_DOUBLE_MAT4x2' : undeclared
> > identifier
> > include\osg\uniform(459): error C2065: 'GL_DOUBLE_MAT4x3' : undeclared
> > identifier
> >
> >
> > is resolved.
> >
> >
> >
> > On Thu, May 2, 2013 at 11:52 AM, Markus Hein  wrote:
> >>
> >> Hello All,
> >>
> >>
> >> Den 27.04.2013 10:18, skrev Sebastian Messerschmidt:
> >>
> >> Hello Anders,
> >>
> >>
> >> Hi all.
> >>
> >> I wanted to start using the latest dev build (3.1.5) with VisualStudio
> >> 2012. 64Bit.
> >>
> >> However, I immediately got a few problems:
> >>
> >> #1.WARNING: The warning: fstream(41): warning C4250: 'osgDB::fstream' :
> >> inherits
> >>
> 'std::basic_ostream<_Elem,_Traits>::std::basic_ostream<_Elem,_Traits>::_Add_vtordisp2'
> >> via dominance
> >>
> >> From the class class OSGDB_EXPORT fstream : public std::fstream
> >>
> >> Is still very much present and give a lot of warnings all over the
> place.
> >>
> >> The first warning has been discussed more than once.
> >> If you get linker errors somewhere later on, the only workaround I know
> of
> >> is to set the linker to /FORCE: MULTIPLE
> >>
> >>
> >>
> >> I tried /FORCE: MULTIPLE  , but it couln't solve the  linker errors I
> got,
> >> using VS2012 Update2 (v11_xp platform toolset). I was unable to build
> my app
> >> and I was searching for the reason:
> >>
> >> std::ofstream is used directly somewhere in my app-code, the kode was
> >> including . It compiled, but it didn't link the libs.
> >>
> >> I have changed the code using #include  instead , and
> >> outcommented  "#include " , now everything was linking
> >> again and I got my app built this way.
> >>
> >>
> >> Before using Visual Studio 2012, there was  a lot of compiler warnings
> >> regarding some ofstream issues, but I could build my stuff . In Visual
> >> Studio 2012 (Update II, v110_xp) something has changed.
> >>
> >>
> >> regards, Markus
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> >
> > --
> > __
> > Anders Backman, HPC2N
> > 90187 Umeå University, Sweden
> > and...@cs.umu.se http://www.hpc2n.umu.se
> > Cell: +46-70-392 64 67
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
__
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90187 Umeå University, Sweden
and...@cs.umu.se http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
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Re: [osg-users] Problems with 3.1.5

2013-08-06 Thread Robert Osfield
Hi Anders,

Does the below trick require modifications to your code or the OSG?
It would be good to get things to compile without these trick and get
changes checked into svn/trunk and the OSG-3.2 branch so that when I
tag 3.2.1 it'll build fine out of the box.

Robert.


On 6 August 2013 07:58, Anders Backman  wrote:
> Quick update.
>
> By doing the following:
>
> #include 
> // To fix the incompatible stuff between glew and osg 3.2.0
> #undef GL_ARB_gpu_shader_fp64
> #include 
>
> The problem with
>
> include\osg\uniform(454): error C2065: 'GL_DOUBLE_MAT2x3' : undeclared
> identifier
> include\osg\uniform(455): error C2065: 'GL_DOUBLE_MAT2x4' : undeclared
> identifier
> include\osg\uniform(456): error C2065: 'GL_DOUBLE_MAT3x2' : undeclared
> identifier
> include\osg\uniform(457): error C2065: 'GL_DOUBLE_MAT3x4' : undeclared
> identifier
> include\osg\uniform(458): error C2065: 'GL_DOUBLE_MAT4x2' : undeclared
> identifier
> include\osg\uniform(459): error C2065: 'GL_DOUBLE_MAT4x3' : undeclared
> identifier
>
>
> is resolved.
>
>
>
> On Thu, May 2, 2013 at 11:52 AM, Markus Hein  wrote:
>>
>> Hello All,
>>
>>
>> Den 27.04.2013 10:18, skrev Sebastian Messerschmidt:
>>
>> Hello Anders,
>>
>>
>> Hi all.
>>
>> I wanted to start using the latest dev build (3.1.5) with VisualStudio
>> 2012. 64Bit.
>>
>> However, I immediately got a few problems:
>>
>> #1.WARNING: The warning: fstream(41): warning C4250: 'osgDB::fstream' :
>> inherits
>> 'std::basic_ostream<_Elem,_Traits>::std::basic_ostream<_Elem,_Traits>::_Add_vtordisp2'
>> via dominance
>>
>> From the class class OSGDB_EXPORT fstream : public std::fstream
>>
>> Is still very much present and give a lot of warnings all over the place.
>>
>> The first warning has been discussed more than once.
>> If you get linker errors somewhere later on, the only workaround I know of
>> is to set the linker to /FORCE: MULTIPLE
>>
>>
>>
>> I tried /FORCE: MULTIPLE  , but it couln't solve the  linker errors I got,
>> using VS2012 Update2 (v11_xp platform toolset). I was unable to build my app
>> and I was searching for the reason:
>>
>> std::ofstream is used directly somewhere in my app-code, the kode was
>> including . It compiled, but it didn't link the libs.
>>
>> I have changed the code using #include  instead , and
>> outcommented  "#include " , now everything was linking
>> again and I got my app built this way.
>>
>>
>> Before using Visual Studio 2012, there was  a lot of compiler warnings
>> regarding some ofstream issues, but I could build my stuff . In Visual
>> Studio 2012 (Update II, v110_xp) something has changed.
>>
>>
>> regards, Markus
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> __
> Anders Backman, HPC2N
> 90187 Umeå University, Sweden
> and...@cs.umu.se http://www.hpc2n.umu.se
> Cell: +46-70-392 64 67
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] viewer->getCameraWithFocus() is gone?

2013-08-06 Thread Robert Osfield
Hi Anders,

On 6 August 2013 07:57, Anders Backman  wrote:
> What is the appropriate call for achieving the same thing now with OSG 3.2.0
> when the method Viewer::getCameraFocus is gone?

I have added information about which camera the event is over to the
osgGA::GUIEventAdapter, it now has a PointerData stack, the topmost
entry will be the one with the focus, and it's PointerData.object
member variable will store the pointer to the Camera.  This new scheme
can handle situations where you have distortion correction or other
RTT techniques being deployed in the Viewer.

Robert.
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Re: [osg-users] Problems with 3.1.5

2013-08-06 Thread Anders Backman
Quick update.

By doing the following:

#include 
// To fix the incompatible stuff between glew and osg 3.2.0
#undef GL_ARB_gpu_shader_fp64
#include 

The problem with

include\osg\uniform(454): error C2065: 'GL_DOUBLE_MAT2x3' : undeclared
identifier
include\osg\uniform(455): error C2065: 'GL_DOUBLE_MAT2x4' : undeclared
identifier
include\osg\uniform(456): error C2065: 'GL_DOUBLE_MAT3x2' : undeclared
identifier
include\osg\uniform(457): error C2065: 'GL_DOUBLE_MAT3x4' : undeclared
identifier
include\osg\uniform(458): error C2065: 'GL_DOUBLE_MAT4x2' : undeclared
identifier
include\osg\uniform(459): error C2065: 'GL_DOUBLE_MAT4x3' : undeclared
identifier


is resolved.



On Thu, May 2, 2013 at 11:52 AM, Markus Hein  wrote:

>  Hello All,
>
>
> Den 27.04.2013 10:18, skrev Sebastian Messerschmidt:
>
> Hello Anders,
>
>
>   Hi all.
>
>  I wanted to start using the latest dev build (3.1.5) with VisualStudio
> 2012. 64Bit.
>
>  However, I immediately got a few problems:
>
>  #1.WARNING: The warning: fstream(41): warning C4250: 'osgDB::fstream' :
> inherits
> 'std::basic_ostream<_Elem,_Traits>::std::basic_ostream<_Elem,_Traits>::_Add_vtordisp2'
> via dominance
>
>  From the class class OSGDB_EXPORT fstream : public std::fstream
>
>  Is still very much present and give a lot of warnings all over the place.
>
> The first warning has been discussed more than once.
> If you get linker errors somewhere later on, the only workaround I know of
> is to set the linker to /FORCE: MULTIPLE
>
>
>
> I tried /FORCE: MULTIPLE  , but it couln't solve the  linker errors I got,
> using VS2012 Update2 (v11_xp platform toolset). I was unable to build my
> app and I was searching for the reason:
>
> std::ofstream is used directly somewhere in my app-code, the kode was
> including . It compiled, but it didn't link the libs.
>
> I have changed the code using #include  instead , and
> outcommented  "#include " , now everything was linking
> again and I got my app built this way.
>
>
> Before using Visual Studio 2012, there was  a lot of compiler warnings
> regarding some ofstream issues, but I could build my stuff . In Visual
> Studio 2012 (Update II, v110_xp) something has changed.
>
>
> regards, Markus
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
__
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90187 Umeå University, Sweden
and...@cs.umu.se http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
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[osg-users] viewer->getCameraWithFocus() is gone?

2013-08-06 Thread Anders Backman
What is the appropriate call for achieving the same thing now with OSG
3.2.0 when the method Viewer::getCameraFocus is gone?

/Anders



-- 
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Anders Backman, HPC2N
90187 Umeå University, Sweden
and...@cs.umu.se http://www.hpc2n.umu.se
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