Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Wang, Don't worry about this. The title may not be able to tell the methods used directly. In fact there are already several examples showing how to integrate OSG and OpenGL in different ways: [Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera draw callbacks to call NVCG functions, can be easily extended to OGL functions. [Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions [Ch6] Creating a piece of cloud: customize Drawable to render cloud particles [Ch6] Customizing the state attribute: customize StateAttribute to call NVCG Very nice, looking forward to this :-) I'm also thinking of implementing a recipe in the last chapter that make use of OSG in a GLUT program. But it depends. :-) I would appreciate this, I'm using OpenFrameworks, which uses GLUT. Would be very cool to know how to combine OSG and this library. Even better would be to use OSGs Windowing System with OF, but I think this would get too complicated. However, looking forward to read cook book :-) Regards, Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Peter, 2011/9/30 PP CG : > > How to add and use OpenGL code within OSG. Now and then there are some > mails on the List, but they seem already quite advanced. Could you possibly > add few examples about this topic ? > Don't worry about this. The title may not be able to tell the methods used directly. In fact there are already several examples showing how to integrate OSG and OpenGL in different ways: [Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera draw callbacks to call NVCG functions, can be easily extended to OGL functions. [Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions [Ch6] Creating a piece of cloud: customize Drawable to render cloud particles [Ch6] Customizing the state attribute: customize StateAttribute to call NVCG I'm also thinking of implementing a recipe in the last chapter that make use of OSG in a GLUT program. But it depends. :-) Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Wang, your first book was an enlightenment and answered a lot of questions which were not so clear, from source, doxygen, mailing list and web search. I would have one request for a topic, which I do not find in your content list: How to add and use OpenGL code within OSG. Now and then there are some mails on the List, but they seem already quite advanced. Could you possibly add few examples about this topic ? Thank you very much. Regards, Peter Hi Alessandro, I'd like to list the titles of all recipes finished until now as below. Thanks for the support. :-) Wang Rui --- [Chapter 1] Checking out the latest version of OSG. Configure Configuring CMake options. Building plug-ins to support common file externsions. Compile Compiling and package packaging OSG on different platforms. Compile Compiling and use using OSG on mobile devices. Compile Compiling and use using dynamic and static libraries. Generate Generating the API documentation. Create Creating your own project using Cmake [Chapter 2] Using smart and observer pointers Sharing and cloning objects Computing the world bounding box of any node Creating a running car Mirroring the scene graph Designing a breadth-first node visitor Implementing a background image node Making your node always face to screen Using draw callbacks to execute NVIDIA Cg functions Implementing a compass node [Chapter 3] Creating a polygon with borderlines Extruding a 2D shape to 3D Drawing a NURBS surface Drawing a dynamic clock on the screen Drawing a ribbon following a model Selecting and highlighting a model Selecting a triangle face of the model Selecting a point of the model Using vertex displacement mapping in shaders Using the draw instanced extension [Chapter 4] Setting up views on multiple screens Using slave cameras to simulate a power-wall Using depth partition to display huge scene Implementing the radar map Showing the top, front and side views of a model Manipulating the top, front and side views Following a moving model Using manipulator to follow models Designing a 2D camera manipulator Manipulating the view with joysticks [Chapter 5] Opening and closing the door Playing a movie in the 3D world Designing scrolling texts Implementing a morph geometry Fading in and out Animating a flight on fire Dynamically lighting within shaders Creating a simple 'Galaxian' game Building a skeleton system Skinning a skeleton system Letting the physics engine be [Chapter 6] Using the bump mapping technique Simulating the view-dependent shadow Implementing transparency with multiple passes Reading and displaying the depth buffer Implementing the night vision effect Implementing the depth-of-field effect Designing a skybox with the cubemap Creating simple water effect Creating a piece of cloud Customizing the state attribute Using MRT to create the G-buffer Completing the deferred shading algorithm [Chapter 7] Preparing the VPB (VirtualPlanetBuilder) tool Generating small terrain database Generating terrain database on the earth Working with multiple imagery and elevation data Patching existing terrain database with newer data Building NVTT support for device-independent generation Using SSH to implement cluster generation Configuring and loading terrain from the Internet Playing with osgEarth: another way to visualize the world Use osgEarth to display VPB generated database ___ 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] [ANN] New OSG book on the way, and new plan of OSG recipes
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote: > Hi Jeremy, > > 2011/9/29 Jeremy Moles : > > > > BTW: It's a shame you can't add GUI stuff to your upcoming book. The > > current osgWidget is just... not enough. :) > > How long do I have then to clean things up? :) > Oh, in fact I'm think of introducing osgWidget in the 9th or the last > chapter. Chapter 9 'Integrating with GUI' should meet its standing. > :-) > > > > > I think Robert has looked before, but he may have decided (at least back > > then) not to. The code has changed a lot since then, so perhaps another > > look (later, when there's "more at stake") might be good. :) > > > > I just found that in the ReaderWriterPDF source code there is already > one CairoImage class. So we had better implement a specialized Cairo > plugin for reuse in the Flash plugin if it can be merged in future. There is, but osgCairo adds Serializer support, premultiply, and a number of utility functions... I honestly don't imagine Robert having an aversion to adding it eventually, there just needs to be a powerfully convincing reason. :) > Wang Rui > ___ > 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] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Jeremy, 2011/9/29 Jeremy Moles : > > BTW: It's a shame you can't add GUI stuff to your upcoming book. The > current osgWidget is just... not enough. :) > Oh, in fact I'm think of introducing osgWidget in the 9th or the last chapter. Chapter 9 'Integrating with GUI' should meet its standing. :-) > > I think Robert has looked before, but he may have decided (at least back > then) not to. The code has changed a lot since then, so perhaps another > look (later, when there's "more at stake") might be good. :) > I just found that in the ReaderWriterPDF source code there is already one CairoImage class. So we had better implement a specialized Cairo plugin for reuse in the Flash plugin if it can be merged in future. Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
On Thu, 2011-09-29 at 22:39 +0800, Wang Rui wrote: > Hi Jeremy, > > We have already done an initial flash integration (including osgFlash > abstract layer and plugins) in osgXI using GameSWF (public domain). > But the ActionScript support is poor. Another two implementations done > by my partner are based on ScaleForm (commercial) and COM (Windows > only). It was ScaleForm that inspired me to start osgWidget wwaayy back as a building block for getting that same kind of functionality in OSG. :) BTW: It's a shame you can't add GUI stuff to your upcoming book. The current osgWidget is just... not enough. :) > At present I'm working on a new integration of OSG and Vektrix. The > latter can support AS3, and the license is MIT. The result can be > outputted to Cairo first and then to an osgCairo image object for > rendering, so I'm also wondering if osgCairo can be merged as a plugin > of core OSG and then the Flash support can be added without requiring > extra dependence. I think Robert has looked before, but he may have decided (at least back then) not to. The code has changed a lot since then, so perhaps another look (later, when there's "more at stake") might be good. :) > Wang Rui > > > 2011/9/29 Jeremy Moles : > > On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote: > >> Hi Alessandro, > >> > >> I'd like to list the titles of all recipes finished until now as below. > >> > >> Thanks for the support. :-) > >> > >> Wang Rui > >> > >> --- > >> > >> [Chapter 1] > >> Checking out the latest version of OSG. > >> Configure Configuring CMake options. > >> Building plug-ins to support common file externsions. > >> Compile Compiling and package packaging OSG on different platforms. > >> Compile Compiling and use using OSG on mobile devices. > >> Compile Compiling and use using dynamic and static libraries. > >> Generate Generating the API documentation. > >> Create Creating your own project using Cmake > >> > >> [Chapter 2] > >> Using smart and observer pointers > >> Sharing and cloning objects > >> Computing the world bounding box of any node > >> Creating a running car > >> Mirroring the scene graph > >> Designing a breadth-first node visitor > >> Implementing a background image node > >> Making your node always face to screen > >> Using draw callbacks to execute NVIDIA Cg functions > >> Implementing a compass node > >> > >> [Chapter 3] > >> Creating a polygon with borderlines > >> Extruding a 2D shape to 3D > >> Drawing a NURBS surface > >> Drawing a dynamic clock on the screen > >> Drawing a ribbon following a model > >> Selecting and highlighting a model > >> Selecting a triangle face of the model > >> Selecting a point of the model > >> Using vertex displacement mapping in shaders > >> Using the draw instanced extension > >> > >> [Chapter 4] > >> Setting up views on multiple screens > >> Using slave cameras to simulate a power-wall > >> Using depth partition to display huge scene > >> Implementing the radar map > >> Showing the top, front and side views of a model > >> Manipulating the top, front and side views > >> Following a moving model > >> Using manipulator to follow models > >> Designing a 2D camera manipulator > >> Manipulating the view with joysticks > >> > >> [Chapter 5] > >> Opening and closing the door > >> Playing a movie in the 3D world > >> Designing scrolling texts > >> Implementing a morph geometry > >> Fading in and out > >> Animating a flight on fire > >> Dynamically lighting within shaders > >> Creating a simple 'Galaxian' game > >> Building a skeleton system > >> Skinning a skeleton system > >> Letting the physics engine be > >> > >> [Chapter 6] > >> Using the bump mapping technique > >> Simulating the view-dependent shadow > >> Implementing transparency with multiple passes > >> Reading and displaying the depth buffer > >> Implementing the night vision effect > >> Implementing the depth-of-field effect > >> Designing a skybox with the cubemap > >> Creating simple water effect > >> Creating a piece of cloud > >> Customizing the state attribute > >> Using MRT to create the G-buffer > >> Completing the deferred shading algorithm > >> > >> [Chapter 7] > >> Preparing the VPB (VirtualPlanetBuilder) tool > >> Generating small terrain database > >> Generating terrain database on the earth > >> Working with multiple imagery and elevation data > >> Patching existing terrain database with newer data > >> Building NVTT support for device-independent generation > >> Using SSH to implement cluster generation > >> Configuring and loading terrain from the Internet > >> Playing with osgEarth: another way to visualize the world > >> Use osgEarth to display VPB generated database > > > > A lot of those look really cool; quite exciting! > > > > You're working on Flash support in OSG? Are there licensing issues? > > > >> ___ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > >> http://lists.openscenegraph.org/li
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Jeremy, We have already done an initial flash integration (including osgFlash abstract layer and plugins) in osgXI using GameSWF (public domain). But the ActionScript support is poor. Another two implementations done by my partner are based on ScaleForm (commercial) and COM (Windows only). At present I'm working on a new integration of OSG and Vektrix. The latter can support AS3, and the license is MIT. The result can be outputted to Cairo first and then to an osgCairo image object for rendering, so I'm also wondering if osgCairo can be merged as a plugin of core OSG and then the Flash support can be added without requiring extra dependence. Wang Rui 2011/9/29 Jeremy Moles : > On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote: >> Hi Alessandro, >> >> I'd like to list the titles of all recipes finished until now as below. >> >> Thanks for the support. :-) >> >> Wang Rui >> >> --- >> >> [Chapter 1] >> Checking out the latest version of OSG. >> Configure Configuring CMake options. >> Building plug-ins to support common file externsions. >> Compile Compiling and package packaging OSG on different platforms. >> Compile Compiling and use using OSG on mobile devices. >> Compile Compiling and use using dynamic and static libraries. >> Generate Generating the API documentation. >> Create Creating your own project using Cmake >> >> [Chapter 2] >> Using smart and observer pointers >> Sharing and cloning objects >> Computing the world bounding box of any node >> Creating a running car >> Mirroring the scene graph >> Designing a breadth-first node visitor >> Implementing a background image node >> Making your node always face to screen >> Using draw callbacks to execute NVIDIA Cg functions >> Implementing a compass node >> >> [Chapter 3] >> Creating a polygon with borderlines >> Extruding a 2D shape to 3D >> Drawing a NURBS surface >> Drawing a dynamic clock on the screen >> Drawing a ribbon following a model >> Selecting and highlighting a model >> Selecting a triangle face of the model >> Selecting a point of the model >> Using vertex displacement mapping in shaders >> Using the draw instanced extension >> >> [Chapter 4] >> Setting up views on multiple screens >> Using slave cameras to simulate a power-wall >> Using depth partition to display huge scene >> Implementing the radar map >> Showing the top, front and side views of a model >> Manipulating the top, front and side views >> Following a moving model >> Using manipulator to follow models >> Designing a 2D camera manipulator >> Manipulating the view with joysticks >> >> [Chapter 5] >> Opening and closing the door >> Playing a movie in the 3D world >> Designing scrolling texts >> Implementing a morph geometry >> Fading in and out >> Animating a flight on fire >> Dynamically lighting within shaders >> Creating a simple 'Galaxian' game >> Building a skeleton system >> Skinning a skeleton system >> Letting the physics engine be >> >> [Chapter 6] >> Using the bump mapping technique >> Simulating the view-dependent shadow >> Implementing transparency with multiple passes >> Reading and displaying the depth buffer >> Implementing the night vision effect >> Implementing the depth-of-field effect >> Designing a skybox with the cubemap >> Creating simple water effect >> Creating a piece of cloud >> Customizing the state attribute >> Using MRT to create the G-buffer >> Completing the deferred shading algorithm >> >> [Chapter 7] >> Preparing the VPB (VirtualPlanetBuilder) tool >> Generating small terrain database >> Generating terrain database on the earth >> Working with multiple imagery and elevation data >> Patching existing terrain database with newer data >> Building NVTT support for device-independent generation >> Using SSH to implement cluster generation >> Configuring and loading terrain from the Internet >> Playing with osgEarth: another way to visualize the world >> Use osgEarth to display VPB generated database > > A lot of those look really cool; quite exciting! > > You're working on Flash support in OSG? Are there licensing issues? > >> ___ >> 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
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote: > Hi Alessandro, > > I'd like to list the titles of all recipes finished until now as below. > > Thanks for the support. :-) > > Wang Rui > > --- > > [Chapter 1] > Checking out the latest version of OSG. > Configure Configuring CMake options. > Building plug-ins to support common file externsions. > Compile Compiling and package packaging OSG on different platforms. > Compile Compiling and use using OSG on mobile devices. > Compile Compiling and use using dynamic and static libraries. > Generate Generating the API documentation. > Create Creating your own project using Cmake > > [Chapter 2] > Using smart and observer pointers > Sharing and cloning objects > Computing the world bounding box of any node > Creating a running car > Mirroring the scene graph > Designing a breadth-first node visitor > Implementing a background image node > Making your node always face to screen > Using draw callbacks to execute NVIDIA Cg functions > Implementing a compass node > > [Chapter 3] > Creating a polygon with borderlines > Extruding a 2D shape to 3D > Drawing a NURBS surface > Drawing a dynamic clock on the screen > Drawing a ribbon following a model > Selecting and highlighting a model > Selecting a triangle face of the model > Selecting a point of the model > Using vertex displacement mapping in shaders > Using the draw instanced extension > > [Chapter 4] > Setting up views on multiple screens > Using slave cameras to simulate a power-wall > Using depth partition to display huge scene > Implementing the radar map > Showing the top, front and side views of a model > Manipulating the top, front and side views > Following a moving model > Using manipulator to follow models > Designing a 2D camera manipulator > Manipulating the view with joysticks > > [Chapter 5] > Opening and closing the door > Playing a movie in the 3D world > Designing scrolling texts > Implementing a morph geometry > Fading in and out > Animating a flight on fire > Dynamically lighting within shaders > Creating a simple 'Galaxian' game > Building a skeleton system > Skinning a skeleton system > Letting the physics engine be > > [Chapter 6] > Using the bump mapping technique > Simulating the view-dependent shadow > Implementing transparency with multiple passes > Reading and displaying the depth buffer > Implementing the night vision effect > Implementing the depth-of-field effect > Designing a skybox with the cubemap > Creating simple water effect > Creating a piece of cloud > Customizing the state attribute > Using MRT to create the G-buffer > Completing the deferred shading algorithm > > [Chapter 7] > Preparing the VPB (VirtualPlanetBuilder) tool > Generating small terrain database > Generating terrain database on the earth > Working with multiple imagery and elevation data > Patching existing terrain database with newer data > Building NVTT support for device-independent generation > Using SSH to implement cluster generation > Configuring and loading terrain from the Internet > Playing with osgEarth: another way to visualize the world > Use osgEarth to display VPB generated database A lot of those look really cool; quite exciting! You're working on Flash support in OSG? Are there licensing issues? > ___ > 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] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Alessandro, I'd like to list the titles of all recipes finished until now as below. Thanks for the support. :-) Wang Rui --- [Chapter 1] Checking out the latest version of OSG. Configure Configuring CMake options. Building plug-ins to support common file externsions. Compile Compiling and package packaging OSG on different platforms. Compile Compiling and use using OSG on mobile devices. Compile Compiling and use using dynamic and static libraries. Generate Generating the API documentation. Create Creating your own project using Cmake [Chapter 2] Using smart and observer pointers Sharing and cloning objects Computing the world bounding box of any node Creating a running car Mirroring the scene graph Designing a breadth-first node visitor Implementing a background image node Making your node always face to screen Using draw callbacks to execute NVIDIA Cg functions Implementing a compass node [Chapter 3] Creating a polygon with borderlines Extruding a 2D shape to 3D Drawing a NURBS surface Drawing a dynamic clock on the screen Drawing a ribbon following a model Selecting and highlighting a model Selecting a triangle face of the model Selecting a point of the model Using vertex displacement mapping in shaders Using the draw instanced extension [Chapter 4] Setting up views on multiple screens Using slave cameras to simulate a power-wall Using depth partition to display huge scene Implementing the radar map Showing the top, front and side views of a model Manipulating the top, front and side views Following a moving model Using manipulator to follow models Designing a 2D camera manipulator Manipulating the view with joysticks [Chapter 5] Opening and closing the door Playing a movie in the 3D world Designing scrolling texts Implementing a morph geometry Fading in and out Animating a flight on fire Dynamically lighting within shaders Creating a simple 'Galaxian' game Building a skeleton system Skinning a skeleton system Letting the physics engine be [Chapter 6] Using the bump mapping technique Simulating the view-dependent shadow Implementing transparency with multiple passes Reading and displaying the depth buffer Implementing the night vision effect Implementing the depth-of-field effect Designing a skybox with the cubemap Creating simple water effect Creating a piece of cloud Customizing the state attribute Using MRT to create the G-buffer Completing the deferred shading algorithm [Chapter 7] Preparing the VPB (VirtualPlanetBuilder) tool Generating small terrain database Generating terrain database on the earth Working with multiple imagery and elevation data Patching existing terrain database with newer data Building NVTT support for device-independent generation Using SSH to implement cluster generation Configuring and loading terrain from the Internet Playing with osgEarth: another way to visualize the world Use osgEarth to display VPB generated database ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really useful for me (I'd recommend it to anyone interested in OSG and computer graphics), I'm sure the cookbook will fulfill my expectations as well. Looking forward to buy it. By the way would you share a table of content? I'm really interested in what will be covered in the book. Cheers and best wishes for your wedding! :) Alessandro On Thu, Sep 29, 2011 at 9:31 AM, Torben Dannhauer wrote: > Hi Wang, > > this idea is great, I would like to contribute a detailed recipe how to use > osgVisual :) > > best regards, > > Torben > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=43087#43087 > > > > > > ___ > 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] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi Wang, this idea is great, I would like to contribute a detailed recipe how to use osgVisual :) best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43087#43087 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes
Hi all, During the last few months, I'm busy writing a new book for the Packt Publishing with Xuelei Qian. The book is named OpenSceneGraph 3.0 Cookbook, with exactly 100 recipes to try to show how OSG can be used in practical applications. This book is required to be written for users who are already familiar with the basic concepts of OSG and want to make use of this powerful 3D API toolkit in their own projects and studies. It will be finished at the end of this year and released before Match, 2012. The book is divided into 10 chapters, and includes some (maybe) practical and interesting examples, like the compass, skybox, cloud, night-vision, depth-of-field, character animation, four view mode, using VPB, quick integrations with NVCG, PhysX, DirectInput and NPAPI, and basic code of implementing post effects, G-buffer, deferred shading, custom camera manipulator, and even a light-weighted 2D 'Galaxian' game. The most valuable part of it should be the source code, and the book itself will mainly explain how these code work, as well as a lot of nonsense word :-P You can visit Packt's official website for this book at: http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book It is my fault not to prompt the whole community to contribute to such a 'recipes' book. But as this is a commercial publication which requires contract with authors, and I must provide the example list as soon as possible and submit each chapter before the dead-line, it may not be comfortable for any public domain team to work on. But it raises my interest of starting (or joining, if there's already one) a new open source 'recipes' project after the book. The project will make and collect all kinds of small or medium OSG examples and plugins that can be executed independently and are *useful in practical*. It could even reconstruct and put some obsolete projects in, like osgCal2, osgNV, etc., under the LGPL/OSGPL license. This project had better be different from current examples in the OSG trunk. For example, it may have modules focusing on designing small components for a certain field of developments (e.g., GIS, or RTS Game), integrating OSG with various APIs, or providing easy code as teaching materials. I know there are some similar discussions here before, and I've also created a project named osgXI (X-interface) on sourceforge to test some initial ideas. Now I'd like to call for people interested in to give me advices, join me and contribute your small work in future. :-) As the current book still need time to be finished and my wedding in October, I might be free to start such a project after about a month, and I'll also continue my paused work of improvement of LinesegmentIntersector, Flash integration, and implementing osgPhysics. :-) Any ideas and suggestions are welcome. Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org