[osg-users] ReplicantBody: body velocity problems
Hi all! Sorry again for use this list for ReplicantBody questions... I integrated ReplicantBody with my path planner algorithm but I still have a question. In class KeyboardEventHandler, when load walk animation, the speed wich the body will walk is defined by action-setPropertyFloat( speed, vel );. If I change the vel value, nothing happens. The only way that I could change the velocity was getting the animation and chance the velocity: rbody::Animation* animationWalk = ((rbody::Animation*) m_body_vector[m_curr_body]-getBody()-getCoreBody()-getAnimation(run)); animationWalk-setSpeed(0.3f); It works only if I stop the walk or run animation, set the new velocity, and load walk or run animation again. So, it is not a solution. :-) I need to change the body velocity all the time, without stop the animation. What should I do? Or, what is the better way to do it? Any thoughts would be greatly appreciated. Thank you in advance. Renato ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ReplicantBody: body velocity problems
Thank you!! Now everything works! :-) I'm not using the latest svn version, but soon I will change to it, and face the same problems =). Thank you! Renato 2007/8/1, Daniel Sjolie [EMAIL PROTECTED]: Sorry, I was unclear... xAnimationSpeed is not a valid keyword so it is the same as commenting it out... Remove the initial x... If you're using the latest svn version you probably have additional problems... I tried to convert it to osgViewer (from osgProducer) before my vacation but it seems I was not entirely successfull... I've looked closer at the problems now and for the time being you have to run it in single threaded mode with osgViewer... Otherwise you get trouble with bodies thinging they are out of FOV when they are not... Also, the handling of modkeys seems to be broken/missing in osgViewer... /Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgCal + osgViewer::CompositeViewer
I'm trying to use osgCal with osg::CompositeViewer. I did exactly what was showed in the osgCompositeViewer example. When I use osg::Viewer all works OK! With osg::CompositeViewer, everything loads OK, but the characters animations stops. Is there anybody with the same probem? Ah! I also got this same behaviour in some pcs, when I run the osgCalViewer example using: osgUtil::Optimizer optimzer; optimzer.optimize(...); Maybe I'm doing wrong... Thank you. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCal + osgViewer::CompositeViewer
I'm using 2.0. I will update now. Thank you! 2007/9/11, Robert Osfield [EMAIL PROTECTED]: Hi Renato, Are you using 2.0? If so update to one of the 2.1.x series or SVN version as this fixes a problem with frame stamps that CompositeViewer had in 2.0. Robert. On 9/11/07, Renato Silveira [EMAIL PROTECTED] wrote: I'm trying to use osgCal with osg::CompositeViewer. I did exactly what was showed in the osgCompositeViewer example. When I use osg::Viewer all works OK! With osg::CompositeViewer, everything loads OK, but the characters animations stops. Is there anybody with the same probem? Ah! I also got this same behaviour in some pcs, when I run the osgCalViewer example using: osgUtil::Optimizer optimzer; optimzer.optimize(...); Maybe I'm doing wrong... Thank you. ___ 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] Controlling animations in FBX models
Hi, In my application I’m using osg with FBX plug-in. The FBX model that I’m using has a unique sequence of animations, called “Take 001”. The sequence includes a walk, stand, and run animations. Is there a way to specify that from frame 0 to 100 I have the walk animation, from frame 1001 to 3000 I have the stand animation, and so on? I’m using the AnimationTimelineHandler, as in the example, but I could not figure out how to do it. I play the entire sequence of animations, but I cannot separate them. -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Thank you! You really help me. I thought it was not possible. How can you save your FBX file with multiple animations? I'm using 3DS Max 2010 and I do not see a way to save multiple animations. I'm not familiar with modeling ... How can I split the animations? Thank you! Renato On Thu, Feb 3, 2011 at 7:42 AM, Mr Alji mr.m.a...@gmail.com wrote: Hi Silveira, I had almost the same problem, rather than specifying the frames to be played, I choosed to use FBX Model with multiple animations, the animation Manager took care of the rest. I hope I helped a little bit *--* *Mohamed ALJI* Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com mr.m.a...@gmail.com 2011/2/3 Renato Silveira silveira@gmail.com Hi, In my application I’m using osg with FBX plug-in. The FBX model that I’m using has a unique sequence of animations, called “Take 001”. The sequence includes a walk, stand, and run animations. Is there a way to specify that from frame 0 to 100 I have the walk animation, from frame 1001 to 3000 I have the stand animation, and so on? I’m using the AnimationTimelineHandler, as in the example, but I could not figure out how to do it. I play the entire sequence of animations, but I cannot separate them. -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira http://www.inf.ufrgs.br/%7Ersilveira ___ 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 -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Hi Thomas and Alji I will try the MotionBuilder. When you write the node visitor, and if you can share it, I'll be very grateful! Thank you! Renato On Fri, Feb 4, 2011 at 12:50 PM, Mr Alji mr.m.a...@gmail.com wrote: Hi Renato Thomas, I came to the same conclusion :* multiple animations on the same fbx file can only be done with MotionBuilder*, until i found this PlayerMarine.FBXhttp://code.google.com/p/pfxna/source/browse/trunk/Testes/Engine/XNAnimation/XNAnimationSample/Content/Models/PlayerMarine.fbx?spec=svn454r=454%20 with multiple animations : Run, Walk , Shoot ... and at the beginning of the file there is this line: Creator: FBX SDK/FBX Plugins build 20061101 It seems a little bit contradictory Cheers *--* *Mohamed ALJI* Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com mr.m.a...@gmail.com 2011/2/4 Thomas Hogarth thomas.hoga...@gmail.com Hi Renato I thought it was not possible. How can you save your FBX file with multiple animations? I'm using 3DS Max 2010 and I do not see a way to save multiple animations. I'm not familiar with modeling ... I need to do something similar at the moment. I know MotionBuilde can export fbx with multiple takes, but 3ds max can not. I plan to write a node visitor that will find and split any osg animations into multiple takes. Perhaps using a config file. Shouldn't take long, I'll send you a copy when I'm done. If you export your fbx from osg as a .osg file you can see how the data is stored and looks petty straight forward to split it. Alternatively you can use MotionBuilder and I know the FBX plugin is capable of loading the multiple takes. Cheers Tom ___ 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 -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Thank you very mutch! I will check it. Renato On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX' destinationFile='./splitExport.osgb' fps='30' AnimationSplit sourceAnimation='Take 001' NewAnimation name='staying' startFrame='0' endFrame='49'/ NewAnimation name='fire_standing' startFrame='50' endFrame='89'/ NewAnimation name='running' startFrame='90' endFrame='111'/ NewAnimation name='walking' startFrame='112' endFrame='147'/ NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/ NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/ NewAnimation name='from_standing_to_squat' startFrame='214' endFrame='241'/ NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/ NewAnimation name='from_sguating_to_stand' startFrame='292' endFrame='313'/ NewAnimation name='jump_down' startFrame='314' endFrame='359'/ NewAnimation name='fire_lying' startFrame='360' endFrame='379'/ NewAnimation name='stand_up' startFrame='380' endFrame='425'/ NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/ NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/ NewAnimation name='jump' startFrame='569' endFrame='614'/ /AnimationSplit /OsgAnimationTools -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation::Action.cpp - Bug?
I compile the osg library with the svn last version and I got a dynamic error after load my FBX file. Integer division by zero. I debugged and found that the error was in the first line of the function: bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int resultframe, unsigned int nbloop ) { *nbloop = frame / getNumFrames();* resultframe = frame; Perhaps my FBX model lacks some information. Just to test, I write the following condition after that line: _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames(); nbloop = frame / getNumFrames(); and everything works. I don't know if it is a bug or a problem with my model, but it fixed the problem. Any suggestions for a more appropriate fix? Renato -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Hi Thomas, I tested your code and I got an error: OsgAnimationTools AnimationSplit XML Config ERROR: AnimationSplit nodes must contain a 'splitCount' property. The function that reads my FPS returns 0, even when I set to 30 in the xml file. Also, the function ReadAniSplitFromConfigNode() has a variable splitCount that is never used. If you can help me, I will be thankful. Renato On Mon, Feb 14, 2011 at 12:22 AM, Renato Silveira silveira@gmail.comwrote: Thank you very mutch! I will check it. Renato On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX' destinationFile='./splitExport.osgb' fps='30' AnimationSplit sourceAnimation='Take 001' NewAnimation name='staying' startFrame='0' endFrame='49'/ NewAnimation name='fire_standing' startFrame='50' endFrame='89'/ NewAnimation name='running' startFrame='90' endFrame='111'/ NewAnimation name='walking' startFrame='112' endFrame='147'/ NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/ NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/ NewAnimation name='from_standing_to_squat' startFrame='214' endFrame='241'/ NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/ NewAnimation name='from_sguating_to_stand' startFrame='292' endFrame='313'/ NewAnimation name='jump_down' startFrame='314' endFrame='359'/ NewAnimation name='fire_lying' startFrame='360' endFrame='379'/ NewAnimation name='stand_up' startFrame='380' endFrame='425'/ NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/ NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/ NewAnimation name='jump' startFrame='569' endFrame='614'/ /AnimationSplit /OsgAnimationTools -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Controlling animations in FBX models
Nice! Now everything works! The animations were correctly splitted. I got 2 messages: OutputStream::writeObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback But the final file was created, and apparently, it is correct. Thank you! It will help me a lot! =) Renato On Wed, Feb 16, 2011 at 3:39 AM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Hi Renato My bad, the message is very miss leading and the errors you've received shouldn't have caused any problems. -The split count issue is from a bad copy and paste. So the splitCount variable shouldn't be there either. -The fps not being read is my bad again. I was heading for a more complex solution with an fps for each split but decided to make it global but forgot to move the reading code, and had in fact just been depending on the default, which was 30. Attached is a revised cpp, give that a try and let me know the results. If you get a crash and no decent error I'd be happy to take a look at the file my end. Tom On 16 February 2011 04:48, Renato Silveira silveira@gmail.com wrote: Hi Thomas, I tested your code and I got an error: OsgAnimationTools AnimationSplit XML Config ERROR: AnimationSplit nodes must contain a 'splitCount' property. The function that reads my FPS returns 0, even when I set to 30 in the xml file. Also, the function ReadAniSplitFromConfigNode() has a variable splitCount that is never used. If you can help me, I will be thankful. Renato On Mon, Feb 14, 2011 at 12:22 AM, Renato Silveira silveira@gmail.com wrote: Thank you very mutch! I will check it. Renato On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.com wrote: Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX' destinationFile='./splitExport.osgb' fps='30' AnimationSplit sourceAnimation='Take 001' NewAnimation name='staying' startFrame='0' endFrame='49'/ NewAnimation name='fire_standing' startFrame='50' endFrame='89'/ NewAnimation name='running' startFrame='90' endFrame='111'/ NewAnimation name='walking' startFrame='112' endFrame='147'/ NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/ NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/ NewAnimation name='from_standing_to_squat' startFrame='214' endFrame='241'/ NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/ NewAnimation name='from_sguating_to_stand' startFrame='292' endFrame='313'/ NewAnimation name='jump_down' startFrame='314' endFrame='359'/ NewAnimation name='fire_lying' startFrame='360' endFrame='379'/ NewAnimation name='stand_up' startFrame='380' endFrame='425'/ NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/ NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/ NewAnimation name='jump' startFrame='569' endFrame='614'/ /AnimationSplit /OsgAnimationTools -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Michael Platings
Just to remember, if you want to compile the osg fbx plugin, you must install the FBX sdk and set the correct path in the cmake file (FBX_INCLUDE_DIR, FBX_LIBRARY, FBX_LIBRARY_DEBUG). You can find the SDK at: http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=7478532 Renato On Fri, Feb 18, 2011 at 4:32 PM, Josue Hernandez osgfo...@tevs.eu wrote: in the part that says name / values, I get the following: cmake_backwards_compatibility = 2.4 cmake_install_prefix = c / programeFiles / OpenSceneGraph executable_output_path = void library_output_path = void -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36831#36831 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Michael Platings
No, these variables already exist in the cmake file. To compile the osg fbx plugin, you need to set them up correctly. On Fri, Feb 18, 2011 at 4:59 PM, Josue Hernandez osgfo...@tevs.eu wrote: i'm not sure understandyour, did you said that i need create a user variables? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36835#36835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with shadows after use sketchupToOSG
Hi, I exported a model with sketchupToOSG and loaded it in an osg application. When I enable shadows (the default osgShadows techniques) the textures of the loaded models becomes wrong. If I disable shadows, everything works. Anybody ever had this problem? That's what I got: http://imageshack.us/photo/my-images/849/shadowafterexport.png/ That's what it should be: http://imageshack.us/photo/my-images/59/shouldbed.png/ -- *Renato Silveira * Ph. D. Student Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with shadows after use sketchupToOSG
I edited the model file and now everything works! Thanks! Renato On Thu, Sep 29, 2011 at 3:35 AM, David Callu led...@gmail.com wrote: Hi Renato, By default, many shadow technique use the Texture Unit 1. And as I can see, your model use this one too. You can check your model or change the texture unit use by the shadow. If I'm right, this will fix the probleme HTH David Callu 2011/9/28 Renato Silveira silveira@gmail.com Hi, I exported a model with sketchupToOSG and loaded it in an osg application. When I enable shadows (the default osgShadows techniques) the textures of the loaded models becomes wrong. If I disable shadows, everything works. Anybody ever had this problem? That's what I got: http://imageshack.us/photo/my-images/849/shadowafterexport.png/ That's what it should be: http://imageshack.us/photo/my-images/59/shouldbed.png/ -- *Renato Silveira * Ph. D. Student Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ 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 -- *Renato Silveira * Ph. D. Student Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library
Great! I'm excited! =) On Fri, Mar 9, 2012 at 3:40 PM, Christian Buchner christian.buch...@gmail.com wrote: Hello, I am currently working on a demo that shows the use of the RVO2 C++ library with OpenSceneGraph. Check out these videos to get an idea of what RVO2 is capable of: http://www.youtube.com/playlist?list=PLD56A0C7765234DCDfeature=plcp This amazing library can be used for simulating large crowd of agents. It implements an algorithm called optimal reciprocal collision avoidance. My demo will be using an efficient billboarded renderer for animated persons with approximation of camera perspective (this can display thousands of people and is loosely based on the billboard shaders found in the osgforest sample). When done, I will be submitting the demo to osg-submissions. However the textures required for the animated walking persons would be a few hundred kilobytes in size. Unfortunately there are dependencies on OpenMP (for which a CMake Module exists) and on the RVO2 library however (for which I crafted my own CMake module that hasn't been tested much so far). Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- *Renato Silveira * Ph. D. Student Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org