Re: [osg-users] reconstructing a decomposed matrix
hi Andy finally i did what i wanted to do in a different way and ignored the decompose method. as far as i know you can ignore the scale orientation quat if the original matrix is not scaled From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Thu, 9 Oct 2008 14:55:34 -0400 Subject: Re: [osg-users] reconstructing a decomposed matrix Actually, looks like I can ignore scale orientation and multiply scale, rotation, and translation, and get the original. I don't really understand scale orientation. andy From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner Sent: Thursday, October 09, 2008 2:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] reconstructing a decomposed matrix Hmmm. Although I'd appreciate some help, I see that this has been asked recently, with lots of jokes and no answers. :) I'll fiddle with it some more. But if the David that asked before learned anything, I'd appreciate knowing, too. Thanks, andy From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner Sent: Thursday, October 09, 2008 2:27 PM To: OpenSceneGraph Users Subject: [osg-users] reconstructing a decomposed matrix I'd like to make sure I understand something I'm doing. I'm calling decompose() on a modelview matrix. I get a translation vector, rotation quaternion, scale vector, and scale orientation quaternion. How do I put them back together to get the original matrix? As I said, I'm trying to check my understanding of what it is doing. I have converted the translation vector to a translation matrix, the scale vector to a scale matrix, and the two quaternions into rotation matrices. (Maybe they should be something else?) Then I've tried multiplying matrices in various orders, and I haven't gotten it right. I don't see decompose used in the examples. Thanks, andy _ Llega la nueva temporada. Consulta las nuevas tendencias en MSN Estilo http://estilo.es.msn.com/moda/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MultiContext rendering
Hi guys I try realize simple clone rendering in two windows I render scenegraph once then write to texture and show it on 2 windows so 1 have 2 windows created like this osg::ArgumentParser arguments(argc,argv); osgViewer::CompositeViewer viewer_(arguments); viewer.setThreadingModel(osgViewer::CompositeViewer::ThreadPerContext); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = width; traits-height = height; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-screenNum = 0; //Create first context and add first View to the composite viewer osg::ref_ptrosg::GraphicsContext gc1 = osg::GraphicsContext::createGraphicsContext(traits.get()); if(gc1.valid()) { viewer_.addView(view); view-setSceneData(root); colorCamera1=view-getCamera(); colorCamera1-setViewport(new osg::Viewport(0,0, traits-width,traits-height)); //view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width,traits-height)); // view-getCamera()-setProjectionMatrixAsPerspective(45,traits-width/traits- height, 10, 100); colorCamera1-setGraphicsContext(gc1.get()); // view-getCamera()-setNearFarRatio(0.5/3.0); } traits-x = width; traits-y = 0; traits-sharedContext=gc1.get(); { osg::ref_ptrosg::GraphicsContext gc2 = osg::GraphicsContext::createGraphicsContext(traits.get()); //gc-createNewContextID(); if(gc2.valid()) { osgViewer::View* view2 = new osgViewer::View; viewer_.addView(view2); // view-addEventHandler(keyboardHandler_.get()); view2-setSceneData(cam2node); // view-addEventHandler(MouseFly::Instance()); view2-getCamera()-setViewport(new osg::Viewport(0,0, traits-width, traits-height)); view2-getCamera()-setProjectionMatrixAsPerspective(45, traits-width/traits-height, 10, 100); view2-getCamera()-setGraphicsContext(gc2.get()); view2-getCamera()-setNearFarRatio(0.5/3.0); } } viewer_.realize(); so when I set traits-sharedcontext=0 I have 2 separate windows but when I set it to gc1.get() I have tons of opengl errors on vista osg SVN nvidia 179.13 Could someone please explain me how to use multicontext windows Thanx in advance Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problemwith OpenThreads::Atomic when buildingapplication with OSG2.6.0 on SUSE 10.2
-Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Björn Blissing Skickat: den 10 oktober 2008 13:40 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Problemwith OpenThreads::Atomic when buildingapplication with OSG2.6.0 on SUSE 10.2 Line 4: U OpenThreads::Atomic::operator--()display.cpp:0 Tells that the symbol is referenced from dispay.cpp. This is one of the offending symbols. Find out why this display.cpp is compiled with this code non inline? There seems to be some problem during the preprocessor step when compiling. The following change in include/OpenThreads/Atomic makes my code compile and link: Changing: #if defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES) #define _OPENTHREADS_ATOMIC_INLINE #else #define _OPENTHREADS_ATOMIC_INLINE inline #endif Into: #ifndef _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES #define _OPENTHREADS_ATOMIC_INLINE inline #else #define _OPENTHREADS_ATOMIC_INLINE #endif Ok.. Forget the above solution. It do not work when doing a complete recompile. Instead I was forced to manually replace all _OPENTHREADS_ATOMIC_INLINE with inline. And remove line 92: #if !defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES) Which is a really quick and ugly fix to the preprocessor problem... /Björn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2
Line 4: U OpenThreads::Atomic::operator--() display.cpp:0 Tells that the symbol is referenced from dispay.cpp. This is one of the offending symbols. Find out why this display.cpp is compiled with this code non inline? There seems to be some problem during the preprocessor step when compiling. The following change in include/OpenThreads/Atomic makes my code compile and link: Changing: #if defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES) #define _OPENTHREADS_ATOMIC_INLINE #else #define _OPENTHREADS_ATOMIC_INLINE inline #endif Into: #ifndef _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES #define _OPENTHREADS_ATOMIC_INLINE inline #else #define _OPENTHREADS_ATOMIC_INLINE #endif /Björn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using different textures for the same geometry
The normal way to do this, is that you need to break the model in to component pieces and have a geode for each piece you want to apply a different texture to using the standard OSG state mechanism and you also have ensure you have the correct texture coordinates etc. Trying to have one lump of geometry and then trying to figure out how to apply a different texture to a certain pixel say in a shader is not the way I would go about it, Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GMD GammerMaxyandex.ru Sent: Friday, October 10, 2008 6:53 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Using different textures for the same geometry Shaders... Hi Robert, Thank you very much for your reply. I have a single geometry and I want to apply different textures for it. That is, imagine a figure of a woman which is a single geometry. However, I have a texture for the head, another one for the body, another one for the shirt, etc... Do you understand? Sorry if I explained it badly, but I am not good explaining things and even worse in english :) Thanks a lot for your reply Robert, Regards, Aitor Яндекс.Почта. Поищите спам где-нибудь еще http://mail.yandex.ru/nospam ___ 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] Using different textures for the same geometry
Hi Aitor, The most efficient way to render such a character is to use a texture atlas and have the texcoords on the geometry pick out the appropriate parts of the character. A decent modelling problem should be able to do the texture atalas/geometry generation for you. Doing it as a post process is possible but is rather awkward. Robert. On Fri, Oct 10, 2008 at 11:35 AM, Aitor Arrieta [EMAIL PROTECTED] wrote: Hi Robert, Thank you very much for your reply. I have a single geometry and I want to apply different textures for it. That is, imagine a figure of a woman which is a single geometry. However, I have a texture for the head, another one for the body, another one for the shirt, etc... Do you understand? Sorry if I explained it badly, but I am not good explaining things and even worse in english :) Thanks a lot for your reply Robert, Regards, Aitor ___ 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] Thread infinite waiting problem
Hi all, Randomly my application freeze. I can have the stack state during the freeze, and it seems to be in win32thread.cpp line 645 on // Wait for the timer. if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0) { return -1; } If I am good, the wait() do not stop waiting, and the application stop rendering... This is due to a call at microsleep(1) in a class which inherit from Switch and OpenThreads::Thread In the run of this class : it build children (same class) and launch them (start() ) or it delete its children, waiting for their thread to be stop before deleting themself, if not builting or deleting, it is waiting with a simple call to microsleep. Do you see anything that can make the application wait infinitely ? thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thread infinite waiting problem
That's not nearly enough information to enable anyone to help. Multi threaded apps can hang for any number of reasons. You'll need to show callstack for each thread and give an other view of you app design. 2008/10/10 Vincent Bourdier [EMAIL PROTECTED] Hi all, Randomly my application freeze. I can have the stack state during the freeze, and it seems to be in win32thread.cpp line 645 on // Wait for the timer. if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0) { return -1; } If I am good, the wait() do not stop waiting, and the application stop rendering... This is due to a call at microsleep(1) in a class which inherit from Switch and OpenThreads::Thread In the run of this class : it build children (same class) and launch them (start() ) or it delete its children, waiting for their thread to be stop before deleting themself, if not builting or deleting, it is waiting with a simple call to microsleep. Do you see anything that can make the application wait infinitely ? thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::Viewer question
Hi Geoff, osgViewer::Viewer has a default constructor and will work just fine without the command line arguments. In fact most of the OSG examples don't use ArgumentParser at all. So just remove the ArgumentParser bits and you'll get on just fine. If all your need to do is geometry queries then you don't even need a Viewer at all, you only use the Viewer if you actually need one. Robert. On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote: Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ 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] osgViewer::Viewer question
Ok, how would I do the geometry queries without it? The only reason I am using the Viewer is because I was given this project that does what I need, just on the commandline for a single X,Y, whereas I need to do it for a bunch of X,Y's in the same database. Basically, for my project, I need to create a DLL that loads a specified OpenFlight database file, then allows me to query ZValues based on given X,Y coordinates repeatedly. I have the DLL outline created, and am now just working on moving the code from the commandline project over into it. If there is a better way to go about getting the information out of it, I am all ears and eager to learn. Thanks for all the help so far. I am trying to read all the messages I can, and wish I had figured out this message list sooner. Geoff On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, osgViewer::Viewer has a default constructor and will work just fine without the command line arguments. In fact most of the OSG examples don't use ArgumentParser at all. So just remove the ArgumentParser bits and you'll get on just fine. If all your need to do is geometry queries then you don't even need a Viewer at all, you only use the Viewer if you actually need one. Robert. On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote: Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ 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] osgViewer::Viewer question
Hi Geoff, Have a look at the osgintersection example for the range of utils for doing intersections. Robert. On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote: Ok, how would I do the geometry queries without it? The only reason I am using the Viewer is because I was given this project that does what I need, just on the commandline for a single X,Y, whereas I need to do it for a bunch of X,Y's in the same database. Basically, for my project, I need to create a DLL that loads a specified OpenFlight database file, then allows me to query ZValues based on given X,Y coordinates repeatedly. I have the DLL outline created, and am now just working on moving the code from the commandline project over into it. If there is a better way to go about getting the information out of it, I am all ears and eager to learn. Thanks for all the help so far. I am trying to read all the messages I can, and wish I had figured out this message list sooner. Geoff On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, osgViewer::Viewer has a default constructor and will work just fine without the command line arguments. In fact most of the OSG examples don't use ArgumentParser at all. So just remove the ArgumentParser bits and you'll get on just fine. If all your need to do is geometry queries then you don't even need a Viewer at all, you only use the Viewer if you actually need one. Robert. On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote: Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to speed up osg:Shapedrawable with many instances
I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing 1000 of them, my frame rate goes down to 4-5 frames per second. I am using osg::Optimizer on my root node. Exactly how many polygons are drawn by default for osg::Sphere? Is there a way to reduce this? Is there a better way to draw thousands of these (noting that I have to apply a Position/Attitude/Size transform to each one)? I am using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core processor runing Windows XP Pro. My viewer is set up in an overhead view, so I see them all every frame (i.e., I don't think culling will help here). And also, their PATs have to occassionally be updated (i.e., not static size, orientation, position). Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to speed up osg:Shapedrawable with many instances
Hi Mike, I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing 1000 of them, my frame rate goes down to 4-5 frames per second. [...] My viewer is set up in an overhead view, so I see them all every frame (i.e., I don't think culling will help here). And also, their PATs have to occassionally be updated (i.e., not static size, orientation, position). If you see 1000 spheres in the window at the same time, I'm guessing that even if they don't look like spheres up close it won't make much difference from afar. So you could look into the osg::TessellationHints class which you pass to osg::ShapeDrawable when constructing your spheres. Setting the detail ratio to 0.5 for example would reduce the number of polygons. See how low you can go before it becomes unacceptable. Perhaps you can even set up an LOD structure where close up you would have a sphere with detail ratio 1.0, but further away it would have 0.5, then 0.2, then 0.1... As a general note, osg::ShapeDrawable is intended for quick prototyping, not for heavy use. If you want some more optimal geometry, you could for example create a sphere in any 3D modeling program, run that through the Optimizer with the TRISTRIP_GEOMETRY option (which is not enabled by default) and you would have better-performing geometry, and it would be more customizable to what you need (detail level). If you want to know more about how osg::ShapeDrawable constructs the geometry from osg::Shapes, have a look at src/osg/ShapeDrawable.cpp. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using different textures for the same geometry
Shaders... Hi Robert, Thank you very much for your reply. I have a single geometry and I want to apply different textures for it. That is, imagine a figure of a woman which is a single geometry. However, I have a texture for the head, another one for the body, another one for the shirt, etc... Do you understand? Sorry if I explained it badly, but I am not good explaining things and even worse in english :) Thanks a lot for your reply Robert, Regards, Aitor Яндекс.Почта. Поищите спам где-нибудь еще http://mail.yandex.ru/nospam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using different textures for the same geometry
Hi Robert, Thank you very much for your reply. I have a single geometry and I want to apply different textures for it. That is, imagine a figure of a woman which is a single geometry. However, I have a texture for the head, another one for the body, another one for the shirt, etc... Do you understand? Sorry if I explained it badly, but I am not good explaining things and even worse in english :) Thanks a lot for your reply Robert, Regards, Aitor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to speed up osg:Shapedrawable with many instances
HiMike, First of all you should analyze the bottleneck in your application, osgViewer::StatsHandler will give you the time spent in each traversal. From the problem you are facing it seems you are draw limited(rendering a lot number of triangles). One option will be to create LOD(level of detail) node for each sphere, in that case the amount of geometry rendered will be less and hence you will have high performance :) best regards RJ Mike Greene wrote: I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing 1000 of them, my frame rate goes down to 4-5 frames per second. I am using osg::Optimizer on my root node. Exactly how many polygons are drawn by default for osg::Sphere? Is there a way to reduce this? Is there a better way to draw thousands of these (noting that I have to apply a Position/Attitude/Size transform to each one)? I am using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core processor runing Windows XP Pro. My viewer is set up in an overhead view, so I see them all every frame (i.e., I don't think culling will help here). And also, their PATs have to occassionally be updated (i.e., not static size, orientation, position). Mike Greene ___ 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] How to speed up osg:Shapedrawable with many instances
Hi RJ and Mike, In this case the bottleneck is almost certain the CPU being batched bound by the large number of separate nodes and drawables, use of LOD's won't help at all as won't cut down on the number of nodes and drawables. To solve the bottleneck one will need to merge the geometry data into a smaller set of Geometry, that contain multiple sphere/ellipsoids. Robert. On Fri, Oct 10, 2008 at 3:52 PM, Rahul Jain [EMAIL PROTECTED] wrote: HiMike, First of all you should analyze the bottleneck in your application, osgViewer::StatsHandler will give you the time spent in each traversal. From the problem you are facing it seems you are draw limited(rendering a lot number of triangles). One option will be to create LOD(level of detail) node for each sphere, in that case the amount of geometry rendered will be less and hence you will have high performance :) best regards RJ Mike Greene wrote: I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing 1000 of them, my frame rate goes down to 4-5 frames per second. I am using osg::Optimizer on my root node. Exactly how many polygons are drawn by default for osg::Sphere? Is there a way to reduce this? Is there a better way to draw thousands of these (noting that I have to apply a Position/Attitude/Size transform to each one)? I am using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core processor runing Windows XP Pro. My viewer is set up in an overhead view, so I see them all every frame (i.e., I don't think culling will help here). And also, their PATs have to occassionally be updated (i.e., not static size, orientation, position). Mike Greene ___ 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] osgViewer::Viewer question
Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using different textures for the same geometry
Hi Paul Thank you very much for your reply. I think it will be easier to take the solution #2. For our application, the only restriction we have is that we must use a single vertex array. But if you say that this is possible to do even when using different geometries, I will investigate more about this option. Thanks a lot Paul Regards, Aitor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiContext rendering
Hi Roman, It could be that the vista drivers don't support sharing contexts. It also could be that the reuse of the Traits objects for both context is the problem - I've never tried this and wouldn't recommend it, so please just use a separate Traits objects. Sharing contexts is also something the forces a few limits on how you use the graphics contexts, such as it's only really safe to use them single threaded. Robert. On Fri, Oct 10, 2008 at 10:03 AM, Roman Grigoriev [EMAIL PROTECTED] wrote: Hi guys I try realize simple clone rendering in two windows I render scenegraph once then write to texture and show it on 2 windows so 1 have 2 windows created like this osg::ArgumentParser arguments(argc,argv); osgViewer::CompositeViewer viewer_(arguments); viewer.setThreadingModel(osgViewer::CompositeViewer::ThreadPerContext); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = width; traits-height = height; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-screenNum = 0; //Create first context and add first View to the composite viewer osg::ref_ptrosg::GraphicsContext gc1 = osg::GraphicsContext::createGraphicsContext(traits.get()); if(gc1.valid()) { viewer_.addView(view); view-setSceneData(root); colorCamera1=view-getCamera(); colorCamera1-setViewport(new osg::Viewport(0,0, traits-width,traits-height)); //view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width,traits-height)); // view-getCamera()-setProjectionMatrixAsPerspective(45,traits-width/traits- height, 10, 100); colorCamera1-setGraphicsContext(gc1.get()); // view-getCamera()-setNearFarRatio(0.5/3.0); } traits-x = width; traits-y = 0; traits-sharedContext=gc1.get(); { osg::ref_ptrosg::GraphicsContext gc2 = osg::GraphicsContext::createGraphicsContext(traits.get()); //gc-createNewContextID(); if(gc2.valid()) { osgViewer::View* view2 = new osgViewer::View; viewer_.addView(view2); // view-addEventHandler(keyboardHandler_.get()); view2-setSceneData(cam2node); // view-addEventHandler(MouseFly::Instance()); view2-getCamera()-setViewport(new osg::Viewport(0,0, traits-width, traits-height)); view2-getCamera()-setProjectionMatrixAsPerspective(45, traits-width/traits-height, 10, 100); view2-getCamera()-setGraphicsContext(gc2.get()); view2-getCamera()-setNearFarRatio(0.5/3.0); } } viewer_.realize(); so when I set traits-sharedcontext=0 I have 2 separate windows but when I set it to gc1.get() I have tons of opengl errors on vista osg SVN nvidia 179.13 Could someone please explain me how to use multicontext windows Thanx in advance Bye ___ 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] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2
I have dug down on this problem during the day. The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails. I have traced this failure to the combination of the XEON processor and GCC version. But if I forces it to use GCC_BUILTINS and compiles OSG and my code with the -march=pentium4 option it works. Would it be possible to add a field to the list of compile options in CMAKE so that you could explicitly add compiler flags? /Björn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::Viewer question
Ok, I am looking at the example, but since this is new to me, some of it isn't exactly clear. It looks like it is running things a couple times. When I run the project with my .FLT file, it doesn't give me any intersections either. Is there something special I should be doing? Also, since there appears to be two types, Which method would be the best to use, Intersection Group or Line of Sight? The ZValue I am looking for will not necessarily be the first ZValue that I find (going top to bottom) as I have some objects that I want to move under. Sorry for being a pain, and thanks for the help again. Geoff On Fri, Oct 10, 2008 at 10:02 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, Have a look at the osgintersection example for the range of utils for doing intersections. Robert. On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote: Ok, how would I do the geometry queries without it? The only reason I am using the Viewer is because I was given this project that does what I need, just on the commandline for a single X,Y, whereas I need to do it for a bunch of X,Y's in the same database. Basically, for my project, I need to create a DLL that loads a specified OpenFlight database file, then allows me to query ZValues based on given X,Y coordinates repeatedly. I have the DLL outline created, and am now just working on moving the code from the commandline project over into it. If there is a better way to go about getting the information out of it, I am all ears and eager to learn. Thanks for all the help so far. I am trying to read all the messages I can, and wish I had figured out this message list sooner. Geoff On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, osgViewer::Viewer has a default constructor and will work just fine without the command line arguments. In fact most of the OSG examples don't use ArgumentParser at all. So just remove the ArgumentParser bits and you'll get on just fine. If all your need to do is geometry queries then you don't even need a Viewer at all, you only use the Viewer if you actually need one. Robert. On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote: Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ 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 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] osgWidget::Label texturing bug?
Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working well. Now i try to extend simple things, i.e. add a mechanism to set textures for the widgets. I got the problem that i couldn't define a texture for a Label, which is an extension of the main widget class. This code snippet works well on a osgWidget::Widget: osgWidget::Widget* left = new osgWidget::Widget(left); left-addSize(300.0f, 42.0f); left-setImage (gfx/tga/bar.tga, false); left-setCanFill(true); left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); m_container-addWidget(left); But when i change the initialization to an osgWidget::Label instance, i got the label without any texture. Is this a known bug? I think it should be possible to define a textured background for a label while you could define the label as semi or non transparent... Best regards, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::Viewer question
Hi Goeff, The special thing you need to do is be patient with learning new stuff. The osgintersection example does lots of different tests, you needn't do them all. All you probably need is an IntersectionVisitor and LineSegmentIntersector. Robert. On Fri, Oct 10, 2008 at 4:48 PM, Geoff [EMAIL PROTECTED] wrote: Ok, I am looking at the example, but since this is new to me, some of it isn't exactly clear. It looks like it is running things a couple times. When I run the project with my .FLT file, it doesn't give me any intersections either. Is there something special I should be doing? Also, since there appears to be two types, Which method would be the best to use, Intersection Group or Line of Sight? The ZValue I am looking for will not necessarily be the first ZValue that I find (going top to bottom) as I have some objects that I want to move under. Sorry for being a pain, and thanks for the help again. Geoff On Fri, Oct 10, 2008 at 10:02 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, Have a look at the osgintersection example for the range of utils for doing intersections. Robert. On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote: Ok, how would I do the geometry queries without it? The only reason I am using the Viewer is because I was given this project that does what I need, just on the commandline for a single X,Y, whereas I need to do it for a bunch of X,Y's in the same database. Basically, for my project, I need to create a DLL that loads a specified OpenFlight database file, then allows me to query ZValues based on given X,Y coordinates repeatedly. I have the DLL outline created, and am now just working on moving the code from the commandline project over into it. If there is a better way to go about getting the information out of it, I am all ears and eager to learn. Thanks for all the help so far. I am trying to read all the messages I can, and wish I had figured out this message list sooner. Geoff On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Geoff, osgViewer::Viewer has a default constructor and will work just fine without the command line arguments. In fact most of the OSG examples don't use ArgumentParser at all. So just remove the ArgumentParser bits and you'll get on just fine. If all your need to do is geometry queries then you don't even need a Viewer at all, you only use the Viewer if you actually need one. Robert. On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote: Ok, forgive me if this is a basic question, as I am just starting out with OSG. I have a project that I was given that runs via the commandline, creates a osgViewer::Viewer based on the arguments passed via the command line and then retrieves all Z values at a given x,y location. Right now I have an osg::ArgumentParser that handles the incoming arguments, but then that gets passed to the viewer. What I am looking to do is remove the commandline arguments as I am trying to make this project into a DLL library to use with another application. Is there a way to create the viewer without passing in the osg::ArgumentParser object, and if so, could someone point me to the documentation on it, or an example? Thanks again. Geoff ___ 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 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] osgWidget::Label texturing bug?
On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote: Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working well. Now i try to extend simple things, i.e. add a mechanism to set textures for the widgets. I got the problem that i couldn't define a texture for a Label, which is an extension of the main widget class. This code snippet works well on a osgWidget::Widget: osgWidget::Widget* left = new osgWidget::Widget(left); left-addSize(300.0f, 42.0f); left-setImage (gfx/tga/bar.tga, false); left-setCanFill(true); left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); m_container-addWidget(left); You shouldn't have to manually set the texture coordinates like that if you don't want; you could use -setImage(..., true) with the right Y setting in the WindowManager and it should behave how you want. Either way is fine, though. :) But when i change the initialization to an osgWidget::Label instance, i got the label without any texture. Is this a known bug? I don't think there's a bug. Try calling: left-setColor(1.0f, 1.0f, 1.0f, 1.0f); ...and it should be just fine. Be default, a Label object sets it's Widget color to be completely transparent, so I'm guessing the texture is there just not visible (or rather, it's alpha is 0.0f). I think it should be possible to define a textured background for a label while you could define the label as semi or non transparent... Best regards, Christian ___ 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] Anyone got a copy of osgNV cvs source
Has anyone got a copy of the cvs head osgNV source they could either point me at or send me. I have been trying for two days to log in to cvs on sourceforge without any luck. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label texturing bug?
Hi Jeremy, thanks for your fast reply. You shouldn't have to manually set the texture coordinates like that if you don't want; you could use -setImage(..., true) with the right Y setting in the WindowManager and it should behave how you want. Either way is fine, though. :) Yes i know, this was just implemented while i got no label texture working. ;o) I don't think there's a bug. Try calling: left-setColor(1.0f, 1.0f, 1.0f, 1.0f); Damn stupid! I was blink by testing! This was my fault. Thanks for the hint. You prevent me from sleepless nights ;o) Best regards, Christian Jeremy Moles wrote: On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote: Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working well. Now i try to extend simple things, i.e. add a mechanism to set textures for the widgets. I got the problem that i couldn't define a texture for a Label, which is an extension of the main widget class. This code snippet works well on a osgWidget::Widget: osgWidget::Widget* left = new osgWidget::Widget(left); left-addSize(300.0f, 42.0f); left-setImage (gfx/tga/bar.tga, false); left-setCanFill(true); left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); m_container-addWidget(left); You shouldn't have to manually set the texture coordinates like that if you don't want; you could use -setImage(..., true) with the right Y setting in the WindowManager and it should behave how you want. Either way is fine, though. :) But when i change the initialization to an osgWidget::Label instance, i got the label without any texture. Is this a known bug? I don't think there's a bug. Try calling: left-setColor(1.0f, 1.0f, 1.0f, 1.0f); ...and it should be just fine. Be default, a Label object sets it's Widget color to be completely transparent, so I'm guessing the texture is there just not visible (or rather, it's alpha is 0.0f). I think it should be possible to define a textured background for a label while you could define the label as semi or non transparent... Best regards, Christian ___ 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] Is OSG Website down?
Is OSG Website down? Can't get to it from desktop, laptop, blackberry nothing... Ed ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget::Label texturing bug?
On Fri, 2008-10-10 at 19:04 +0200, Christian Heine wrote: Hi Jeremy, thanks for your fast reply. You shouldn't have to manually set the texture coordinates like that if you don't want; you could use -setImage(..., true) with the right Y setting in the WindowManager and it should behave how you want. Either way is fine, though. :) Yes i know, this was just implemented while i got no label texture working. ;o) I don't think there's a bug. Try calling: left-setColor(1.0f, 1.0f, 1.0f, 1.0f); Damn stupid! I was blink by testing! This was my fault. Thanks for the hint. You prevent me from sleepless nights ;o) No problem. Don't hesitate to contact me on AIM or Googletalk (cubicool) if you (or anyone else) needs real-time help. It's the only way I'm going to make osgWidget better! Best regards, Christian Jeremy Moles wrote: On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote: Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working well. Now i try to extend simple things, i.e. add a mechanism to set textures for the widgets. I got the problem that i couldn't define a texture for a Label, which is an extension of the main widget class. This code snippet works well on a osgWidget::Widget: osgWidget::Widget* left = new osgWidget::Widget(left); left-addSize(300.0f, 42.0f); left-setImage (gfx/tga/bar.tga, false); left-setCanFill(true); left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); m_container-addWidget(left); You shouldn't have to manually set the texture coordinates like that if you don't want; you could use -setImage(..., true) with the right Y setting in the WindowManager and it should behave how you want. Either way is fine, though. :) But when i change the initialization to an osgWidget::Label instance, i got the label without any texture. Is this a known bug? I don't think there's a bug. Try calling: left-setColor(1.0f, 1.0f, 1.0f, 1.0f); ...and it should be just fine. Be default, a Label object sets it's Widget color to be completely transparent, so I'm guessing the texture is there just not visible (or rather, it's alpha is 0.0f). I think it should be possible to define a textured background for a label while you could define the label as semi or non transparent... Best regards, Christian ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is OSG Website down?
Hello Ed, Is OSG Website down? Can't get to it from desktop, laptop, blackberry nothing... IIRC, they've been having power trouble in the facility that hosts the OSG website's servers recently... Check the archives. It usually comes back pretty quickly. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is OSG Website down?
On Fri, Oct 10, 2008 at 6:27 PM, [EMAIL PROTECTED] wrote: Is OSG Website down? Can't get to it from desktop, laptop, blackberry nothing... Yep it's down, both the website and svn. I've email Jose to see what is up. Last time this happened he mentioned that his uni (which host openscenegraph.org + svn) has been having some campus wide networking problems. Patience will be required, but hopefully I patience won't be required too long... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone got a copy of osgNV cvs source
Hi Roger, I think I have it somewhere on my machine at work. Fortunately for me and unfortunately for you, weekend has come and I may be able to get there and send this on monday. Let me know if you are still interested. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Roger James Sent: Friday, October 10, 2008 6:47 PM To: OpenSceneGraph Users Subject: [osg-users] Anyone got a copy of osgNV cvs source Has anyone got a copy of the cvs head osgNV source they could either point me at or send me. I have been trying for two days to log in to cvs on sourceforge without any luck. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org