Re: [osg-users] [vpb] Terrain Height as Texture
Hi, what about the GeometryType Parameter in osgdem? http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions I can't find any documentation what the difference between HEIGHT_FIELD, POLYGONAL and TERRAIN is, but I think, HEIGHT_FIELD might be able to solve my problem. But when I use gDEBugger, I only see my colormap and nothing like a height map. Here is how I build the terrain: Code: osgdem -d A:\TerrainExplorer\puget\ps_height.png -t A:\TerrainExplorer\puget\ps_texture.png -o A:\TerrainExplorer\puget\puget.ive -l 5 --HEIGHT_FIELD Thank you! Cheers, Jonathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44031#44031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem Colormap gets flipped
Hi, I'm using the puget textures from the osgdem example (http://www.cc.gatech.edu/projects/large_models/ps.html) to create a terrain. But now my colormap is flipped along the Y-Axis. At first I thought that it would not be a problem and that I could just transform the texturecoordinates and that it is an OpenGL uses different coordinate system related problem. But things are not that easy: osgdem creates multiple LOD Levels, with an own texture for each tile. Now when the upper right tile gets rendered, it shows the lower right of the terrain in the colormap, the mesh itself is correct (or the terrain is mirrored, which doesn't make a difference, they just don't fit). When I flip the texturcoordinates, the upper right tile tile still shows the lower right part of the terrain, but now flipped around the Y-Axis. So the tile itself has a wrong texture and that is nothing what I could repair with texturecoordinate transformation. I tried some parameters in osgdem like a negative Y resolution (-yy -10) but that just gave me strange and even more wrong results. So how do I fix that? The png files seam to match, and theoretically I could edit them, but what if I want to build other terrains (I have some very big files that none of my image manipulation programs can open...) Thank you! Cheers, Jonathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44032#44032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrain::getTile returns nothing
Hi Brad, well, than I might try to traverse the terrain first. But I just realized that Tileaccess might not be a solution for my problem (http://forum.openscenegraph.org/viewtopic.php?t=9416). @zonk: Terrain is a ref_ptr Object, not a normal pointer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44033#44033 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Intersectors with double precision
Hello, In a project I am working on, I need to use intersectors (PolytopeIntersectors, in particular) with double precision floating point, but with the intersectors provided by OSG (using 3.0.1 here), I get only single precision. I noticed that osgUtil::PolytopeIntersector already contains code intended to make it use osg::Vec3f or osg::Vec3d depending whether OSG_USE_FLOAT_PLANE is defined or not -- but there are one or two places in which a osg::Vec3 is used -- which ends up as floats. osgUtil::LineSegmentIntersector, on the other hand, uses osg::Vec3 (i.e., floats) everywhere. So, I am ready to change the few bits of osgUtil::PolytopeIntersector still using hardcoded osg::Vec3 and to modify osgUtil::LineSegmentIntersector so that it uses a similar approach (that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined, otherwise use osg::Vec3d and double) and send this to osg-submissions. (I did some successful experiments with a fully-double osgUtil::PolytopeIntersector already.) Would this be OK? Am am missing something? Would some different approach be preferable? Do you have any other feedback? Cheers, LMB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex picker - multiple selection
Hi, A naïve approach would be to use a LineSegmentIntersector towards each of the points selected by the PolytopeIntersector (let's call this point P). If P is not the first intersection found by the LineSegmentIntersector (that is, it is not the closest to the camera), it means that there is something occluding it (AKA it is not visible). I suppose this could easily become too inefficient if you have too many points, though. LMB On Fri, Nov 25, 2011 at 8:23 AM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, I'm working on an application which allows the user to edit some vertex data (vertex attributes array). To edit a vertex data, user pick it and edit values in a popup. I made multiple selection by picking multiple vertices holding shift key : Shift + clic add a vertex to current selection. I would like to make a rubber band selection. Look at the screen shot : the aim is to select all vertices in the red rubber band. I think I can do this with a polytope intersector, but I have a problem : I don't want to select all vertices that are in the polytope, only the vertices that are visible to the user. Any idea on how can I do that ? Thanks ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44034#44034 ___ 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] Problem updating vertex
Hi, I having problem updating my geometric vertex manually. First, I copy the original node: Code: osg::ref_ptrosg::Node node = dynamic_castosg::Node*(original-clone(osg::CopyOp::DEEP_COPY_ALL)); . After, I update the y coordinate of each Vertex according to the value of reference Code: osg::Geometry* geoDst = geodeDst-getDrawable(i)-asGeometry(); osg::Vec3Array *adlDst = dynamic_castosg::Vec3Array *(geoDst-getVertexArray()); for(unsigned int i=0; iadlSrc-getNumElements(); i++){ util::alterYValue(adlDst-at(i), reference); } Some parts of result images not apper. Any idea what might be happening? Thank you! Cheers, Diego -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44037#44037 Attachments: http://forum.openscenegraph.org//files/2_940.png http://forum.openscenegraph.org//files/1_663.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersectors with double precision
Hi Leandro, Am 25.11.2011 12:47, schrieb Leandro Motta Barros: Hello, In a project I am working on, I need to use intersectors (PolytopeIntersectors, in particular) with double precision floating point, but with the intersectors provided by OSG (using 3.0.1 here), I get only single precision. I noticed that osgUtil::PolytopeIntersector already contains code intended to make it use osg::Vec3f or osg::Vec3d depending whether OSG_USE_FLOAT_PLANE is defined or not -- but there are one or two places in which a osg::Vec3 is used -- which ends up as floats. The code that does is wrong is probably from me. osgUtil::LineSegmentIntersector, on the other hand, uses osg::Vec3 (i.e., floats) everywhere. So, I am ready to change the few bits of osgUtil::PolytopeIntersector still using hardcoded osg::Vec3 and to modify osgUtil::LineSegmentIntersector so that it uses a similar approach (that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined, otherwise use osg::Vec3d and double) and send this to osg-submissions. (I did some successful experiments with a fully-double osgUtil::PolytopeIntersector already.) Fixing the missing bits in PolytopeIntersector should be done in any case. The LineSegmentIntersector is a bit more complicated as it uses the KdTree-class is float-only for now and which also would have to me adjusted (it does not look to complicated to do that through a typedef and/or templates). But for LineSegementIntersector I would not make it all depend on OSG_USE_FLOAT_PLANE. That makes sense for PolytopeIntesector as it practically only uses plane calculations. I would suggest something like OSG_USE_FLOAT_LINE_INTERSECTIONS (default ON). Would this be OK? Am am missing something? Would some different approach be preferable? Do you have any other feedback? I like your idea and I think it would be an improvement. In the long run - as an application developer - I would like the have the ability to have both options in the same build. Usually I have raw data in double format and build a float-scenegraph. But for some algorithms I would like to use the original double data. Cheers, LMB Cheers, looking forward to see your submmission Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Philippe Miltin Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex picker - multiple selection
Hi, That's naive, but it's also a good idea, I'll try that Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44038#44038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersectors with double precision
Hi Peter, On Fri, Nov 25, 2011 at 10:52 AM, Peter Hrenka p.hre...@science-computing.de wrote: [...] So, I am ready to change the few bits of osgUtil::PolytopeIntersector still using hardcoded osg::Vec3 and to modify osgUtil::LineSegmentIntersector so that it uses a similar approach (that is, use osg::Vec3f and float if OSG_USE_FLOAT_PLANE is defined, otherwise use osg::Vec3d and double) and send this to osg-submissions. (I did some successful experiments with a fully-double osgUtil::PolytopeIntersector already.) Fixing the missing bits in PolytopeIntersector should be done in any case. The LineSegmentIntersector is a bit more complicated [...] Ha, I was learning this the hard way while you were writing your email :-) But for LineSegementIntersector I would not make it all depend on OSG_USE_FLOAT_PLANE. That makes sense for PolytopeIntesector as it practically only uses plane calculations. I would suggest something like OSG_USE_FLOAT_LINE_INTERSECTIONS (default ON). Right, this makes sense! Well, I'll focus on the submission for PolytopeIntersector, which is really simple and solves the problem I have at hand. I'll try to take a closer look at the LineSegmentIntersector case if I found the time for that. Thanks for the comments! LMB ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem updating vertex
Hi, I think you need to call dirtyBound() and dirtyDisplayList() on geometry. Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44041#44041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem updating vertex
I spent hours in it. Now it's ok Thank you very much. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44042#44042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex picker - multiple selection
Hum... there's still a problem... how can I retrieve intersected vertices from polytope intersection ? From a LineSegmentIntersector, I use this code : Code: intersection is a osgUtil::LineSegmentIntersector::Intersection instance from LineSegmentIntersector osg::Geometry* pGeometry = dynamic_castosg::Geometry*(intersection.drawable.get()); if (pGeometry != NULL) { osg::ref_ptrosg::Vec3Array pVertexArray = dynamic_castosg::Vec3Array*(pGeometry-getVertexArray()); if (pVertexArray != NULL) { for (unsigned int i=0; iintersection.indexList.size(); i++) { if ( (nearestVertexIndex = 0) (nearestVertexIndex (int) pVertexArray-size()) ) { addVertexToSelection(pGeometry, nearestVertexIndex); } } } } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44043#44043 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex picker - multiple selection
I've only used PolytopeIntersector to deal with point clouds. In this case, osgUtil::PolytopeIntersector::getIntersections() returns what I need (that is, all the points inside the polytope). I don't know, however, what exactly it counts as intersections when dealing with polygons. :-/ LMB On Fri, Nov 25, 2011 at 1:37 PM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hum... there's still a problem... how can I retrieve intersected vertices from polytope intersection ? From a LineSegmentIntersector, I use this code : Code: intersection is a osgUtil::LineSegmentIntersector::Intersection instance from LineSegmentIntersector osg::Geometry* pGeometry = dynamic_castosg::Geometry*(intersection.drawable.get()); if (pGeometry != NULL) { osg::ref_ptrosg::Vec3Array pVertexArray = dynamic_castosg::Vec3Array*(pGeometry-getVertexArray()); if (pVertexArray != NULL) { for (unsigned int i=0; iintersection.indexList.size(); i++) { if ( (nearestVertexIndex = 0) (nearestVertexIndex (int) pVertexArray-size()) ) { addVertexToSelection(pGeometry, nearestVertexIndex); } } } } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44043#44043 ___ 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 create a decal on a road segment?
Hi all, We are trying to create a road with lane lines and other markers on top. For the lane markers and the road segment we create separate geometry. When we place the geometry on top of the asphalt we got Z-fighting. To solve the Z-fighting issues, we tried to use Stencil buffers. In our solution this works great for flat surfaces, but not for roads with a steep incline. Some road markers which should not be visible are drawn. This happens because the lane lines are drawn without depth buffer testing and doesn't know that a part of the lane lines are not visible. The depth buffer is disabled and stencil_test enabled to prevent Z-fighting. Does anyone know a solution to this problem or another approach to create lane markers on top of the road? We tried to use Polygon Offsets, but doesn't give great results. (Unfortunately, I could not attach an image of the problem or add sample code to demonstrate the problem, because it is my first post to this forum.) Any help would be appreciated! Cheers, Raymond -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44029#44029 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] png plugin - problem loading images
Hello good ppl! i am quite new to OSG, though i managed to build it from source with several plugins. now one of them is not working - PNG. and i do need it. i am using MinGW gcc compiler suite and w7/x64 system. i built osg 3.xy from sources, with libpng, zlib, libjpg and coin plugins, which i also built from sources. i have a model that is supposed to load .png files as textures, but i'm getting this message with all the files Code: Warning: Could not find plugin to read objects from file .\textures\13.png. [Arrow] i tried renaming the png file to some nonsense and the program screamed that the file does not exist - so i guess the file path in the model is all right. [Arrow] i also tried putting the folder with osg plugins into the system path, as suggested in one of the threads. [Arrow] then i tried renaming the texture to load in the model then saving the texture into .jpg file - it worked. so the plugins themselves DO work. so where is or can the prblem be? [Question] why does the plugin not work? [Question] i do have mingw_osgdb_png.dll in the plugins folder, which is accessible from the console i run my applcation, or the osgviewer program. you may ask why do i need png textures when i am able to use .jpg textures - the answer is easy - i need transparent textures. Thank you for your time! Cheers, Andrey [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44012#44012 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to manipulate a scene node using the mouse
Hi, I know that using Trackballmanipulator as a camera manipulator enables the user to roate/translate/scale the entire scene. In my application, I need to manipulate a specific scene node instead of the entire scene. I wonder whether there is a similar tool in OSG. Thank you! Cheers, jasper -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44005#44005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple callbacks problem
Hi, I'm currently working on a simple virtual robot arm, and I want to move each joint thanks to node callbacks. So the first thing I did was to look for pointer adresses of each intersting node. Then I associated a node callback to each of this node with setUpdateCallback() but only one node call back is working ! If I decide to associate a callback to only one node it will work for it, but it does'nt when I want to associate callbacks to all the intersting nodes Have you ever experienced something like that ? Thanks ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43991#43991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] How to implement ViewAll
Hi, If your scene is really simple you won't really need to calculate anything. You can try different values until you see what you want. Set eye to a position away from your objects, set center to the position of one of the objects in your scene, and set the up vector to whatever it should be (probably 0.0, 1.0, 0.0). Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43954#43954 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] switch colored display to grayscale
Hi, I'm new to OSG but need a switch by using flightgear. Is it somewhere simple to switch colored output to grayscale only? It would save me a lot of time. Thank you! Cheers, Wolfgang R -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43925#43925 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Looking for a guide on renderbins
Hey guys, Does anybody know about some sort of guide for how the renderbins work? I'm having to use them quite a bit lately but am having trouble finding in depth coverage of the subject. Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43945#43945 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] New user to OSGexp on Max 2012 and getting an entirely black scene ....
Hi, I have just downloaded OSGexp 1.0.1 for Max 2012 64 and I'm having a few issues getting started. My scene is a BIM model exported from Autodesk Revit via FBX. Materials are mainly Autodesk Materials (formerly Promaterials) with some Mental Ray ArchDesign. I have not baked textures initially as I am not sure whether or not that is required. All I know is contained in the osgHOWTO pdf and frankly it's cursory at best. Gamma/LUT correction is off, I have a Daylight system with exposure set to MR Photographic Exposure Control and the attached screenshot should cover the export settings I'm working with. The end result is a completely black scene. All of it. Entirely black. So very very black. I've been flipping checkboxes on and off all day now and nothing makes any difference. Frankly I don't have the slightest idea where to start fixing this. Also, it seems that whatever I do I get an IVE file. Is there a way to get OSG instead ? Does it make a difference ? Thank you for helping me with this. Jean-Frederic -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44013#44013 Attachments: http://forum.openscenegraph.org//files/osgexp_screenshot_873.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: Benjamin Gehmlich writes: Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file (Install Add-On), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender - User Preferences - Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose Armatur by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. Benjamin, I don't fully understand how you are installing the add-on, but you have to take into consideration that the plugin doesn't only need osgExport.py, but the `osg' directory as well. Also, start Blender from the command line in order to check if the script is not found by your Python installation. The state of the Blender export(s) requires some explanation... Some history: Alberto wrote the first osgexport.py. A few years later, Cedric and myself came along and improved (?) it, in a very general sense. Another year later, Cedric wrote animtk, which eventually became osgAnimation, and added support for that as well into the exporter. Then, along came Blender 2.5. It drastically changed the way data is represented and enumerated in Python internally. Cedric adapted the Mesh exports easily enough, but the Animation exporting remains non-functional. You can find all of this code here (git): https://github.com/cedricpinson/osgexport.git HOWEVER, another exporter has come into light. I'm not sure WHY this individual chose to start over (rather than add to the existing exporter), I do not know. The code base has become quite large however, so perhaps that is the reason. There are also comments in the source to the main exporter that he actually did work on it at some point. His code DOES support animation export, but it isn't as robust as the original in other ways. You can find that code here (git): https://code.google.com/p/blender-osgexport-25/ To be completely honest, the state of all of this is a total mess. We now have 2 exporters, each possessing features the other lacks, and neither of which are (anymore) particularly clean or usable code bases. I've talked with Cedric about the future of the original exporter, and it certainly hasn't been forgotten, but he is an extremely, EXTREMELY busy person and it may be a while before anything happens. I also tried adapting the code from Wiese's exporter myself, but I can't follow either of the exporters anymore, so no luck there... ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple callbacks problem
On 11/22/2011 1:15 AM, alef truc wrote: Hi, I'm currently working on a simple virtual robot arm, and I want to move each joint thanks to node callbacks. So the first thing I did was to look for pointer adresses of each intersting node. Then I associated a node callback to each of this node with setUpdateCallback() but only one node call back is working ! If I decide to associate a callback to only one node it will work for it, but it does'nt when I want to associate callbacks to all the intersting nodes Have you ever experienced something like that ? It sounds like you failed to call traverse() from your callbacks. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to create a decal on a road segment?
On 11/24/2011 10:39 AM, Raymond Bosman wrote: Does anyone know a solution to this problem or another approach to create lane markers on top of the road? We tried to use Polygon Offsets, but doesn't give great results. Have you tried the first multi-pass technique here? http://glprogramming.com/red/chapter14.html#name12 -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org