Re: [osg-users] Problem using Bones

2015-03-06 Thread Dario Minieri
Hi,

I will make some debug in a few daysmany thanks for now :D

Thank you!

Cheers,
Dario

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Re: [osg-users] OpenSceneGraph-3.3.6 dev release tagged

2015-03-06 Thread Robert Osfield
Hi Zhuwan,

On 6 March 2015 at 13:24, webmaster webmas...@3dvri.com wrote:

But,the code which i downloaded is OpenSceneGraph-3.3.5.zip???


Oopps, Copy and Paste Anti-Pattern strikes!  Thanks for testing and
spotting this error.

I thought I had update all the links on the webpage before I copied it into
my notification post, but alas it's now clear that I didn't do it properly.
I have now fixed the downloads webpage.   Hopefully everything shoudl be
correct now.

*O**pen**SceneGraph-3.3.6, **released on 5th March **2015*, key
deliverables in this dev release are:

   - Resutructed osgPresentation headers and source to remove experimental
   but unused classes.
   - Fix to handling of the GLSL #version under Windows when #pragma(tic)
   shader composition is being used.

*source package :* OpenSceneGraph-3.3.6.zip
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.3.6.zip

*svn tag:* svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.3.6
OpenSceneGraph
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Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-03-06 Thread Robert Osfield
Hi Michael,

On 6 March 2015 at 14:42, michael kapelko korn...@gmail.com wrote:

 First, I'm all for new #pragma(tic) approach, because I use uniforms for
 the same reason currently.Thanks for an easier way to do the same thing!
 Second, I'd like to clarify that I understand it correctly: #pragma is OSG
 specific and thus works with OpenGL2, right?


It should work with all versions of GLSL, so OpenGL 2, 3.x, 4.x and OpenGL
ES 2 and 3, as the #pragma feature of GLSL that the new shader composition
leverage has been their since the inception of GLSL.

Which rather begs the question why did it take so long to spot this
approach... funny how coming at a problem afresh can provide new ways of
thinking about problems and how to solve them.   Happy to just have finally
got their... :-)

Robert.
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Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-03-06 Thread michael kapelko
Hi.
First, I'm all for new #pragma(tic) approach, because I use uniforms for
the same reason currently.Thanks for an easier way to do the same thing!
Second, I'd like to clarify that I understand it correctly: #pragma is OSG
specific and thus works with OpenGL2, right?
Thanks.

2015-03-05 18:39 GMT+07:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Robert (Miharcic for those trying to follow this thread),

 I have reviewed your shader composition changes.  My first reaction is
 WOW.  Second reaction much the same ;-)

 I can't pretend that I actually understand all the changes but have
 started to get inkling about parts.  The range of changes and complexity of
 what problem is being tackled is pretty daunting to take in.  I get the
 sense that your changes pick up where my original work on
 osg::ShaderComposition left off, coming much close to completing the
 journey.

 Right now my focus is getting OSG-3.4 out the door and given the changes
 are so extensive and the problem so complex I won't have time to look at
 integrating the changes.  The general approach I took with
 osg::ShaderComposition is something I no longer feel provides a good
 tradeoff between functionality and ease of use, here I feel the tradeoff
 with #pragma(tic) shader composition is much better - you don't get all
 functionality of osg::ShaderComposition but it is far easier for the
 average developer to pick and use.  Longer term I feel that features of the
 old osg::ShaderComposition would be best step by step integrated into a
 method that extends the #pragmat(tic) shader approach.

 If there are small modifications to the core OSG in svn/trunk that would
 help make it easier to add your own shader composition work ontop of the
 OSG-3.4 let me know.  Things like making a method virtual, or adding an
 extra option etc. are things that would not be too intrusive and risky
 w.r.t the OSG-3.4 release.

 Cheers
 Robert.




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Re: [osg-users] OpenSceneGraph-3.3.6 dev release tagged

2015-03-06 Thread webmaster
hi Robert,


   But,the code which i downloaded is OpenSceneGraph-3.3.5.zip???
   
   regards


   zhuwan


   03,06,2015



在2015-3-6 4:00:59,Robert Osfield robert.osfi...@gmail.com 写道: -原始邮件-
发件人: Robert Osfield robert.osfi...@gmail.com
发送时间: 2015-3-6 4:00:59
收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org
主题: [osg-users] OpenSceneGraph-3.3.6 dev release tagged


Hi All,


I have tagged the next dev release. 3.3.6.  I have upped the rate of dev 
releases as we are now very close to the making the OSG-3.4 branch and 
embarking on the 3.4.0 release candidate series.


OpenSceneGraph-3.3.6, released on 5th March 2015, key deliverables in this dev 
release are:

Resutructed osgPresentation headers and source to remove experimental but 
unused classes.

Fix to handling of the GLSL #version under Windows when #pragma(tic) shader 
composition is being used.


source package : OpenSceneGraph-3.3.6.zip

svn tag: svn co 
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.3.6 
OpenSceneGraph




Thanks in advance for testing, it's now very important as we are now just weeks 
away from making the OSG-3.4 stable release, so if there might be problems it's 
crucial we find them as soon as possible.

Cheers,

Robert


-- ChangeLog since 3.3.5:


2015-03-05 10:53  robert

* src/osg/Shader.cpp: Added check for newline at end of version
  line, and of it's not add a '\n'

2015-03-04 18:39  robert

* CMakeLists.txt: Updated SO_VERSION after changes to
  osgPresentation

2015-03-04 18:36  robert

* applications/present3D/CMakeLists.txt,
  applications/present3D/Cluster.cpp,
  applications/present3D/Cluster.h,
  applications/present3D/ExportHTML.cpp,
  applications/present3D/ExportHTML.h,
  applications/present3D/PointsEventHandler.cpp,
  applications/present3D/PointsEventHandler.h,
  applications/present3D/ReadShowFile.cpp,
  applications/present3D/ReadShowFile.h,
  applications/present3D/SDLIntegration.cpp,
  applications/present3D/SDLIntegration.h,
  applications/present3D/ShowEventHandler.cpp,
  applications/present3D/ShowEventHandler.h,
  applications/present3D/SpellChecker.cpp,
  applications/present3D/SpellChecker.h,
  applications/present3D/deprecated,
  applications/present3D/present3D.cpp,
  include/osgPresentation/AnimationMaterial,
  include/osgPresentation/CompileSlideCallback,
  include/osgPresentation/KeyEventHandler,
  include/osgPresentation/PickEventHandler,
  include/osgPresentation/PropertyManager,
  include/osgPresentation/SlideEventHandler,
  include/osgPresentation/SlideShowConstructor,
  include/osgPresentation/Timeout,
  include/osgPresentation/deprecated/AnimationMaterial,
  include/osgPresentation/deprecated/CompileSlideCallback,
  include/osgPresentation/deprecated/KeyEventHandler,
  include/osgPresentation/deprecated/PickEventHandler,
  include/osgPresentation/deprecated/PropertyManager,
  include/osgPresentation/deprecated/SlideEventHandler,
  include/osgPresentation/deprecated/SlideShowConstructor,
  include/osgPresentation/deprecated/Timeout,
  src/osgPlugins/osc/OscReceivingDevice.cpp,
  src/osgPlugins/osc/ReaderWriterOscDevice.cpp,
  src/osgPlugins/p3d/ReaderWriterP3D.cpp,
  src/osgPlugins/p3d/ReaderWriterPaths.cpp,
  src/osgPresentation/AnimationMaterial.cpp,
  src/osgPresentation/CMakeLists.txt,
  src/osgPresentation/CompileSlideCallback.cpp,
  src/osgPresentation/KeyEventHandler.cpp,
  src/osgPresentation/PickEventHandler.cpp,
  src/osgPresentation/PropertyManager.cpp,
  src/osgPresentation/SlideEventHandler.cpp,
  src/osgPresentation/SlideShowConstructor.cpp,
  src/osgPresentation/Timeout.cpp,
  src/osgPresentation/deprecated/AnimationMaterial.cpp,
  src/osgPresentation/deprecated/CompileSlideCallback.cpp,
  src/osgPresentation/deprecated/KeyEventHandler.cpp,
  src/osgPresentation/deprecated/PickEventHandler.cpp,
  src/osgPresentation/deprecated/PropertyManager.cpp,
  src/osgPresentation/deprecated/SlideEventHandler.cpp,
  src/osgPresentation/deprecated/SlideShowConstructor.cpp,
  src/osgPresentation/deprecated/Timeout.cpp: Restructed the
  osgPresentation and present3D directories back to the structure
  that was present in OSG-3.2

2015-03-04 17:42  robert

* examples/CMakeLists.txt, include/osgDB/ClassInterface,
  include/osgPresentation/Action, include/osgPresentation/Audio,
  include/osgPresentation/Element, include/osgPresentation/Group,
  include/osgPresentation/Image, include/osgPresentation/Layer,
  include/osgPresentation/Model, include/osgPresentation/Movie,
  include/osgPresentation/Presentation,
  include/osgPresentation/PresentationInterface,
  include/osgPresentation/Section, include/osgPresentation/Show,
  include/osgPresentation/Slide, 

Re: [osg-users] GL error line 2255: invalid operation

2015-03-06 Thread Trajce Nikolov NICK
Thanks Sebastian. I have to switch to my Windows machine :-)

Cheers,
Nick

On Fri, Mar 6, 2015 at 8:47 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 Try geDebugger [1] etc.. Under visual studio they even integrate into the
 GUI, so you will be able to debug the offending line which causes the error.


 [1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/

 Cheers
 Sebastian

  suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error
  still the same :-/

  Nick

 On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

  Thanks Bjorn. I will start debugging 

  Nick

 On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing bjorn.bliss...@vti.se
 wrote:

 Hi Nick,

 I got a couple of this while doing the Oculus integration (mostly due to
 Oculus driver injection). But the procedure I usually use is this:

 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
 variable:

 OSG_GL_ERROR_CHECKING=ON

 This will give you more information of which class that triggered the GL
 error. (Although this is not always true, there are some caveats).

 2. Once I found which class that is the probable offender I usually add
 some debug printouts in that OSG class, printing out the name of the node,
 attribute or whatever classtype is triggering the error.

 The caveats:
 This process usually finds you the offending call. But you cannot trust
 it 100%. This is due to the fact that to clear the error flag you have to
 call glGetError(), and since OSG cannot have glGetError() calls after every
 single one of its OpenGL calls, sometimes the wrong class gets reported.

 So if you suspects that OSG is pointing the finger on the wrong class.
 Start by adding a glGetError() call as first OpenGL call in that class.
 Otherwise you might chase an error that actually exists in another class.

 Good luck on you bug hunting!

 Björn

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Re: [osg-users] GL error line 2255: invalid operation

2015-03-06 Thread Sebastian Messerschmidt

Am 06.03.2015 um 10:34 schrieb Trajce Nikolov NICK:

Thanks Sebastian. I have to switch to my Windows machine :-)
Maybe some of the Unix-users here can drop in and tell us if there is 
some tool on Unix to debug OpenGL calls.


Cheers
Sebastian


Cheers,
Nick

On Fri, Mar 6, 2015 at 8:47 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de 
mailto:sebastian.messerschm...@gmx.de wrote:


Hi Nick,

Try geDebugger [1] etc.. Under visual studio they even integrate
into the GUI, so you will be able to debug the offending line
which causes the error.


[1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/

Cheers
Sebastian

suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this
error  still the same :-/

Nick

On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com
mailto:trajce.nikolov.n...@gmail.com wrote:

Thanks Bjorn. I will start debugging 

Nick

On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing
bjorn.bliss...@vti.se mailto:bjorn.bliss...@vti.se wrote:

Hi Nick,

I got a couple of this while doing the Oculus integration
(mostly due to Oculus driver injection). But the
procedure I usually use is this:

1. Enabled OpenGL debugging in OpenSceneGraph by setting
the environment variable:

OSG_GL_ERROR_CHECKING=ON

This will give you more information of which class that
triggered the GL error. (Although this is not always
true, there are some caveats).

2. Once I found which class that is the probable offender
I usually add some debug printouts in that OSG class,
printing out the name of the node, attribute or whatever
classtype is triggering the error.

The caveats:
This process usually finds you the offending call. But
you cannot trust it 100%. This is due to the fact that to
clear the error flag you have to call glGetError(), and
since OSG cannot have glGetError() calls after every
single one of its OpenGL calls, sometimes the wrong class
gets reported.

So if you suspects that OSG is pointing the finger on the
wrong class. Start by adding a glGetError() call as first
OpenGL call in that class. Otherwise you might chase an
error that actually exists in another class.

Good luck on you bug hunting!

Björn

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[osg-users] Texture2D subload woes

2015-03-06 Thread Eric Sokolowsky
I have need for some custom code to run after the
Texture2D::applyTexImage2D_subload function is called. (I am reading back
the image from OpenGL, which might have been compressed by the graphics
card, and saving it to disk.) So I have been using a subloadCallback to put
the custom code in place. This works, but I don't require any custom code
for the Texture2D::applyTexImage2D_load function. But since the
subloadCallback requires me to implement both the load and the subload I
must do both. But I can't replicate the code in Texture2D::apply in my
subloadCallback because there are lots of mutable members in Texture2D and
getting them from the subloadCallback doesn't make them mutable for me, so
I get lots of errors of losing constness and qualifiers if I try this path.

So I am wondering how best to proceed from here. Should I derive a class
from Texture2D so I can intercept calls to apply(), then call the base
class version and do my custom processing from there, or can we add a hook
to call a custom callback after the Texture2D::applyTexImage2D_load and/or
the Texture2D::applyTexImage2D_subload functions?

Or is there a better way to read the texture back from the graphics card
that is independent of the Texture2D::apply function? Of course this will
need to be done in the draw thread.

Any help will be appreciated..

Eric
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Re: [osg-users] Texture2D subload woes

2015-03-06 Thread Robert Osfield
Hi Eric,

It's a long time since I looked at the subload callback.  Having the load
and subload methods available in osg::Texture2D seems like a sensible
option.

However, it might be that you don't need the callback at all.  Have you
looked at the osg::Image::Image::readImageFromCurrentTexture(..) method?

Robert.


On 6 March 2015 at 19:50, Eric Sokolowsky e...@byu.net wrote:

 I have need for some custom code to run after the
 Texture2D::applyTexImage2D_subload function is called. (I am reading back
 the image from OpenGL, which might have been compressed by the graphics
 card, and saving it to disk.) So I have been using a subloadCallback to put
 the custom code in place. This works, but I don't require any custom code
 for the Texture2D::applyTexImage2D_load function. But since the
 subloadCallback requires me to implement both the load and the subload I
 must do both. But I can't replicate the code in Texture2D::apply in my
 subloadCallback because there are lots of mutable members in Texture2D and
 getting them from the subloadCallback doesn't make them mutable for me, so
 I get lots of errors of losing constness and qualifiers if I try this path.

 So I am wondering how best to proceed from here. Should I derive a class
 from Texture2D so I can intercept calls to apply(), then call the base
 class version and do my custom processing from there, or can we add a hook
 to call a custom callback after the Texture2D::applyTexImage2D_load and/or
 the Texture2D::applyTexImage2D_subload functions?

 Or is there a better way to read the texture back from the graphics card
 that is independent of the Texture2D::apply function? Of course this will
 need to be done in the draw thread.

 Any help will be appreciated..

 Eric

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Re: [osg-users] Texture2D subload woes

2015-03-06 Thread Eric Sokolowsky
Hi Robert,

I am using that function to get the image from the texture in my custom
subload callback. The problem is how or when do I call that? It must be in
the draw thread, so that's why I was using a subload callback, but I no
longer want to override the default processing found in Texture2D::apply(),
so I don't want to use a subload callback any more.

Eric

On Fri, Mar 6, 2015 at 3:45 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Eric,

 It's a long time since I looked at the subload callback.  Having the load
 and subload methods available in osg::Texture2D seems like a sensible
 option.

 However, it might be that you don't need the callback at all.  Have you
 looked at the osg::Image::Image::readImageFromCurrentTexture(..) method?

 Robert.


 On 6 March 2015 at 19:50, Eric Sokolowsky e...@byu.net wrote:

 I have need for some custom code to run after the
 Texture2D::applyTexImage2D_subload function is called. (I am reading back
 the image from OpenGL, which might have been compressed by the graphics
 card, and saving it to disk.) So I have been using a subloadCallback to put
 the custom code in place. This works, but I don't require any custom code
 for the Texture2D::applyTexImage2D_load function. But since the
 subloadCallback requires me to implement both the load and the subload I
 must do both. But I can't replicate the code in Texture2D::apply in my
 subloadCallback because there are lots of mutable members in Texture2D and
 getting them from the subloadCallback doesn't make them mutable for me, so
 I get lots of errors of losing constness and qualifiers if I try this path.

 So I am wondering how best to proceed from here. Should I derive a class
 from Texture2D so I can intercept calls to apply(), then call the base
 class version and do my custom processing from there, or can we add a hook
 to call a custom callback after the Texture2D::applyTexImage2D_load and/or
 the Texture2D::applyTexImage2D_subload functions?

 Or is there a better way to read the texture back from the graphics card
 that is independent of the Texture2D::apply function? Of course this will
 need to be done in the draw thread.

 Any help will be appreciated..

 Eric

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Re: [osg-users] Texture2D subload woes

2015-03-06 Thread Eric Sokolowsky
I subclassed Texture2D and implemented apply(), and it now works very well,
without duplicating code. I'm not sure if there's a better solution but I'm
happy with this one.

Eric

On Fri, Mar 6, 2015 at 3:52 PM, Eric Sokolowsky e...@byu.net wrote:

 Hi Robert,

 I am using that function to get the image from the texture in my custom
 subload callback. The problem is how or when do I call that? It must be in
 the draw thread, so that's why I was using a subload callback, but I no
 longer want to override the default processing found in Texture2D::apply(),
 so I don't want to use a subload callback any more.

 Eric

 On Fri, Mar 6, 2015 at 3:45 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Eric,

 It's a long time since I looked at the subload callback.  Having the load
 and subload methods available in osg::Texture2D seems like a sensible
 option.

 However, it might be that you don't need the callback at all.  Have you
 looked at the osg::Image::Image::readImageFromCurrentTexture(..) method?

 Robert.


 On 6 March 2015 at 19:50, Eric Sokolowsky e...@byu.net wrote:

 I have need for some custom code to run after the
 Texture2D::applyTexImage2D_subload function is called. (I am reading back
 the image from OpenGL, which might have been compressed by the graphics
 card, and saving it to disk.) So I have been using a subloadCallback to put
 the custom code in place. This works, but I don't require any custom code
 for the Texture2D::applyTexImage2D_load function. But since the
 subloadCallback requires me to implement both the load and the subload I
 must do both. But I can't replicate the code in Texture2D::apply in my
 subloadCallback because there are lots of mutable members in Texture2D and
 getting them from the subloadCallback doesn't make them mutable for me, so
 I get lots of errors of losing constness and qualifiers if I try this path.

 So I am wondering how best to proceed from here. Should I derive a class
 from Texture2D so I can intercept calls to apply(), then call the base
 class version and do my custom processing from there, or can we add a hook
 to call a custom callback after the Texture2D::applyTexImage2D_load and/or
 the Texture2D::applyTexImage2D_subload functions?

 Or is there a better way to read the texture back from the graphics card
 that is independent of the Texture2D::apply function? Of course this will
 need to be done in the draw thread.

 Any help will be appreciated..

 Eric

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