Robert, thank you for the reply. The community-crickets were a little
disconcerting.
I don't think it has to be as complicated as you described. Simply finding
the height at the location of the object, placing it there, and placing a
file reference within that tile's hierarchy so that the
Oh darn! I had a good reply to this :) Congrat's on the find!
On Thursday, December 12, 2019 at 12:51:02 AM UTC-8, Philipp Wagner wrote:
>
> Sorry, the issue has been that the camera automatically adjusted the near
> and far plane when rendering the individual parts.
> Problem solved.
>
>
Hi folks,
I googled but not found an answer that goes into this.
I have what can be considered a town and want to clamp the buildings to the
terrain (obviously).
What I would prefer is to have some pre-process that runs intersectors on
the terrain, pushing up (or down) through the
gid/osg-users/41b04413-c614-469e-9b8c-d60fe78a191d%40googlegroups.com?utm_medium=email_source=footer>
> .
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
--
Brad Colbert
Renais
Hi,
I thought I would post my solution for finding the intersection of circles with
a rectangle. Used to test were circles are intersecting the edge of my Ortho
projection.
Code:
bool isPointOnSegment(const osg::Vec3d& p1, const osg::Vec3d& p2, const
osg::Vec3d& point)
{
// First test
Hi,
I'm using an ortho frustum to draw a map. On the map I'm drawing a kind of
range ring / sector pattern, starting from an origin using lines. I want to
draw text at the edge of the viewport where the lines intersect with the edge
(well, just inside so the text is viewable).
The problem
Hello,
I'm reading a model multiple times using osgDB::readNodeFile. I'm rotating a
part on one of the models but the same part on all of the instances of the
model are rotating.
I've looked at the pointer returned from osgDB::readNodeFile for all of the
load calls (for the same model file)
Hi Laurens,
The data is imagery not a DEM so the black has pixel value of 0,0,0 (or
probably 0 in each color plane). Back in the day we contracted with Robert to
make the texture blend logic switchable (see: --blending-policy
DO_NOT_SET_BLENDING) but I'm wondering if this changed or is being
Found (fixed) the issue. The imagery was in different coordinate spaces which
was throwing off osgdem. I re-projected, converted to RGB (from color table),
and cropped the high-res image. Much better.
However (always is) I'm getting a blending issue with the black pixels in the
high-res
One small update. I tried building a new database with the larger (geographic)
image as well (for when we are zoomed out more), and the higher res inset is
really not well. See the attached image.
Additional image source:
https://aeronav.faa.gov/content/aeronav/Planning/US_WallPlan_6.zip
Hi,
I'm trying to build a simple map from a Geotiff but the result is not correct.
It looks like the lower resolution LOD textures are either not loading or are
not generated. I've tried both vpbmaster and osgdem.
Has anyone had this problem?
Details:
Ubuntu 18.04
Nvidia GTX 1080
Nvidia
Hi folks,
I'm sure this has been asked before but is there an example for using the
performance graph to render custom statistics?
Cheers,
Brad
--
Brad Colbert
Renaissance Sciences Corporation
(four eight zero) two nine zero - three nine nine seven <14802903
our model that is not
> implemented? The right approach would probably be to modify the model to
> strip off the unsupported state so the error is prevented.
>
> On Mon, Jul 23, 2018 at 9:18 PM Brad Colbert wrote:
>
>> Hi Folks,
>>
>> I have, what I hope, is an easy question.
Hi Folks,
I have, what I hope, is an easy question. I have a model that I'm loading
into my app (GL3) that is causing the following warning. What can I do to
simply stop the warning from being displayed?
*Warning: Material::apply(State&) - not supported.*
Would simply setting the
Hi Folks,
I have an AutoTransform set to maintain the axes model to the same screen
size but I'm guessing I'm using it incorrectly. It behaves just like a
scale node with a constant fixed scale instead of changing the scale to
maintain a constant screen size. I've tried all sorts of param's for
Could this be why I'm not getting my colors?
Cheers,
Brad
On Fri, Jun 1, 2018 at 8:51 AM, Robert Osfield
wrote:
> Hi Dan,
>
> Thanks for the explanation and example to reproduce the bug... Guess
> it looks like we'll need to make 3.6.2 rather sooner than I was
> hoping, it'll be one a month at
t;
> Check to make sure your Geometry has setDataVariance(osg::Object::DYNAMIC).
> That solved the problem for most of our similar cases.
>
>
>
> - Dan
>
>
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Brad Col
I'm updating my vertices at runtime. I've found a few posts that discuss
this:
(a couple are:)
http://forum.openscenegraph.org/viewtopic.php?t=14826
http://forum.openscenegraph.org/viewtopic.php?t=15782
Let me first mention that I've compiled OSG with GL3 support, so no display
lists. That
Just to get it on record: Specifying --no-interpolate-imagery as a global
switch fixed the issue.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Thursday, September 26, 2013
]
[Subset_VPB_pow10_1000.jpg]
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 290-3997
inline: image001.jpginline: image003.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
when doing
the VPB build by choosing an RGB output format. Run osgdem --help to see all
the options.
Robert.
On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote:
Hi folks,
We are building a database using an additional texture layer as a height field.
I'm finding
] On Behalf Of Arthur Bogard
Sent: Thursday, September 26, 2013 12:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB adding noise to imagery
I've found that RGB-16 solves my issues, but not RGBA
On Thu, Sep 26, 2013 at 6:39 PM, Brad Colbert bcolb...@rscusa.com wrote:
Hi Robert,
Maybe I'm
Nick,
A shader would allow you to change most of those.
-B
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce Nikolov
NICK
Sent: Sunday, April 28, 2013 7:48 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgSim::LighPoint
has
released 2013 which is currently incompatible with the OSG plugin.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 290-3997
___
osg-users mailing list
osg-users@lists.openscenegraph.orgmailto:osg-users@lists.openscenegraph.org
http
Hi Folks,
Does anyone know of a source for getting the FBX 2012.1+ SDK? Autodesk has
released 2013 which is currently incompatible with the OSG plugin.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 290-3997
___
osg-users mailing list
Hi folks,
OSG 3.0.1
OpenFlight 16.4
I've been looking at the code that loads light points in the OpenFlight loader.
I was putting together a test and ran into an issue. It appears that in the
FLASHING_SEQUENCE section in LightPointsRecords.cpp:316 (IndexedLightPoint)
that the loader is
...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, June 22, 2012 2:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LightPointNode BlinkSequence class modification
questions.
HI Brad,
On 21 June 2012 23:23, Brad Colbert bcolb...@rscusa.com wrote:
How would you feel
Robert,
How would you feel about changing the osg::Vec4 BlinkSequence::color(double
time,double length) const to virtual?
I would like to customize the behaviour of this call but I'm currently unable
to because it is inlined and not virtual.
Thank you!
Cheers,
Brad
--
Read
reported when using RGB_16F cubemap as FBO
Hi, Brad
Add this lines and you should be ok:
texture-setSourceType(GL_HALF_FLOAT);
texture-setSourceFormat(GL_RGB);
Cheers,
Sergey.
19.06.2012, 05:01, Brad Colbert bcolb...@rscusa.com:
Hi,
I'm getting an error when I try to use a floating point
Hi,
I'm getting an error when I try to use a floating point texture as a cube map
for an FBO. I'm able to repeat the error using the prerendercubemap example
where I changed line 223 to:
texture-setInternalFormat(GL_RGB16F_ARB);
The error I get is:
RenderStage::runCameraSetUp(), FBO
Hi folks,
Reading my post it's even hard for me to tell what I'm asking. I'll try to
simplify the question with this reply.
I'm trying to make the cubemap used in osgOcean (and the example osgOcean
application) dynamic by attaching the faces of the cubemap to cameras as FBOs
(see
Hi folks,
I'm not sure what I'm missing, but I'm trying to update the cubemap used in
osgOcean (and the example application) with a series of cameras. The approach
I've taken is derived from the osgprerendercubemap example. I'm rendering our
sky model to the cubemap but, strangely it does
Hi Kim,
Thanks for your response. I appreciate the paper and will give it a read.
...
Thank you!
Cheers,
Brad
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47999#47999
___
osg-users mailing
Hi Kim,
I too am looking for resources about some specifics on osgOcean.
Generally, what is the ratio of wind speed to wave height? Is there a simple
function for this? I want to be able to model certain wave heights and, as I
understand it, this is driven by wind speed.
Are the top/bottom
. You
should probably add a map of textures so that shared textures don't get written
multiple times.
-Paul
On 1/20/2012 5:07 PM, Brad Colbert wrote:
Hi folks,
I found a work around. First, if I convert the IVE to OSG with the option
osgconv -O OutputTextureFiles it will write out the .dds
Fantastic!
Some hints of that old helicopter game from back in the day. Nice!
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: Wednesday, March 21, 2012 10:51 AM
To:
Sent: Sunday, January 22, 2012 8:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Page-in notification
HI Brad,
On 21 January 2012 15:48, Brad Colbert bcolb...@rscusa.com wrote:
I'm sure this has been asked a few times but is there a way to be notified
when a tile for a VPB database
Hi folks,
I'm sure this has been asked a few times but is there a way to be notified when
a tile for a VPB database is paged in? We have some dynamically loaded
buildings that we would like to re-clamp as the tile underneath pages.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480
why?
Thanks,
Brad
P.S.
OpenSceneGraph Library 3.0.1
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
changes to the OpenFlight writer to output the textures?
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Friday, January 20, 2012 3:56 PM
To: 'osg-us...@openscenegraph.org'
Subject
Bart,
I believe in the OSG threading model CullThreadPerCameraDrawThreadPerContext
produced some inherit threading at some level for each camera and context.
Is there a specific reason you need a separate context?
Can the agents be in their own threads with a sync' or rendezvous mechanism to
Raymond,
We had a similar problem with a few, older, air field models. Luckily the
polygons that represent the stripes where positioned in the models scene-graph
to draw last (with respect to the model). All that was required was for us to
turn off depth for the sections that needed it
quantify it?
Thanks!
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
to remove them safely when they are
done?
Thanks!
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
and I believe osgspotlight suffers
from exactly the same quadrant defect if you look closely.
Would be really nice if somebody submitted a fix.
/Per
On 29 September 2011 01:59, Brad Colbert bcolb...@rscusa.com
mailto:bcolb...@rscusa.com wrote:
Glenn,
__ __
Bingo
-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon'
Hanson
Sent: Wednesday, September 28, 2011 3:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GLSL shaders and projective texturing
On 9/27/2011 7:21 PM, Brad
Hi folks,
I'm looking for a complete example showing projective texturing with GLSL
shaders in OSG. I'm simply trying to implement a spotlight just like the
osgspotlight example. What I've found doesn't quite paint the whole picture
for me. Anything would be helpful.
Cheers,
Brad
---
Brad
and projective texturing
On 9/27/2011 2:16 PM, Brad Colbert wrote:
Hi folks,
I'm looking for a complete example showing projective texturing with GLSL
shaders in OSG. I'm simply trying to implement a spotlight just like the
osgspotlight example. What I've found doesn't quite paint the whole
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Tuesday, September 27, 2011 1:16 PM
To: 'osg-us...@openscenegraph.org'
Subject: [osg-users] GLSL shaders and projective texturing
Hi folks,
I'm looking for a complete example showing projective texturing
...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, August 31, 2011 11:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Density of the SmokeTrailEffect
On 08/31/2011 02:16 PM, Brad Colbert wrote:
Hi folks,
I have a simple rocket model with a SmokeTrailEffect added and the trail is
more like
Is there an example that works with GL 3?
I keep getting errors due to reliance on FFP capabilities.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Monday, May 09, 2011 3:10 PM
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
-users] OpenGL 3.0 support
On 5/9/2011 12:08 PM, Brad Colbert wrote:
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
glLoadMatrixf isn't a 3.0 function
There is a VNC plugin for OSG. I have not used it but wouldn't that allow a
remote user to see/manipulate the model.
You can also just do normal VNC desktop sharing, or if you are on Windows lookg
at Glance (www.glance.net) , or desktop sharing via Skype.
-B
From:
, in which case the OSG supports this without need for
callbacks or subclassing. osgprerender or osgdistortion are good
examples to learn from.
Robert.
On Fri, Jan 21, 2011 at 11:51 PM, Brad Colbert bcolb...@rscusa.com wrote:
Hello folks,
We have a custom sensor model that we have used for some time
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Thursday, February 03, 2011 10:27 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Why does Draw skip frame number as reported from
Hello all,
Is there a way to get the current ModelView and Projection matrices in the
update() call?
Thanks,
Brad
---
Brad Colbert
Renaissance Sciences Corporation
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
Users
Subject: Re: [osg-users] Drawable::UpdateCallback, Modelview and projection
matrices
Hi Brad
On Mon, Feb 14, 2011 at 7:10 PM, Brad Colbert bcolb...@rscusa.com wrote:
Is there a way to get the current ModelView and Projection matrices in the
update() call?
There isn't necessarily any one
,
754 : 748,
755 : 748, 755,
756 : 748,
757 : 748, 756, 757,
758 : 748, 756, 758,
759 : 748, 756, 759,
759 : 748, 756,
761 : 748, 756, 760, 761,
My question is, why is the draw skipping frame numbers?
---
Brad Colbert
Renaissance Sciences Corporation
is to simply have a draw
callback directly output the frame number.
Robert.
On Thu, Feb 3, 2011 at 5:07 PM, Brad Colbert bcolb...@rscusa.com wrote:
I'm resending this with a new Subject: line. Worried that it was a little
too cryptic.
I'm trying to understand how the threading works in OSG when
and would suspect that your
method is the cause of the odd output.
The way I'd check the current frame number is to simply have a draw
callback directly output the frame number.
Robert.
On Thu, Feb 3, 2011 at 5:07 PM, Brad Colbert bcolb...@rscusa.com wrote:
I'm resending this with a new Subject: line
...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Thursday, February 03, 2011 10:11 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Why does Draw skip frame number as reported from
FrameStamp::getFrameNumber()?
Simplifying my example, my PostDrawCallback now simply prints the pointer value
()?
Hi Brad,
What happens when you run SingleThreaded or CullDrawThreadPerContext?
Robert.
On Thu, Feb 3, 2011 at 6:27 PM, Brad Colbert bcolb...@rscusa.com wrote:
One more update:
I modified the code slightly in both the Pre and Post draw callbacks to
compare frame numbers. I would expect
frame. Have a tweak of the osgViewer
code that updats the FrameStamp on each new frame so it assigns a new
FrameStamp if it doesn't already.
Robert.
On Thu, Feb 3, 2011 at 7:21 PM, Brad Colbert bcolb...@rscusa.com wrote:
SingleThreaded and CullDrawThreadPerContext behave as I would expect
)
{
g_frameNumber++;
osgViewer::Viewer::frame( simulationTime );
}
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Thursday, February 03, 2011 11:45 AM
To: 'OpenSceneGraph Users'
Subject: Re
,
759 : 748, 756, 759,
759 : 748, 756,
761 : 748, 756, 760, 761,
My question is, is the draw skipping frame numbers?
---
Brad Colbert
Renaissance Sciences Corporation
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
context bound when these calls are made? (if not, why not)
2. If so, am I allowed to bind my FBO in the pre-draw, and draw in my post
draw?
Thanks!
---
Brad Colbert
Renaissance Sciences Corporation
___
osg-users mailing list
osg-users
-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Friday, January 21, 2011 3:51 PM
To: 'osg-us...@openscenegraph.org'
Subject: [osg-users] Camara: PreDrawCallback and PostDrawCallBack
Hello folks,
We have a custom sensor model that we have used for some time with OSG. It
provides
Gent's,
I was wondering the same.
A templated Vec class isn't all that hard to implement and maintain, it's
pretty straight forward. What's a pain is a templated Matrix class, although
totally doable (from experience). I would gladly help if someone wanted to
start taking on the task.
-B
To: OpenSceneGraph Users
Subject: Re: [osg-users] Why is Vec not a template?
Hi Brad,
On Fri, Oct 22, 2010 at 6:17 PM, Brad Colbert bcolb...@rscusa.com wrote:
A templated Vec class isn't all that hard to implement and maintain, it's
pretty straight forward.
There are awkward, and making it templated
I'm passing along a question from our database team:
We would like to flatten certain areas of the terrain polygons for a given
DTED/DEM input file. Is there an option for VPB where we can specify a
shapefile of the flattened area?
Any help/info would be greatly appreciated.
-B
---
Brad
to
handle
the extension record contents the way that you require.
The code you quoted below pertains to handling the PushExtension and
PopExtension control records, which is only tangentially related to
Extension
records themselves.
-Paul
Brad Colbert wrote:
Paul,
Thanks
the OpenFlight loader in OSG read in any way
these Extension Records or, worse, preclude the reading of the record?
I know this is a pretty open question but I'm just starting to dig into
this.
Any information will be more than I have now, thanks!
-B
---
Brad Colbert
Renaissance Sciences
] OpenFlight: Reading the Extension Record
Check the source code. If I recall correctly, the loader reads in
comment
records and stores them as UserData in the scene graph, but I'm not
sure about
extension records. The only way to know for certain is to check the
source.
-Paul
Brad
Hi Folks,
Where is the best place to update application level things before the
frame is drawn? (ie. network reads/writes, model updates, text
setting... )
-B
---
Brad Colbert
Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044
PagedLOD that enables blending if the image is RGBA.
I guess my question is if this is absolutely necessary? This is a bit
of a big hammer solution, I think.
Can't the user just enable blending on the osg::Node* that represents
the entire database?
-B
---
Brad Colbert
Renaissance Sciences
...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Tuesday, March 02, 2010 1:04 PM
To: osg-us...@openscenegraph.org
Subject: [osg-users] OSG 2.9.6 GeometryTechnique and transparency
Robert,
I just upgraded everything to 2.9.6. In the process I built one of
our
sensor capable databases which relies
What are the UpdateOperations used for in the osgViewer::Viewer class?
-B
---
Brad Colbert
Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
Hi Robert,
If a paging thread has hung then you could try and cancel the threads
and restart the pager. I've never tried this myself so can't give
particular guidance on it.
I'll delve a bit deeper and see what I can get to work.
Personally if threads have died you have already pushed
a frame.
Robert.
On Tue, Nov 25, 2008 at 10:19 PM, Brad Colbert [EMAIL PROTECTED]
wrote:
Hi Folks,
We have an .ive PagedLOD database that is high resolution in both
textures and poly's. Understandably in certain situations we are
able
to clobber both the memory on the machine
played with the LOD scale but we still have some issues.
Is it possible to detect the death of the paging thread, and if so, can
we flush the nodes it was holding onto and restart it?
Any other ideas would be greatly appreciated.
-Brad
---
Brad Colbert
Renaissance Sciences Corporation
W: 480 374
Definitely! Open source right?
I believe you can take advantage of direct to texture loads similar to
what the QuickTime library offers on OSX (sadly not for Windows).
-B
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jason Beverage
Hello,
Try these steps:
1. Render the scene to an FBO
2. Render the captured buffer with an RGB to YUV shader.
-B
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
Sent: Wednesday, February 20, 2008 3:25 AM
To: osg-users@lists.openscenegraph.org
? Is this not correct?
-B
---
Brad Colbert
Renaissance Sciences Corporation
W: 480 374-1202 x:202
M: 480 290-3997
F: 425 675-8044
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
to traverse the entire thing, even though
the it may not be paged in? Could it be that the LOD structure
available when the database is first loaded?
This post is more of a stream of questions, I apologize.
Thank you.
-B
---
Brad Colbert
Renaissance Sciences Corporation
I think I found it on andesengineering.com. I hope it's the correct
version.
-B
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brad
Colbert
Sent: Tuesday, August 28, 2007 8:31 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgEphemeris
Hi Folks,
I
86 matches
Mail list logo