Re: [osg-users] bluring model edges
Hi, Morphological Antialiasing (MLAA) is a Post Processing technique. you could try with osgPPU. ie can this methodology be performed in milliseconds? : Like other Post Processing technique, it's depend of your shader complexity and your output resolution. An example : http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, Morphological Antialiasing maybe an other solution : http://visual-computing.intel-research.net/publications/publications.htm http://visual-computing.intel-research.net/publications/mlaa.pdf http://visual-computing.intel-research.net/publications/testMLAA.zip Yann On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma harashsha...@yahoo.comwrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash -- *From:* Allen Saucier allen.sauc...@itt.com *To:* osg-users@lists.openscenegraph.org *Sent:* Tue, March 16, 2010 8:27:51 PM *Subject:* Re: [osg-users] bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ 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 -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lego Augmented Reality
Hi, It's probably : total immersion http://www.t-immersion.com/ http://www.virtualworldsnews.com/2008/06/video-augmented.html ,Yann Envoyé de mon iPhone Le 15 févr. 2010 à 21:46, Buckley, Bob CTR MDA/DES bob.buckley@mda.m il a écrit : FYI, Web Strategy by Jeremiah Owyang Breakdown: Lego's Digital Box, an Augmented Reality Kiosk http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/ Metaio in Munich, Germany, developed the Digital Box. They have their own SDK called The Unifeye http://www.metaio.com/products/ This type of Alternate Reality is called Augmented Virtuality. http://en.wikipedia.org/wiki/Mixed_reality Blair MacIntyre, Associate Professor at Georgia Tech, is doing this type of work, but mostly on handhelds (i.e., Zune). Horst Bischof, Professor at Graz University of Technology, is doing this type of real-time computer vision ... and then some! They were both keynote speakers at last falls nVidia GPU Conference. Important Trends in Visual Computing (General Session) https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp Check out the video for a kewl real-time real world tire and a virtual rim with shading based on a real-time real world light source Blair was also involved in www.ismar09.org SmartScene - one of the 2 engineers (way early on) ended up going to work for Lego in Denmark. He did VR research work for them at their Corporate Headquarters. I don't know if that effort turned into a product or not. He hasn't been with them for some time now. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Monday, February 15, 2010 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality As to who, I would say this would be their internal Software/RD group, I was interested in joining that group a few years ago especially when I was still involved with Mulitgen and Smartscene, they had a really cool virtual Lego land demo in Smartscene. SmartScene was a great concept which just arrived way to early for the technology especially at the consumer level Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Monday, February 15, 2010 11:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ 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.or g ___ 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] Computing Normals for Drawables
Hi, Interresting links about compact normal and more : http://aras-p.info/blog/2009/08/04/compact-normal-storage-for-small-g-buffers/ http://aras-p.info/texts/CompactNormalStorage.html and http://c0de517e.blogspot.com/2008/10/normals-without-normals.html yann On Fri, Nov 6, 2009 at 10:51 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Simon, Ah I didn't know that, ty. Seems like an odd limitation though. Well, the video cards are implemented to take in only certain types of data. Vertices, normals and colors are in general aggregates of 32-bit floats (which is why no vertex type is ever a vector of 3 doubles). How does the angles thing work? Not sure I follow you. Your intuition is right that normals around a vertex will always be in a sphere. The thing is that you can encode that as spherical coordinates ( http://en.wikipedia.org/wiki/Spherical_coordinates), where r = 1 (since a normal is always unit-length). So the direction could be encoded as two angles, theta and phi, inclination and azimuth (see the Wikipedia article). Now, you already save one float that way over storing a 3-component vector. If you want to save more, since the angles are small numbers, you can store both of them into the lower and upper parts of a single 32-bit float (two 16 bit numbers) and re-extract them from the float in the shader. Another way is you could store only 2 of the 3 components of the normal - since a normal is unit-length you can calculate the third component easily. Those numbers will also be small (less than or equal to 1) so you could do the same transformation into two 16-bit values and store them into a single float. The spherical coordinates just came to mind first as I've used it before, but the result would be the same. If you did the normal lookup, wouldn't you save a whole load of shader processing time, or is memory bandwidth a bigger limitation with shaders? You'd save a little bit of processing time per vertex, but compared to a texture lookup to get the right normal from the lookup table, I don't know what would win. Seriously, what I've described above is child's play for a GPU, and very easily parallelizable, which is what GPUs do best. It's not really a matter of bandwidth since your lookup table would be pretty small too. I expect you'd get similar performance in both cases, for me it's just inconvenient to drag around an extra table when I don't have to - the angles / quantized vector method above would all fit nicely in the object itself without needing any extra data. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
An other Interesting paper http://www.informatik.uni-rostock.de/~hc009/publications.html On Thu, May 14, 2009 at 11:53 AM, David Spilling david.spill...@gmail.comwrote: Kim, it does sound difficult to implement as a general case. Actually, I think that the only way to meet all current techniques with as common a scenegraph structure as possible is to render the heightfield to texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then use vertex texture fetch to draw the vertices (e.g. projective, tiled, etc.). The main drawback (IMHO) is current performance : vertex texture fetch is slow on many cards; even fewer seem to support GL_LINEAR in hardware (which you need). Undoubtedly this will get better, but when I looked at this a little while ago, it was sluggish in comparison to techniques not involving VTF. To be honest I've don't think I've seen a real time ocean simulation with geometric wake formations, they usually just use texture overlays. I agree; vertex deformation by wakes is... uncommon (we've done it in the past, but for very very application specific reasons that probably wouldn't be appropriate). However applying a deformation to your _normal_ field works easily, and works especially well at high altitudes in calm seas when you can't / shouldn't be able to see the vertices anyway. It's equivalent in construction to the way the surface wake foam textures work. One other point : for semi-infinite tiling oceans, have a look at the new instancing stuff that I recently saw contributed into OSG. I haven't played with yet it myself, but just repeating the base (high res) tile as an instance is probably higher performance than having to bother with LOD, skirts, and all the rest. Best regards, David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and 3ds max exporter
hi, there is a collamaxexpoeter for 3dsmax : http://sourceforge.net/project/showfiles.php?group_id=136478 But,it's sems to me, the animation's data are not supported with the osg collada plugin. ,yann On Tue, Mar 3, 2009 at 8:25 PM, Botorabi osgfo...@tevs.eu wrote: hi Cedric, i am still evaluating both approaches beginning with: 3ds max exporter vs. collada to osgAnimation converter. the latter approach may be integrated into first one. i will do some further reading and let you know which was i go first. cheers boto Virtual Reality Chat (VRC), a free 3D chat application. http://www.vr-fun.net -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7871#7871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regarding Camera Position
On Mon, Mar 2, 2009 at 8:26 PM, Gordon Tomlinson gor...@gordon-tomlinson.com wrote: Here the reply I gave you when you asked this question a couple of hours ago also a suggestion you read this link http://www.catb.org/~esr/faqs/smart-questions.htmlhttp://www.catb.org/%7Eesr/faqs/smart-questions.html From my previous reply : Have you looked at the code and headers of the camera or that use by osg when saving a path? Have you looked at the examples in OSG ? Have you looked at the tutorials listed on the web site ? http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials Have you searched the mail/forum archives ( clue: this has been answered many many many time before) http://www.mail-archive.com/search?q=camera+positionl=osg-users%40lists.openscenegraph.org These will all help you solve your problem __ *Gordon Tomlinson * *gor...@gordontomlinson.com* IM: *gordon3db...@3dscenegraph.com* *www.vis-sim.com www.gordontomlinson.com* __ *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *sunitha sunagad *Sent:* Monday, March 02, 2009 12:53 PM *To:* osg-users@lists.openscenegraph.org *Subject:* [osg-users] Regarding Camera Position I just need to know how will i get the camera position and the quaternion i need it to be recorded it with out the help of using the record option of the OSG feature that holds time x,y,z and quaternion So let me know if some one know how to get the Camera Position ans Quaternion -- Defeat the defeat before defeat defeats you Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] v0.4 tagged (to be used with osg 2.8)
website : http://projects.tevs.eu/osgppu/ On Mon, Feb 23, 2009 at 8:26 PM, Art Tevs osgfo...@tevs.eu wrote: Hi folks, i've just tagged v0.4 of osgPPU (post processing NodeKit for OpenSceneGraph). The new version does support: - full support for osg 2.8 - New Modules: -- UnitInOutModule processing units can now be loaded from .so/.dll modules -- UnitCamera - bring additional cameras into the osgppu pipeline (usefull for multiple cameras being processed by osgPPU) - deprecated class Shader removed (use ShaderAttribute instead) - small build fixes (changed Cmake files) - examples do build now with osgppu_ prefix - support for .so version build extensions (i.e. libosgPPU.so.0.4.0) - new examples: -- ssao - simple screen space ambient occlusion -- glow - simple example shows how to use osgPPU to let certain objects glow) -- cuda - shows how to compile and use CUDA kernels together in ppu pipeline -- CUDA support - bring cuda kernels into osgPPU pipeline, by loading CUDA-kernel through UnitInOutModule unit (CUDA kernels has to be compiled externally into an .so/.dll file) - full support for NodeKit definition ;) Take a look, if you are interested. Best regards, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7252#7252 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple GPU
Hi, Recent post of Stefan Eilemann on Equalizer blog talk about Openscenegraph and Equalizer : http://pogl.wordpress.com/2009/01/24/openscenegraph-and-equalizer/ Maybe, you could use the subversion of Equalizer and Openscengraph 2.8 Yann, On Wed, Feb 4, 2009 at 4:25 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi UFUK ? it would be greate to get see working osg with such high-end technology. may you should use equalizer and openscenegraph doing this. adrian 2009/2/4 ufuk gun ufuk@gmail.com Hi, I have to do a simulation project which needs 8 screens. This system likes a dome. so i want to ask few questions about this: 1) i want to use multiple gpu's. So is there a limit on number of gpu's on a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen with viewer? 2) how can i set which gpu render which screen. is there an auto management system in viewer? if i have screens which have resolutions like 8x1280x1024 or 4x2560x1024 or any other combination of this, should i do an extra thing for this? 3) do you think i will have a critical frame rate problem if i render 8 screens. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering double-sided surfaces.
Hi, An other technique, if you don't have normals of the model : http://c0de517e.blogspot.com/2008/10/normals-without-normals.html I have the same probleme with CAO file. yann, On Wed, Jan 28, 2009 at 6:18 PM, Paul Martz pma...@skew-matrix.com wrote: OpenGL features deprecated in 3.0 will still work in 3.0, but: * They might not be the optimal mechanism for what you are trying to accomplish -- better techniques exist. That's why it's deprecated; and... * Deprecated features might not work correctly when combined with new functionality; and finally... * Deprecated features might be removed in a future rev of OpenGL. At that point, the features might -- or might not -- still be available as an extension. Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com +1 303 859 9466 -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro terenzi *Sent:* Wednesday, January 28, 2009 4:37 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] Rendering double-sided surfaces. My second try: I got/created a StateSet from my model root and then, as suggested by Frank, I did: osg::ref_ptr osg::LightModel pLightModel = new osg::LightModel(); pLightModel-setTwoSided( true ); pState-setAttributeAndModes( pLightModel.get(), osg::StateAttribute::ON ); Doing this solved the problem. I did not added also the material setting as in the Frank's example because my models already have materials and textures applied. Paul said that this way to solve the problem is deprecated in OpenGL 3.0, but will it keep working anyway? Thank you very much for helping. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
Third step could be to implement this new paper : SSDO (Approximating Dynamic Global Illumination in Image Space) http://www.uni-koblenz.de/~ritschel/ On Fri, Dec 19, 2008 at 11:45 AM, Raymond de Vries ree...@xs4all.nl wrote: Hi Adrian, Thnx for the info, cool that it's already implemented in Blender :-) Cheers, have fun. Raymond Adrian Egli OpenSceneGraph (3D) wrote: Starting point of this first version is this very simple algorithm: http://mikepan.homeip.net/ssaowcn once this will perfectly work, then we can implementing a more complex one. there are many diferent papers describing how we can implementing high quality SSAO /adrian 2008/12/18 Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Screen Space Ambient Occlusion
Hi Adrian, *Interesting links about SSAO :* * http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm http://meshula.net/wordpress/?p=145 http://ati.amd.com/developer/SIGGRAPH08/Chapter05-Filion-StarCraftII.pdf* *Others Similar technique :* * http://developer.nvidia.com/object/siggraph-2008-HBAO.html http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_Ambient_Occlusion.pdf http://vcg.isti.cnr.it/Publications/2006/TCM06/Tarini_FinalVersionElec.pdf http://www.shalinor.com/research.html http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/Luft%20et%20al.%20--%20Image%20Enhancement%20by%20Unsharp%20Masking%20the%20Depth%20Buffer.pdf http://www.cs.berkeley.edu/b-cam/Papers/Kirk-2007-RTA/ * *SSAO technique based on :* * http://www.ppsloan.org/publications/ProxyPG.pdf* Yann -- Yann Le Paih ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Test www.osgChina.org . Normal?
I'm in France, It works for me On Feb 12, 2008 7:47 PM, Emmanuel Roche [EMAIL PROTECTED] wrote: I'm in France, it doesn't work at all for me. 2008/2/12, [EMAIL PROTECTED] [EMAIL PROTECTED]: FreeSouth wrote: Hello all : Somebody found that He(at Singapore) cann't visit www.osgChina.org(located HangZhou China. I don't know this site can be visited normally or not at other country. Thanks All. Yang ShiXing very slow but it works from europe ___ 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 -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org