[osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released
Hi, Today I released the next precompiled 3rdParty package for Windows. It is built with Visual Studio 2017 and Plattform toolset v141. The small package is already published and linked in the usual places. I hope to publish the full package within the next week. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70526#70526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] NVTT 3rdParty x64 libs for OSG...
Hi, I Don't know it by heart, but you can download the source package from osgvisual.org, the package contains build instructions as well. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70525#70525 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released
Robert, don't worry, enjoy your week :) Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69133#69133 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] New 3rdParty precompiled package for Windows released
Hi, I'm happy to announce the release of the updated 3rdParty package for Windows. You can download it on http://www.osgvisual.org/wiki/Downloads It is compiled using VS2013 Update 4 in 64 bit (x64). It contains the following libaries in their newest stable release: zlib-1.2.8 png-1.6.25 minizip-1.2.8 libtiff-4.0.6 jpeg-9b glut-3.7.6 giflib-5.1.4 freetype-2.7 OpenSSL 1.0.2j curl-7.50.3 (with openSSL, zLib, IPv6 and HTTP/2 support) NGHttp2 1.15.0 gdal-2.1.1 expat-2.2.0 pcre-8.39 PROJ-4.9.2 ICU4c-57.1 boost-1.62.0 (with ICU) libxml2-2.9.4 (with ICU) FFTSS-3.0 collada-dom-2.4.0 (1.4) Nvidia Texture Tools-2.1.0 DCMTK 3.6.1 (with zlib, OpenSSL, libxml, libtiff and libpng) The corresponding adjustments in the OpenSceneGraph CMake files are submitted and hopefully soon merged. Warm regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69116#69116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash using current OSG master with collada dom 2.4.0
Hi, I solved the issue: as long as collada is compiled with support for Version 150 AND 141, it is not able toe decide properly and mixes things. Compiling collada only with DOM version 141 support makes things working. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69078#69078 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash using current OSG master with collada dom 2.4.0
Hi, I compiled current master OSG with collada dom 2.4.0. It compiled and linked fine. However, as soon as I try to load a collada file (diningroom.dae), it crashes with a NULL Ptr Access in > osg145-osgDBd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter & rw={...}) line 954 Are there any known bugs in this area atm? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68968#68968 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] svn and git versions builds fail
Hi Robert, The issue is fixed. Sorry for the noise, it was a malformed VisualStudie project. Everything works as expected! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68951#68951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] svn and git versions builds fail
Hi Robert, yes I build it as usual. Maybe they changes things on their side, will look into it again. thanks! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68940#68940 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] svn and git versions builds fail
Hi robert, I'm working on a new release of the windows 3rdParty package. The gif plugin makes still problems. It compiles well ,but throws errors while linking.. error LNK2019: Unresolved external symbol "reallocarray" in function "DGifSlurp". D:\OpenSceneGraph\OpenSceneGraph-trunk_x64\src\osgPlugins\gif\giflib.lib(dgif_lib.obj) error LNK2001: Nicht aufgelöstes externes Symbol "reallocarray". D:\OpenSceneGraph\OpenSceneGraph-trunk_x64\src\osgPlugins\gif\giflib.lib(gifalloc.obj) The used giflib is 5.1.4, the current stable release. any ideas? Thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68926#68926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
Terry, Thank you for your clarification! My currently knowledge (which might be false) is that you can choose the target system by a) using another SDK to compile and use libs compatible to XP, and b) by defining the subsystem version for the linker. This modified linking affects two things: The subsystem is noted in the executable and can be edited with ORCA afaik. Additionally it changes the way how it is linked. A manually patched exe might work on XP or not, depending on the linker whether it used one of the new API calls or not. To avoid all this caveats (and because the package contains also executables), I decided to mark it as non-XP. I have still some customers using XP, but I admit I'm pushing torwards Win 7. In my opinion is Win7 a worthy successor of XP and I try to phase out all the XP support hooks - in particular since it is only supported until April 2014. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57430#57430 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
Terry, you are right, I'll add it. Thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57434#57434 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
:) thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57419#57419 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
Hi, Today I finished also the full package. It is already uploaded and linked in the OSG download page. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57420#57420 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bit OT: building OSG on Windows 8?
Hi, Im compiling various projects including OSG on windows 8 with VS 2012 and VS2013 - I have no problem with such an error. Is your computer integrated into a AD domain? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57409#57409 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MFCViewer and MS Visual Studio 2013 = problem
Hi, I'm currently working on the Windows 3rdParty precompiled dependency package for Visual Studio 2013. During my test compilations with OSG trunk I discovered that Microsoft droppen MB support for MFC in VS2013. This is used by OSG's MFCViewer example. I tried to switch the project ot unicode, but I was not able to get it working. Ihave to admit that I'm not very competent in that unicode/Multibyte /string encoding stuff. Is there a competent Windows software developer out there you could help me to enhance the Example by converting it into a unicode project? Or should we disable the example for MSVC 2013? I would appreciate your feedback to make OSG fully compatible to Visual Studio 2013! Thanks, Torben Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57411#57411 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
Hello dear OSG-community, Sorry again for my long absence: PhD finished: check Married: check - now it's time to dive into OSG again :) As Visual Studio 2012 's C++ compiler is even after Update 4 quite buggy, I switchted to VS2013 asap, since there are (at least) my annoying VC bugs fixed by MS. Therefore I am pleased to present my precompiled 3rdParty Packages for Visual Studio 2013 :) As always, I compiled the libraries in 32 and 64 bit and used platform toolset v120, the default of VS2013. It is not compatible with Windows XP, please use Windows Vista and above for this package. The precompiled 3rdParty package is provided in 2 flavors again: small and full. The small one contains the (in my opinion) most common dependencies, the full package contains some additional. For a list of content and further details, please visit http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . You can download it at http://www.openscenegraph.org/index.php/download-section/dependencies or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . Currently only the small package is finished and tested, I hope to provide the full package in the end of November, but who knows.. If you have further questions or bug reports, please contact me. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57413#57413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFCViewer and MS Visual Studio 2013 = problem
Hi, Robert, it is not deprecated per se, but as stated here: http://blogs.msdn.com/b/vcblog/archive/2013/07/08/mfc-support-for-mbcs-deprecated-in-visual-studio-2013.aspx , they had to maintain/install/deploy too many flavors of MFC. To optimize it they decided to put multibyte support in a seperate package and maybe it will be dropped in one of the following VS versions. However, MFC with unicode is still possible out of the box, but I wasn't able to convert the MFC viewer to compile with unicode. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57414#57414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] just classes...
Hi Kantaki, as you can read here (http://www.umich.edu/~eecs381/handouts/C++11_smart_ptrs.pdf), C++11 smart pointers are simply classes (as osg::ref_ptr are) and not part of the underlying low level infrastructure. Therefore I doubt that there is a significant advantage compared with OSG smart pointers My recommendatino is clear: stay with osg::ref_ptr :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55624#55624 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.
Hi, I'm using .ac also inside OSG to import Fligtgear models and to use them inside my OSG programs. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55344#55344 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.
Hi, nice! It seems my last (second) submission regarding CMake adaptions to the updated precompiled 3rdParty package was lost, I'll send it again tonight, it would be great to see it in OSG 3.2. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55347#55347 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding collada
Hi, Sorry for the typos, I'm on the road. Full Story of the Qt bug: https://bugreports.qt-project.org/browse/QTBUG-29719?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#issue-tabs First reported MS bugreport: https://connect.microsoft.com/VisualStudio/feedback/details/781189/vs2012-update-ctp4-c-optimizing-bug Second Report as it was only partly fixed: https://connect.microsoft.com/VisualStudio/feedback/details/777533/vs2012-c-optimizing-bug-when-using-inline-and-char-return-type-x86-target-only Please compile the small test program provided by the compiler. It shows that the bug is fixed in vs2013. MS did not give details to the fixed release version, but vs2012.3 is still buggy. The discussion group is a good idea. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55314#55314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding collada
Dear Chris, Luc, Laurens you are right, the question is what we _could_ do ;) Thanks for your offer, maybe we can set up such an automated build system. What in detail does the software you call Conductor? On my side, I built the package very sporadic, usually triggered by new libraries I require, new versions of single libraries or due to compiler updates. In the source package I documented the build process quite extensive, in V8a more details than in V7 (which Laurens used to build up his system afaik). I think it would be great to have an automated build process, which tries to create weekly builds. Here are some aspects I thought about: - For which VS versions do we want to provide binaries? for all available VS releases since 2005, just 2010 and above, or only the newst version, currently VS2012? - Do we want to provide only the basic framework toolsets (v80, 90, 100, 110 120) or also the XP compatible versions like v110_xp and v120_xp? - How should we handle the VS 2012 builds regarding the Compiler bug (please see below), since every source code need to be checked and eventually patched? - What kind of build env has to be used? A Win 7 machine with all required tools installed and a scripted build process? - Which libraries do we want to provide? - I recommend to identify the most ugly ones and to discuss if they are required. Example: In V7, I used iconv and gettext, but I dropped it in V8 since it is a nightmare to build and I forgot all the pitfalls in detail - learning it again would cost me a day I suppose.. In contrast, all the image format libraries aer compiling like a charm. From Chris and my experience with the binaries, I suppost it wont be 100% scriptable ever - I think it will always require monitoring and administration effort to keep it running. Your thoughts? What can I contribute: - Storage up to TB size for hosting files (100 mbit uplink) - A linux VM if required - A windows VM if required. But HVM windows is a bit slow in my opinion - however, it would be a central build machine with access for all involed participants. - Mailing solution to develop and provide a email notification about new releases to listeners. - Knowledge (but time is my bottleneck since it has to be done on my spare time). Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55284#55284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding collada
oops, I forgot to provide the information about the VS2012 compiler bug I sent yesterday to Luc: I used VC2008 until 12/2012 and my upgrade was hardware related so I decided to push it to the limits and to buy the VS2012 with the brand new XP support – until then it was a black box regarding quality reports. I am still very happy about all the ALM stuff in VS 2012, the analyzer and test tools etc etc. VS _IS_ indeed great, I consider it still as a great product. Unfortunately the underlying compiler is a different story. I’m not talking about v110 vs v110_xp - that simply looks as a dirty hack, I built my own vcvars.bat to switch to v110_xp to console as easy as all the other VC profiles can do and everything is fine. I had some strange compilation errors, and some part of my software crashed always which was running fine with the old compiler (I switched to Qt 5.0 which was a huge change compared with Qt 4, therefore I was not sure whether it is related to VS or related to Qt) After weeks of digging, it revealed that the VS compiler has a bug in the code OPTIMIZER: If you enable optimization (/O2) and call toAsciiLower() inline, the optimizer creates wrong code. If you are lucky it crashes, if not: you are working with a nice byte-cocktail instead of true results. That’s difficult to track down. In my opinion, a fundamental function of the compiler fails. I wouldn’t call a compiler functional which can only produce reliable but slow debug code. The workaround is to disabled the optimizer in the code via #pragma before and after each function calling toAsciiLower() [not very often called, therefore it slipped through MS’ quality assessment]. Therefore my 3rdParty-V8 src package contains icu with the suffix _fixed_ since I patched it to work around that bug. It is very annoying to inspect all source codes before you can compile it, and since the underlying bug was not published in detail I cannot be sure that only toAsciiLower() is affected. That’s a bad situation if you have to trust your results. We reported the bug shortly after Update 1 was released. They did not fix it in 2 major updates – and finally you get the fix in the next product for hundreds of dollars… I have installed and played a bit with VS 2013 preview. It’s very nice, at a first glance there is not much difference to VS 2012 in the VC++ corner. But they ship it with the next compiler version v120, which has some great improvements: - The above bug is fixed (available in the preview) - It does support much more C++11 features lice variadic templates etc. (available in the preview) - After decades of user complains, MS moved: They implemented a bunch of C99 features, to allow to compile C projects like FFMPEG natively with VS!!! (available in the RTM) - They still support XP (v120_xp) (available in the preview) To cut a long story short: VS 2013 will be available in autumn (maybe Oct?), and I will buy it ASAP to retire VS2012. My recommendation is: Save your money and wait some month to get VS2013. Regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55286#55286 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2012 Update 1 (v110)
Hi, yes I discovered that also. And i have some other issues with collada etc, YOu may have missed that becvause my requried CMAKE changes are not yet merged into OSG. Ill work on all that and will upload an updated package in the next days. Thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55244#55244 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding collada
Hi, thanks for the collada hint, the I'llswitch back to 2.3.1 and 1.4 Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55246#55246 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Unable to compile resthhtp
Hi, I tried to compile restHHTP plugin and failed with lots of compilation errors. The documentation is very spare, so I tried to get some infos here, then I will pimp the CMAke files. What kind of asio do I need? the boost version or standalone? Which CMake variables do I have to set? There are some Boost related variables, but it is not clear which are required for the httprest plugin. The CMakeLists.txt uses these variables: INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES(${ASIO_INCLUDE_DIR}) - Why is Boost_INCLUDE_DIRS plural? What list of directories should be contained in this variable? - Where should Boost_INCLUDE_DIRS piont to? to the folder _containing_ the boost directory (parent folder of boost) with all headers in it, or shoult it contain the boost directory itself? - If the first points to the boost includes at all, why is a second variable ASIO_INCLUDE_DIR required? - What kind of ASIO do I need, boost or standalone? - Where should ASIO_INCLUDE_DIR point to in details? Thanks for your clarifications. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55247#55247 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pre-built dependencies for Visual Studio 2012
Hi, I updated the packages to V8a for the first set of error corrections. I'm on the road for the next days so it will take some days until I can fix the collada und ASIO error. Have a nice weekend, Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55266#55266 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pre-built dependencies for Visual Studio 2012
Jan, I have update my 3rdParty Package for VS 2012 Update 3 (v110). please visit the dependency page on the homepage to get the link. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55233#55233 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question regarding collada
Hi, For the full package of my VS2012 precompiled 3rdParty package, I want to integrate collada. Unfortunately I'm not aware of the current Colada status of OSG. Can I use collada 2.4.0? Which DOM should I use? 1.4 ? 1.5? Thank you for your help! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55234#55234 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question regarding collada
Chris, I agree regarding the collaboration. Do have a fully scripted build process? In my case it its manual, but I have documented it in the privided source package quite detailed - I think it is a matter of time to script it completely. However, how often do you update your package? In my case I'm not able (it is not my profession, just a hobby [currently]) to release it regularly enough to ensure that every of the contained packages is up to date. The last packages for VC9 were only built when required for my project. In autumn VS2013 will be released. I plan to upgrad ASAP since the C++ compiler in VS2012 has really annoying bugs and is crappy bul..!§%^@#!$%§ *mute*. So expect to get an new updated package in autumn. What kind of collaboration do you think of? What kind of service (level) should we provide regarding the precompiled third party packages for windows? Greetings from Salzburg/Austria, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55239#55239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] 3rdParty Package released for Visual Studio 2012 Update 1 (v110)
Hello dear OSG-community, after a long time of absence, I am pleased to present you my updated 3rdParty Package for OpenSceneGraph. It is compiled with Visual Studio 2012 Update 3 in 32 and 64 bit and uses platform toolset v110. Therefore it is not compatible with Windows XP, please use Windows Vista and above for this package. Some community members asked me years ago to spilt this package into several parts since it is quite large and not everybody uses all libraries. This updated package (V8) is released in 2 flavors: small and full. For a list of content and further details, please visit http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . You can download it at http://www.openscenegraph.org/index.php/download-section/dependencies or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . If you have further questions, please don't hesitate to contact me. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55212#55212 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set
Hi, I implemented a distortion frame for for OSG for A 6 channel helicopter simulator last year. I was absent for several month due to my PhD thesis but it is finished today, so I'll plan to dive into it again in the next days/weeks My further plans are to clean up the code, introduce it into OSG and refactor all distortion examples to use the new framework. This could also be used for the Oculus Rift.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55108#55108 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Deprecating vertex indices in osg::Geometry
Robert, I think it's better to check it in.. Others would have the opportunity to participate or evely siltently read the code and learn. Maybe there aer others out there reading changes and try to learn as I do it usually ( If time permits). Regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54420#54420 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Saving a screenshot as a scaled up image
Hi, Have you looked at osgPoster? thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54421#54421 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph new website almost ready
Hi, that sounds good, I think the tools section is sufficient, no need to add a new instance with all of its maintenance tasks. I was just curious because one (far) day trac might be closed forever. Thank you for all your migration work anyway! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52512#52512 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph new website almost ready
Jordi, great job, thank you for your effort! One question: What will happen to the VirtualPlanetBuilder website? There are some helpful tutorials which should survive :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52449#52449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D mice
Hi, Ive added an Spacemouse implementation in osgVisual. it does not use DirectX but currently my implementation only works for windows since it uses COM objects. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52372#52372 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Throttling OSG
Hi, you could change the frame scheme from CONTINUOUS to ON_DEMAND. Or look into viewers run() function and perform the different traversal calls per frame manually. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51438#51438 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 8 x64
Hi, Currently I'm migration (non-voluntary) to Windows 8 X64. so I decided also to upgrade my Build Env from VS2008 to VS2012. I'll build my 3rdParty Package for VS2012 but this will take some days/weeks. I plan to provide it as a minimum and a full package this time. I'll drop a notice if it is available. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51144#51144 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the notification API with multi-threading - heap corruption errors
Hi, What is the current status of this issue? Currently I'm working with openthreads and learn a lot, but as the threadstartedreported, the application crashes more or less frequently if I use the notify macro heavily. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50683#50683 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Dependencies and features, confused
Hi, My approach to learn about the depndencies was to built OSG with the mandatory plugins only (CMAKE will tell you) and then added all optional plugins /dependencies I wanted to use. This helps to learn which feature is based on which plugin - but of course this approach is quite time consuming and you should have a fast machine available to compile OSG ;) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50629#50629 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help:How many frames at most can be achieved within OSG framework?
Hi, it depends entirely on the scene, it can be thousands of frames or just 1 frame per second. Generally OSG scales very well with large scenes, but finally it depends on your scene and how effective are you using the available hardware. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50517#50517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in Qt thread integration
Hi, In fact QThread::currentThread returns a QThread. maybe you want to use qobject_cast instead of other casts, it is has some other advantages (http://lists.qt.nokia.com/pipermail/qt-interest/2010-October/028327.html). Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50341#50341 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Quesions about LOD in VPB
Hi David, I assume you do not wand to max out at runtime but at harddsik, right? In this case, it is easy: I've extended osgFileCache some month ago. It supports now also files from local sources. With its ability to limit the caching to certain extend and certain level, you can run it multiple times to build up a limit dataset out of a full dataset. I use it to extract notebook-compatible datasets with hi-res insets from my full TB size terrain dataset. Please read my tutorial how to proceed: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase enjoy, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49792#49792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Quesions about LOD in VPB
Hi David, I assume you do not want to max out the LOD at runtime but at harddisk, right? In this case, it is easy: I've extended osgFileCache some month ago. It supports now also files from local sources. With its ability to limit the caching to certain extend and certain level, you can run it multiple times to build up a limit dataset out of a full dataset. I use it to extract notebook-compatible datasets with hi-res insets from my full TB size terrain dataset. Please read my tutorial how to proceed: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase enjoy, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49793#49793 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] post-rendering warping and off-axis projection
Hi Shayne, On the distortion correction, is there really any need for pixel level distortion? That would seem very expensive. I would think that textureCoodinate distortion is more than sufficient with a reasonable mesh resolution. I haven't seen the need for pixel level distortion in a spherical dome display. distortionNG supports vertex distortion and texCoord distortion, pixel wise distortion is planned but not yet realized because we do not have a use case for pixel wise distortion. Theoretically it is the most flexible distortion but it thwarts a lot of OpenGLs image quality enhancements like anti-aliasing and makes the image noisy, so you need to apply a filter at a post rendering stage. It could be realized in shaders as it is done in the current( old) osgVisual distortion module, its perfomance is aceptable. With vertex(mesh) distortion and texCoord-distortion you can achieve identical results but I personmally prefere the vertex distortion for the follow reason: If you configure distortionNG to display the distortion Mesh, you can use thes mesh to setup/control each channels correct alignment, whereas with textCoord you cannot do that. Does osgVisual support an interface for providing asymmetric viewing frustums for each channel? What I mean by this is can I specify the clipping bounds (i.e. rotation, widening or shrinking) for each channel frustum so that I can effectively tile the channels in a dome display optimally? You can apply any projectionmatrix OSG/OpenGL allows, it does not introduice any restrictions. How does osgVisual deal with edge blending of the channels or do you rely on the projectors to do this? The blending is performed in the distortion Modules, the projectors are COTS devices, only a better color management could be useful to ensure an identical color temperature on each channel. -- So why is distortionNG still marked as experimental if it works like a charm?! Maybe I should explain the current situation: The above mentioned 6 channel helicopter simulator uses a proprietary commercial setup system: It is camera based and its output is the blendmap, the projection matrix and the distortion matrix used by distortionNG. It works like a charm, but it is very expensive. For the academic usage osgVisual aims for, a cheaper solutions should be available: Therefore I'm also working on a mouse based setup method. This is very easy for vertex/texCoord distortion setup, but it is not so easy for the projection Matrix or the blend map. The manual setup mode is still unter construction. The manual setup should be done in the following order (not yet finishend, it may contain errors) * Position the projectors to cover every desired sqare inch of the screen, ensure that there is a reasonable overlaping of the projectors to use for blending purposes. * In each channel display the distortion mesh and align it with the mouse and setup a regular mesh structure across all channels on the whole screen. ensure that each distorted channel covers a regular, ideally rectangular area from the simulator eye point perspective, this simplyfies the design of the projection matrix. * Not yet solved because problematic: The blendmaps must be designed interactively with the mouse. The blend function between black and wite must not necessarily be linear, but maybe it can be simplyfied be regarding it as linear. The black blending edges are simple, they are the edge of the channel projector (blending maps are not distorted!) . The inner (white) blending edges have to be defined by mouse. If required the non-linear blend function must be definable. * Not yet solved because problematic: the projection Matrix has to be defined. To set it up correctly, the position of each channel relative to the simulators eye point must be determined. A cheap theodolith may be required. Finally the projection matrix has to be defined by this measured angels relative to eypoint. How to do this interactively I have no clue (yet) :) The distortionSet itself is a container which can by saved and restored (like a path file of the animation manipulator) once it is configured by one of the above methods. Finally one thing to mention: Lots of this tasks may be easy - I simply do not know because my time is limited due to my PhD and my daily work (both not in this area) and it is hard to get free hours and anough power to work on distortionNG. I hope this changes dramatically after my PhD is finished. Once distortionNG is functional I'll try to submit it to core OSG. Thank you! Cheers, Torben[/b] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49382#49382 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] post-rendering warping and off-axis projection
Hi, you can also have a look at osgvisual.org, we are currently working on a new distortion framework w'll submit once it is finished. We have already a 6 channel helicopter simulator with a specrical screen working with that software, only the manual setup via mouse is not working yet. Here are some images: http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG1.jpg http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG2.jpg http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG3.jpg The CiGi-Module for multichannel communication is under construction currently, we hope to finish this autumn. Do you want to use vertex distortion of the Mesh, textureCoordinate distortion of the RTT-Output or pixel wise distortion? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49334#49334 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] why the ive created by osgDem more beautiful than vpbmaster?
Hi, you can open the task files vpbmaster creates to compare vpbmasters osgdem call with your osgdem call. Compare the parameters to get the difference. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49313#49313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to prepare LOD dataset from a large model file?
Hi, I havn't tested it, but with the simplifier you can create the differend LODs, then you can mount them together as a paged LOD model. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49204#49204 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ho to change slave cameras offset matrix later on?
Hmpf thanks for the tip! I must have been very tired to overlook this very simple access *shame* Thank you!! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48715#48715 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ho to change slave cameras offset matrix later on?
Hi, If the slave is set to RELATIVE_RF (default), then the slaves view matrix and projectionmatrix is overwritten each frame by multiplying the min camera matrix with the slaves offset matrix. Therefor I do not want to change to slaves matrix but the slaves offset matrix. It seems I have to write and submit a setter funcion which allows later changes of the offset matrices.. Thanks, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48703#48703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Ho to change slave cameras offset matrix later on?
Hi, I would like to change a slave cameras viewOffset and projectionOffset matrix _after_ I added the camera via viewer-addSlavecamera(camera, viewoffset,projOffset). Is there a interface to set the offsets later on? I haven't found anything. What would you recommend to achieve the desired functionality? Maybe I should add some functions to allow later changes and submit it to Robert. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48621#48621 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Off Topic] General OpenGL / DirectX/3D troubleshooting strategy for virtual machines
Hi, you could also use Xen as Virt technology. There you can pass through hardware devices and also graphics adapter for exclusive usage in a VM. But If you want to virtualize Windows you need a VT/Pacifica enabled CPU, because Xen is a paravirt solution. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48583#48583 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
Hi Bob, I tried OSG 3.0.1 and Qt4.8.2 in Fedora 14 x86The QFileDialog::getOpenFileName(.) problem remains. I agree, but apparently not all problems are solved, so good luck with the trunk tests. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48561#48561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
Hi, Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48509#48509 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt comflict with QFileDialog in linux
Hi eqw, thanks for trying. My point was that the error may be solved already, so on errors it may be worth to update all involved major libs like Qt and OSG to the newest version before someone starts to hunt down the bug.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48529#48529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom to object with camera
Hi, yes this function is called node tracking. You can track a node and configure which degrees of freedom your camera should provide. There is a default Nodetracker-Manipulator in OSG. You just have to set the Node you want to track. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48067#48067 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to build OSG terrain
Hi Bruce, osgdem is the singlethreaded tool. Use vpbmaster to split the build into smaller pieces and run them multithreaded, even on different systems. vpbmaster invokes osgdem to process the tasks. I have used it on windows 7, basically it runs without problems. Be aware the NTFS or Storage driver may be not stable enough to work for longer time under high load. I highly recommend to build OSG and VPB from sources. Good luck! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47661#47661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading OSG resources from Qt QResource system
Hi Martin, I havend tried it, but usually you should be able to contruct QImages or QPixmaps with the resources identifier and then you cann pass the loaded data to OGL. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47531#47531 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading OSG resources from Qt QResource system
Hi Braden, I suppose you have distributed your Qt libraries but not the plugins. Qt compiles most image formats as plugin by default. Your VS is aware of the full Qt Installation, but maybe not your machine. In short, you have to distribute the Qt libs (qtroot/bin/*) as well as the image format plugins (qtroot/plugins/imageformats) to be able to read this formats. Then you can load the images and pass them th OSG. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47543#47543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi all, sorry for being offlist, I was is Barcelona for 6 days :) @Robert : how do we process with related projects like VirtualPlanetBuilder? @ Jordi: Would it be worthwhile to add a page where you list the installed joomla modules/techniques to allow related projects like osgEarth or osgVisual ;) to move to the new website style? @ all : I host a Joomla installation for my rowing club, but I must admit I have no further knowledge how to use it. I need a basic knowlege set to contribute to the migration process, I would like to help with VPB and the VS 2008 related stuff. Currently I have my head down on my PhD and osgVisuals new distortion framework (will hopefully migrate to core OSG once it is finished), so my time is a little bit limited. Therfore I need some brief resources, I have (unfortunately) no time to dive into a 50 pages document. :/ Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47494#47494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Jordi, the automatic content creating sounds great, so its easy to communicate new updates . currently I have no nice banner available, but I would like to provide one in some weeks or month. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47220#47220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi, I personally prefer the design on http://webkeux.com/osg/ over the one on openscenegraph.com regarding the beginner stuff: I suggest we differentiate betwen Getting started and Setup a BuildEnvironment. As I started with OSG in 2009, the biggest hurdle was the build environment. These instructions are quite lengthly, so I suggest to factor them out of the getting started tutorial. Maybe we could have common beginner tutorials (Getting started and others) on the one hand and platform specific Setup Build Environment tutorials (per OS and/or per used Buildtools) on the other. The getting started tutorial could refer to the platform specific instructions at the beginning. I think this refactoring would reduce the wall a lot because it is more clearly which tutorials are relevant for a beginner (usually two, the getting started and his specific setup Build Environment. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47191#47191 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Test ping
Pong -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47136#47136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Robert, that sounds good :) btw: the registration email of openscenegraph.com ist still not delivered to my Email server. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47060#47060 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Robert, I have dedicated servers in a data center. If you need storage place for all the OSG packed files like releases, dependencies, additional files and others I can provide webspace with gigabytes of size and terabyte of traffic with FTP Upload (or any other protocaol you prefer) Just give me a note if I can help! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47040#47040 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
Hi, Congratulations to your new book! I received my copy 2 days ago! I'm looking forward to play with some of your recipes :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46717#46717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [solved] All shader examples/code are crashing
Hi, I've now access again to my office PC. OSG runs fine on that machine, it seems my build environment ist totally screwed up ( waah I 'love' windows reinstalls...) Sorry for the noise! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46727#46727 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] All shader examples/code are crashing
Hi, I've have updated my OSG to rev 13056 today. all standard examples work fine, but all examples using shaders (and my own code also using shaders) crash. The error description is a vector subscript out of range somewere deep in the VS internals. I've rebuild OSG clean from scratch but the error remains. my system is: Win7 64bit MSVC 2008 Sp1 Nvidia GTX 480 with 296.10 driver Does anybody have a similar problem? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46703#46703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] All shader examples/code are crashing
Hi Paul, I added the output with OSG_NOTIFY_LEVEL = DEBUG yesterday by editing the post in the forum, but I forgot that all post edits are not forwarded to the mailing list. I use 64 bit OS but the application itself is 32 bit. The error accurs in the 32 bit application as well as in the 64 bit shader examples. So here is my output with DEBUG notification level: Code: GraphicsContext::setWindowingSystemInterface() 004293F8 615DCE9C CullSettings::readEnvironmentalVariables() DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP Render::Render() 004469C8 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0044A040 CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0044D0F8 _availableQueue.size()=2 itr='d:\osgVisual\experimental\distortionNG\Debug' FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\Debug\osgPlugins-3.1.2\osgdb_pngd.dll ... itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin' FindFileInPath() : trying D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_pngd.dll ... FindFileInPath() : USING D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_pngd.dll Opened DynamicLibrary osgPlugins-3.1.2/osgdb_pngd.dll itr='D:\OpenSceneGraph\Data' FindFileInPath() : trying D:\OpenSceneGraph\Data\intensitymap.png ... itr='D:\OpenSceneGraph\Data\Images' FindFileInPath() : trying D:\OpenSceneGraph\Data\Images\intensitymap.png ... width=1600 height=768 depth=8 View::setUpViewForManualDistortion(sn=0, im=00454070) GraphicsContext::getWindowingSystemInterface() 004293F8 615DCE9C GraphicsContext::registerGraphicsContext 0045B960 ShaderComposer::ShaderComposer() 0045C700 GraphicsContext::createNewContextID() creating contextID=0 Updating the MaxNumberOfGraphicsContexts to 1 CullSettings::readEnvironmentalVariables() Render::Render() 00451480 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0045CAA8 ShaderComposer::ShaderComposer() 0045CA10 _availableQueue.size()=2 Loading shader source file shader.frag CullSettings::readEnvironmentalVariables() Render::Render() 00464520 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 0045CDA0 ShaderComposer::ShaderComposer() 0045D098 _availableQueue.size()=2 DriveManipulator::_height set to ==1.5 getCoordinateFrame(0 -1 0) no coordinate system found, using default orientation View::requestWarpPointer(0,0) View::requestWarpPointer failed no camera containing pointer View::requestWarpPointer(0,0) View::requestWarpPointer failed no camera containing pointer CullSettings::readEnvironmentalVariables() Render::Render() 00465BC8 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 00475CD8 ShaderComposer::ShaderComposer() 00475C40 _availableQueue.size()=2 CullSettings::readEnvironmentalVariables() Render::Render() 00485068 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() ShaderComposer::ShaderComposer() 004763F8 ShaderComposer::ShaderComposer() 00476360 _availableQueue.size()=2 itr='d:\osgVisual\experimental\distortionNG\Debug' FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\Debug\osgPlugins-3.1.2\osgdb_osgd.dll ... itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin' FindFileInPath() : trying D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_osgd.dll ... FindFileInPath() : USING D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_osgd.dll Opened DynamicLibrary osgPlugins-3.1.2/osgdb_osgd.dll itr='D:\OpenSceneGraph\Data' FindFileInPath() : trying D:\OpenSceneGraph\Data\cow.osgt ... FindFileInPath() : USING D:\OpenSceneGraph\Data\cow.osgt itr='d:\osgVisual\experimental\distortionNG\Debug' FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\Debug\osgd.dll ... itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin' FindFileInPath() : trying D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgd.dll ... itr='C:\Windows\system32' FindFileInPath() : trying C:\Windows\System32\osgd.dll ... itr='C:\Windows\System' FindFileInPath() : trying C:\Windows\system\osgd.dll ... itr='C:\Windows' FindFileInPath() : trying C:\Windows\osgd.dll ... itr='.' FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\osgd.dll ... itr='C:\Program Files (x86)\NVIDIA
Re: [osg-users] Camera attached to object
Hi Sergey, why don't you use OSGs standard nodetrackermanipulator? You can track a node and configure which DOF are controllable via the manipulator. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46175#46175 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3.0 Cookbook: ready for pre-order and code tests
Hi Rui, I'm looking forward to get your new book! I'll play with the online code repository these days and give you feedback! Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45798#45798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release
Hi Robert, My build on Win7 VS 2008 Sp1 workd as expected :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45772#45772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release
Hi Robert, OSG compiles and runs as expected on Kubuntu 10.04 I'll compile it on windows 7 with VS2008 Sp1 today evening. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45704#45704 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Hi, I came across the Qt blogs regarding the threaded rendering. Especially the first one is interesting. http://doc.qt.nokia.com/qq/qq06-glimpsing.html#writingmultithreadedglapplications http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/ Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45569#45569 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] need download osgvisual code
Hi, I'm the maintainer of osgVisual. What is your problem with downloading the code via SVN? the link is: http://www.osgvisual.org/svn/osgvisual/osgVisual/trunk/ Cheers, Torben P.S.: The last half year I was occupied by preparing/processing a new large terrain database, so don't be shocked there are no code updates during the last half year. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45445#45445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] How to extract parts of terrain databases as standalone database
Hi, For all of you who had the same problem: Here is a tutorial how to avoid the pitfalls and extract parts of a terrain database to use it as a standalone database. ou can find it on http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45418#45418 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenThreads reference manual, documentation or tutorial
Hi Andrey, OSG is an open source project without a big company behind it. The developers are not paid for developing OSG, they spent their spare time to enhance OSG. You can image the OSG development is always competitive to hobbies, family and of course to paid work. If YOU were an expert in computer graphics and you would have limited time to invest in OSG, would you use it to fix bugs and to create new features, or would you document it? Andrey, I understand you very well, after 3 years of OSG development, I feel still like a beginner and it is hard to learn new facts because you have to learn them from the code and the forum. My best experience was Wang Rui's OpenSceneGraph Beginners Guide, and this march the next of his books will be published, so buy them and start to read. Additionally, you can wrap up a documentation work package, collect funding and hire on of the OSG experts to create documentation. My personal experience regarding the forum is very positive, ask a well defined question and you'll get very soon a well defined answer. Regarding yuor technical question? Sorry I have never used Openthreads in detail :( Heads up and good luck, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45111#45111 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Model Editor?
Hi, you could use Blender and the osg exporter. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44987#44987 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New QT 4.8 integration ?
Hi, I think he meant the new Qt 4.8.0 threading capability of it's OpenGL integrations. Qt now provides out of the box the possibility to run the openGL rendering in a thread. Now maybe OSG can be used as it is without manual triggered rendering to serve the Qt eventloop as well.. But I don't know what the current status of the Qt integration is.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44952#44952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Large VPB Database build fails without
Hi Brad, that would be great! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44764#44764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Large VPB Database build fails without
Hi, I use SRTM full dataset and some hires inlays from http://www.viewfinderpanoramas.org/dem3.html (1arcs Alps and north europe data) and a commercial hi-res inlay. this data is according to gdalinfo correct, and it could be build with an overlay texture, but as apure DEM model it failed. due to the DB size I have never tried to build it in osgdem directly (700k tasks in vpbmaster). Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44798#44798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Large VPB Database build fails without
Hi Robert, this issues seems to be independent from reprojection aspects: it occurs as soon as a database setup contains DEM data wich is not covered with texture data. All data is reprojected in the corrected way. Regarding the latter I am sure because I used exactly the same data later on for my database - I was simply not able to exclude texture data from my DB to avoid this issue.. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44756#44756 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Large VPB Database build fails without
Hi Shayne, Yesterday me large database finished after more then one month precessing on 12 threads. Maybe we can now fix this issue. It's interesting that osgdem can build the identical database without errors! I'll try to recreate the problem in a small DB in the next week. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44749#44749 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010 64bit compile problem
Hi, You should post which OS version and which VS Version you use. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44571#44571 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010 64bit compile problem
Hi, sorry, I can't help you: I use VS 2008 in 32 and 64 bit. Good luck! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44573#44573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010 64bit compile problem
Hi, use dependencywalker to get an idea which dll is missing. additionally read windows' application log to get an more etailed error description. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44582#44582 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi, Robert et Al, what are the current plans regarding the website changes (new server, new software)? If have a (rented) root server in south Germany, if it helps I would help out with resources (psql database or whole virtual machine) and you can relocate the Database or whole site if you want. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44536#44536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website unresponsive
Hi , @ Chris I have a physical root server, and I use XEN for my own virtualization. In some month I plan to upgrade to a newer version with more RAM (http://www.hetzner.de/en/hosting/produkte_rootserver/ex4) It has a 100Mbit connection with 5 TB traffic per month. All above has only a 10Mbit connection. For me and my customers I need round about .5 TB Nevertheless, for permanent hosting I would like to know in detail about the requirements. Just an offer to solve the issue with the current hosting - especcially because Robert wrote that the funding is gone and the server will be closed for OSG. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44568#44568 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] attachMoveCallback memory leak?
Hi Gambr, I'm happy you got at least that piece of information. Good luckwith your bug! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44435#44435 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] attachMoveCallback memory leak?
Hi Gambr, no reason to be disappointed :) I'm sure every one would like to fix it, but unfortunately is such software often coded without funding and naturally the engineers have their job in competition to fixing bugs. However.. like every one else you could dive into the code and improve your knowledge - until you can fix it :) At least Alberto could reproduce the leak Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44422#44422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] best format for paged database
Hi, you can Control whether it should store the textures internally or externally. the default is internally. BTW: What are your performance requirements? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44263#44263 ___ 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, by the way: *Terrain * annihilates itself - the adress of the content of an pointer is the pointer itself, so Terrain would be sufficient. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44021#44021 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Changing a terrains Nodemask
Hi, Just to ensure my theory and not to process a garbage DB in VPB: I started to process a DB with the --terrain-mask 0x1 option. After some days I restarted the process with vpbmaster --tasks build_master.tasks, but forgot the --terrain-mask 0x1 parameter. I scanned the database meta files like build_master.source etc but the option is nothing mentioned. So I assume it has to be added to the vpbmaster call and my vpb runs already 2 day without this option, so part of the DB has a terrain mask, and another part not. Just to ensure that I do have options to correct the issue afterwards: Can I apply a visitor on the database after creating it? I want to traverse it through all pLOD elements to set the nodemask to 0x1. Or is there any reason I forgot which prevents me to do that? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43962#43962 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading IVE files
Hi, ive support should work quite out of the box. What is your OS, compiler, OSG Version? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43890#43890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it
Hi Ethan, the triangle mesh of the terrain will represent the resolution of the DEM, not of the texture. Usualy texture resolution is higher than the DEM ones, therefore you would reduce your image resolution if you don't use textures but try to assign each vertex a color. But nevertheless you can access the color in the texture: Perform an intersection and you will get the vertex indices of the primitive you intersect. Additionally you'll get the ratio of the intersection between the vertices, then you can interpolate the coordinates of the 3 vertices and you have the texture coordiante you need to lookup the color in the texture. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43885#43885 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CoordinateSystemNode question about Local Coordinate Frame
Hi Scott, I used the conversion from XYZ to lat lon height quite often and it worked as expected. Unfortunately I have currently no spare time to dive into the code to explain why... Have you simply tried to use it? Does it work as expected or does this height=0.0 anomaly occure also in pratical use of teh code? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43789#43789 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migration of website and version control
Hi Robert, I havend used git in detail, just do download some projects. I gree that it might be better to point directly to git instead of open a large discussion overweeks without result. Regarding the wiki I can't help you. I personally use Horde, but I think its more a groupware with wiki and SCM than a project management suite. I have read about redmine but never played with it. I think it is a good decision to go on with the migration. The website had some downtime in the last years. Maybe it is also possible top provide project space to OSG related projects, so they can be concentrated under a single roof. Anyway, thanks to the Universidad Politecnica de Valencia, Spain for hosting OSG for a long time. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43639#43639 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org