Re: [osg-users] RFC: Positional state container in the render bin, was: clip planes

2007-09-15 Thread Mathias Fröhlich

Good morning Robert,

On Thursday 13 September 2007, Robert Osfield wrote:
 I'm just trawling through the morning inbox and a blurry headed so not
 in a zone able to contemplate complex stuff too deeply.  I will review
 your changes a latter date though.
:)

 Was there much fallout from applying your changes?  Do things function
 w.r.t normal OSG usage and the type of usage you need?
Well it helps for reusing clip plane numbers for different parts of the 
scenegraph. You remember that we discussed that topic for flightgears 
instrument panels when you visited us in Tübingen.
Also I can imagine that being able to reuse light numbers is a good idea for 
some applications.

That will definitely help me implementing instrument panels for flightgear. 
With the current osg implementation, I will need to implement them as a 
custom drawable. With that patch I can make use of scenegraph elements for 
that. That will definitely be more generic than ...

As you can see in the changed clip node example, usage of clip nodes and light 
sources is the same than before. Just the scope where such a positional state 
is valid is then a render bin instead of a render stage.

To be honest, I do not really understand what you mean with fallout. So, I 
hope that this will answer your question.

An other possible solution to that 'reuse of clip plane numbers problem' would 
be to introduce some PositionalStateBin derived from the RenderBin and the 
Render Stage derived from the PositionalStateBin. Then we would need 
something to trigger the usage of a such a PositionalStateBin instead of a 
normal RenderBin in the rendering backend.

  Greetings

   Mathias

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Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-15 Thread Adrian Egli
Hi latest version,

(1) NVidea Cards, the setting of the Polygon offset seems to be not correct
on my ATI it's seems to be correct (looks nice)
 please test and check for good values, i don't now a good value for
this
(2) GLSL shader has to be generated dynamic, if we change the number of
split planes
 the version no longer need any IF in the GLSL shader, this makes the
good a little bit different form the suggestion in the paper PSSM
(3) try it out and test

pssm --help

enjoy and have a nice weekend, i will be not online till monday. if you have
some ideas, fixes etc please send me the new code. then i will be able to
test it
out. i hope for next osg release we will have a good and robust PSSM
implementation what would be greate.

the next version of PSSM would have project maps, at the moment it supports
just directional lights

/adegli


2007/9/14, Adrian Egli [EMAIL PROTECTED]:

 hi,

 i will post the first version of the PSSM for a sun as directional lights.


 Please help in test, debug, and optimisation, than we can integrate it
 into OSG core, i would like doing this as soon as possible.

 call in a console...
 PSSM --help

 example
 PSSM.exe  dumptruck.osg  --noUpdate --mapcount 3
 PSSM.exe  dumptruck.osg  --noUpdate --mapcount 3 --NO-DEBUG


 * we need a better GLSL shader ! My version isn't yet good enough (and
 robust)

 * i guess there is still a little bug, the near-far clipping plane for the
 each camera (shadow)

 * ...

 others

 thanks for help


 / adrian

 --
 
 Adrian Egli




-- 

Adrian Egli
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
*
* This application is open source and may be redistributed and/or modified   
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
* 
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
//#define ADDITIONAL_BASE_PLANE 1
 
#define MOVING_LIGHT 1

const int ReceivesShadowTraversalMask = 0x1;
const int CastsShadowTraversalMask = 0x2;
const int MAX_SPLIT_TEXTURES = 3;
const int size_display_debug_texture = 100;

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osgText/Text
#include osg/MatrixTransform
#include osg/Projection
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include osg/ComputeBoundsVisitor
#include osg/ShapeDrawable
#include osg/Geometry

#include osgShadow/ShadowedScene
#include ShadowPSSM.h


#include iostream

namespace ModelThree
{
	osg::Group* createModel(osg::ArgumentParser arguments)
	{
		osg::Group* scene = new osg::Group;

		osg::ref_ptrosg::Geode geode_1 = new osg::Geode;
		scene-addChild(geode_1.get());

		osg::ref_ptrosg::Geode geode_2 = new osg::Geode;
		osg::ref_ptrosg::MatrixTransform transform_2 = new osg::MatrixTransform;
		transform_2-addChild(geode_2.get());
		transform_2-setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(45.0f)));
		scene-addChild(transform_2.get());

		osg::ref_ptrosg::Geode geode_3 = new osg::Geode;
		osg::ref_ptrosg::MatrixTransform transform_3 = new osg::MatrixTransform;
		transform_3-addChild(geode_3.get());
		transform_3-setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(-22.5f)));
		scene-addChild(transform_3.get());

		const float radius = 0.8f;
		const float height = 1.0f;
		osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints;
		hints-setDetailRatio(2.0f);
		osg::ref_ptrosg::ShapeDrawable shape;

		shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 10.0f, 0.1f), hints.get());
		shape-setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
		geode_1-addDrawable(shape.get());

		shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
		shape-setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
		geode_1-addDrawable(shape.get());

		shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
		shape-setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
		geode_2-addDrawable(shape.get());

		shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
		shape-setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
		geode_2-addDrawable(shape.get());

		shape = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0.0f, -3.0f, 0.0f), radius, height), hints.get());
		shape-setColor(osg::Vec4(0.2f, 0.5f, 0.7f, 

Re: [osg-users] Dos, Don'ts and DOH's of Drawables with threading?

2007-09-15 Thread Robert Osfield
Hi Adam,

Paul did a nice explanation so I have little to add.  For future
reference what was the change that fixed the problem you were seeing?

Robert.

On 9/15/07, Adam Coates [EMAIL PROTECTED] wrote:
 Excellent - that was all the explanation I needed.  Everything is
 humming along just fine now.

 Thanks, Paul!

 AC

 On 9/14/07, Paul Martz [EMAIL PROTECTED] wrote:
  I'm not sure why you have a thread hung in drawImplementation() after
  Viewer's destructor has been called. But I can explain some of the other
  stuff you have questions on, and hopefully that'll help.
 
   My question is, how do you guys
   normally deal with data (scene graph, geometry, text,
   whatever) being modified on the main thread while Viewer is
   apparently busy rendering the same data?
 
  Mark the Node or Drawable as DYNAMIC DataVariance, and only modify it during
  the update traversal (or outside the rendering traversals).
 
   Having looked at a lot of the other drawables included in
   OSG, I don't see how the double buffering scheme works --
   how is that any of the scene graph or other geometry data get
   updated without creating a race condition like this?
 
  OSG operates on a gentleman's agreement under which you can do whatever you
  want to DYNAMIC nodes during the update traversal, and OSG's possibly
  multiple threads can perform read-only operations during the cull/draw
  traversals.
 
  With osgViewer-based apps, marking nodes that you intend to modify as
  DYNAMIC is critical, otherwise OSG might let the update traversal start (or
  return from frame()) before it has finished processing the node that you're
  going to modify.
 
   What's the trick here?  What
   can/can't one do from with the drawImplementation() method in
   order to remain thread safe?
 
  drawImplementation() should be const, so as long as you don't modify it or
  anything else in the scene graph, you should be OK.
 
  Hope that helps.
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
 
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Re: [osg-users] OSG 2.1.10 windows refresh / performance

2007-09-15 Thread Robert Osfield
HI Gert,

On 9/15/07, Gert van Maren [EMAIL PROTECTED] wrote:
 Tried it on a couple more machines and all the same issue. This issue has
 been there since post OSG1.2. Have a look at the attached screenshot.

OSG 2.x has a completely new windowing support.  In theory it should
actual be more Windows friendly than the old Producer Win32 support,
supporting a wider range of capabilities.  I'm not the author of the
src/osgViewer/GraphicWindowWin32.cpp or a windows expert so can't
really comment or help directly on finding out what this problem stems
from.

The best I can divine is that problem itself is a window manage issue,
i.e. its the window managers responsibility to draw its own decoration
and menu bars etc, of for some reason is being rather too lazy in
updating itself.  Under windows do you have to give the window manager
a kick (i.e. send it an event) each time you close a window?  This is
something Windows developers will need to answer  code a solution.

 Happens in debug and release.

  I haven't yet worked out how to make CMake by itself default to
  selecting Release build.  Under unices you can use the configure
  script which simple does:
cmake . -DCMAKE_BUILD_TYPE=Release
  Its absolutely essential to make a release build before doing any
  benchmarking as it makes a massive difference to performance.

 Did do the Cmake release compile but the /O2 option didn't get set in the
 vs project by Cmake (running VS2003 7). Had to add it manually. Now have
 comparable fps as OSG12.

How are you building using CMake?  Using CMakeSetup?

Robert.
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Re: [osg-users] OSG 2.1.10 crash in osgText / osgdb_freetyped

2007-09-15 Thread beelzebob999-osg

What kind of performance penalty is there for adding
the dynamic flag to text, if, say, you're dealing with
10's of thousands of text objects?

--- Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Gert,
 
 Glad to hear that you have your app back up and
 running.
 
 I do wonder if it would be worth use adding a
 setDataVariance(DYNAMIC)
 any time a user applies an update callback to a
 Drawable of StateSet,
 its perhaps a little overprotective but as this
 problem seems to
 biting a number of developers perhaps its
 reasonable.
 
 Robert.
 
 On 9/14/07, Gert van Maren [EMAIL PROTECTED] wrote:
  Hi Robert,
 
   Is this in your own application or one of the
 OSG examples?
 
  It is our own app.
 
   Are you creating text and then updating per
 frame?
 
  We're creating text and using UpdateCallback to
 add.
 
   Are you running osgViewer multi-threaded?  If so
 which threading model?
 
  Well when I run dual core the OSG automatically
 picks the
  DrawThreadPerContext model - crash. If I turn
 dual core off -
  SingleThread no crash.
 
   One possibility is that the new
 DrawThreadPerContext threaded model is
   overlapping the drawing of the text with any
 updating of the text.
   The way to prevent problems like this is to
 explictly set the data
   variance on the text to DYNAMIC so that the draw
 traversal knows to
   hold back the next frame till all the dynamic
 objects have been
   dispatched.  You can ensure this via:
  
 myText-setDataVariance(osg::Object::DYNAMIC);
 
  Great, that did the trick
 
  Thanks Robert.
 
 
 
 
  --
  Gert van Maren
 
  Head of Research  Development
  K2Vi Virtual Reality Software
  Data Interface Technologies Ltd
 
  Phone: +64 21 2855581
  Email: [EMAIL PROTECTED]
  Web: http://www.k2vi.com
 
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Re: [osg-users] Background image texture rescaling problem

2007-09-15 Thread John Steinbis
Thanks Robert,
I have this working now without rescaling the image. My solution was
to pad the image with zeros making it a power of two and then specify
the correct percentage of the image to use as 2D texture. Not sure if
this is the best solution but it works and is fast enough for me.

-- John

On 9/13/07, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi John,

 The rescaling is done on non power of two textures by default,
 rescaling is slow op so best avoided.  You have two choices to disable
 the resize of the non power of two texture as you have down to move to
 using TextureRectangle instead of Texture2D.  If moving to the
 TextureRectangle you'll need to move you pixel coords rather than
 normal non dimensions texture coords - see osgtexturerectangle
 example.

 Robert.

 On 9/12/07, John Steinbis [EMAIL PROTECTED] wrote:
  For an AR project, I need to render a model with video image as
  background. My program is based around osgViewer using osg v2.0. I
  found an example for a HUD and with a few changes made it work as
  background. The code can be found below.
 
  The code runs ok but there is a problem occurring that I cannot figure
  out. Any ideas … ?
 
  When new images are loaded, they are rescaled for some reason. This
  adds a noticeable delay, ~250 ms, and distorts the images, which is
  not acceptable. Output looks like Scaling image 'x' from (720,480) to
  (512,512).
 
  To prevent resizing I use BGTexture-setResizeNonPowerOfTwoHint(false).
  To update an image I use BGTexture-setImage(newImg).
 
  Thanks,
  John
 
 
 
  root-addChild(BGProjectionMatrix);
 
  BGProjectionMatrix-setMatrix(osg::Matrix::ortho2D(0,width,0,height));
  BGProjectionMatrix-addChild(BGModelViewMatrix);
 
  BGModelViewMatrix-setMatrix(osg::Matrix::identity());
  BGModelViewMatrix-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  BGModelViewMatrix-addChild( BGGeode );
 
  BGTexture-setDataVariance(osg::Object::DYNAMIC);
  BGTexture-setResizeNonPowerOfTwoHint(false); // --
  BGTexture-setImage(BGImage);
 
  BGGeode-addDrawable(BGBackgroundGeometry);
  BGGeode-setStateSet(BGStateSet);
 
  BGBackgroundVertices-push_back( osg::Vec3( 0, 0, 0) );
  BGBackgroundVertices-push_back( osg::Vec3(width, 0, 0) );
  BGBackgroundVertices-push_back( osg::Vec3(width, height, 0) );
  BGBackgroundVertices-push_back( osg::Vec3( 0, height, 0) );
 
  (*texcoords)[0].set(0.0f,0.0f);
  (*texcoords)[1].set(1.0f,0.0f);
  (*texcoords)[2].set(1.0f,1.0f);
  (*texcoords)[3].set(0.0f,1.0f);
 
  BGcolors-push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
  BGnormals-push_back(osg::Vec3(1.0f,1.0f,1.0f));
 
  BGBackgroundGeometry-setTexCoordArray(0,texcoords);
  BGBackgroundGeometry-setColorArray(BGcolors);
  BGBackgroundGeometry-setColorBinding(osg::Geometry::BIND_OVERALL);
  BGBackgroundGeometry-setNormalArray(BGnormals);
  BGBackgroundGeometry-setNormalBinding(osg::Geometry::BIND_OVERALL);
  BGBackgroundGeometry-addPrimitiveSet(BGBackgroundIndices);
  BGBackgroundGeometry-setVertexArray(BGBackgroundVertices);
 
  BGBackgroundIndices-push_back(0);
  BGBackgroundIndices-push_back(1);
  BGBackgroundIndices-push_back(2);
  BGBackgroundIndices-push_back(3);
 
  BGStateSet-setTextureAttributeAndModes(0,BGTexture,osg::StateAttribute::ON);
  BGStateSet-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
  BGStateSet-setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
  BGStateSet-setRenderBinDetails( 1, RenderBin);
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Re: [osg-users] OSG 2.1.10 crash in osgText / osgdb_freetyped

2007-09-15 Thread Robert Osfield
On 9/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 What kind of performance penalty is there for adding
 the dynamic flag to text, if, say, you're dealing with
 10's of thousands of text objects?

If you aren't updating the text you should set the data variance to
STATIC, and set it to DYNAMIC when its being updated.

The only time that setting the data variance to DYNAMIC will make a
difference to performance is when you are using DrawThreadPerContext
or CullThreadPerCameraDrawThreadPerContext threading models, in
SingleThreaded and CullDrawThreadPerContext it won't make any
difference.

The reason for the difference is that DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext threading models allow the
next frames update  cull to begin whilst the draw traversal is
underway, but... and this is the critical part, the draw traversals
holds back the next frame until varying Drawables and StateSets have
been dispatched.  The only way the draw traversal knows whether
anything varies is that its DataVariance is set to DYNAMIC, so its
important to set this other wise you'll be modifying data that is also
been read at the same time - which is what causes crashes.
Performance wise the less DYNAMIC data that needs to be dispatched the
earlier the next frame came commense.  If the last objects to be drawn
is DYNAMIC then effectively you hold the next frame back for till the
entire previous frame is dispatched, and you end up with
SingleThreaded/CullDrawTheradPerContext performance levels.  So its no
really the number of dynamic objects, rather how late they are
dispatched in the frame.

Robert.
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Re: [osg-users] Background image texture rescaling problem

2007-09-15 Thread Robert Osfield
Hi John,

On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
 Thanks Robert,
 I have this working now without rescaling the image. My solution was
 to pad the image with zeros making it a power of two and then specify
 the correct percentage of the image to use as 2D texture. Not sure if
 this is the best solution but it works and is fast enough for me.

This is not an elegant way to tackle the problem, workable yes, but
I'd recommend spending a little time - readying up about
TextureRectangle or just disabling the resize of non power of two
textures, you'll end up with a more efficient and elegant solution.

Robert.
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Re: [osg-users] Background image texture rescaling problem

2007-09-15 Thread John Steinbis
I tryed disabling the resize of non power of two textures by using
setResizeNonPowerOfTwoHint but it did not seem to have any effect.
Do you think there is a bug or I just wasnt doing something right? You
can find the line where I tried this in my original post.

I havent been able to figure out how to set the position of a window.
How can I do this? Also, if I try to drag the window to a new
location, it freezes.

-- js


On 9/15/07, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi John,

 On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
  Thanks Robert,
  I have this working now without rescaling the image. My solution was
  to pad the image with zeros making it a power of two and then specify
  the correct percentage of the image to use as 2D texture. Not sure if
  this is the best solution but it works and is fast enough for me.

 This is not an elegant way to tackle the problem, workable yes, but
 I'd recommend spending a little time - readying up about
 TextureRectangle or just disabling the resize of non power of two
 textures, you'll end up with a more efficient and elegant solution.

 Robert.
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Re: [osg-users] Background image texture rescaling problem

2007-09-15 Thread Robert Osfield
On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
 I tryed disabling the resize of non power of two textures by using
 setResizeNonPowerOfTwoHint but it did not seem to have any effect.
 Do you think there is a bug or I just wasnt doing something right? You
 can find the line where I tried this in my original post.

It'll only work if you have capable hardware - i.e. Gefore6 series or
later, otherwise it'll detect this an resize things as usual.

 I havent been able to figure out how to set the position of a window.
 How can I do this? Also, if I try to drag the window to a new
 location, it freezes.

We'll if you want to ask this, then start a new thread.  Also in the
meantime look at the osgwindow example.
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Re: [osg-users] probs running OSG on non-dev system?

2007-09-15 Thread Olaf Flebbe
Hi,

The official location for this vcredist_x86.exe is
http://www.microsoft.com/downloads/details.aspx?FamilyID=200B2FD9-AE1A-4A14-984D-389C36F85647displaylang=en

This is the updated SP1 redistributable, works for plain MSVC8 too.

Cheers
   Olaf


Thrall, Bryan schrieb:
 [EMAIL PROTECTED] wrote on Friday, September 14, 2007 3:12 PM:
 Hi Mike,

 My bells rang: Include a manifest.

 For DLL's:
 mt -manifest test.dll.manifest -outputresource:test.dll;2

 For EXE's:
 mt -manifest test.exe.manifest -outputresource:test.exe;1
 
 Also, the MSVCRT used by VS8 is not typically installed on WinXP, so
 this link might help:
 
 http://msdn2.microsoft.com/en-us/library/ms235299(VS.80).aspx
 
 Basically, Visual Studio 8 includes a file (on my PC its in C:\Program
 Files\Microsoft Visual Studio
 8\SDK\v2.0\BootStrapper\Packages\vcredist_x86) vcredist_x86.exe that
 will install the updated MSVCRT for you and allow the app to run.
 
 Mike Weiblen wrote:
 Pardon the sparse details, had a problem in wee hours this morn...

 Built a 2.1.10-ish OSG on one system w/ winxppro/vs8, tried to run
 the resulting osgviewer on a different system w/ winxphome but no VS8
 installed.  I got entirely unhelpful errormsgs/dialogs along the
 lines of that application cant be run or trying reinstalling the
 app.  The VS8 runtime libs were present on the non-VS8 system

 Does this ring any bells?  Could the VS8 or Cmake ocnfigs be
 triggering some OS or binary dependency? 

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