Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3 dev release

2008-06-21 Thread Robert Osfield
Hi Stephan,

On Fri, Jun 20, 2008 at 11:27 PM, Stephan Huber [EMAIL PROTECTED] wrote:
 to clarify the observed problem:

 xcode builds for example osgdb_osgd.so and osgviewer / osgDB::Registry
 looks for osgdb_osg.so

A quick fix for this would be to change the CMAKE_DEBUG_POSTFIX value
from 'd' to empty, just running ccmake and the option will be near the
top.

The proper fix is standardise all the platform paths to use the same
system, right now the OSX side has kept the old way because of the old
Xcode projects not being in sync with Cmake support.

Wr.t.t Config + old Xcode projects, this problem occurred to me
yesterday just as I was heading offline i.e. SVN comes without the
Config files as CMake is the tool that generates them, as potential
each platform will have its own Config (especially in the case of
OpenThreads) then shipping a standard Config would be inappropriate.
Perhaps one could have a Config headers local to the XCode projects to
get round this, but it'd be awkward.

In the end the right solution is to just get the CMake build working
for all platforms, and finally to drop the old XCode projects.

Robert.

Robert.
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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Paul Melis

Mike Weiblen wrote:

Hi

To increase the sample population, perhaps put a note about the poll on
the front page of http://www.openscenegraph.org/
  

I don't think anybody but Robert can alter that page of the site

I can also offer download stats/logs from my website.
  

Might be interesting to see the numbers, yes :)

Paul

-- mew





  

-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Friday, June 20, 2008 7:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] POLL: Where do you get your OSG binaries?

Hello OSG'ers,

We're interested in how users of OSG get their binaries. For example,
are you using Windows and do you use the precompiled binaries


available
  

through the OSG website, do compile OSG yourself but do you use
precompiled dependencies (libpng, libjpeg, etc) or do you compile
everything from scratch? Do you use Linux packages or aren't they
available for your platform?

To gather everybody's answer we've set up a poll on the Vis-Sim.com
forum where you can place your votes, so please do not respond to this
e-mail to vote! You will have to register with the forum in order to
vote, as otherwise spambots and such will be able to influence the
results [1].

As currently precompiled binaries are only available for Windows and
some Linux distributions the poll has only options applicable to those
platforms. The poll displays a number of options. If you feel the
options presented are not covering your situation then please select
Other (for your platform) and post a message containing your answer
using the post reply button. Please do not go into discussion in the
poll messages posted, use either the relevant forum or osg-users for
that.

The poll is available through
http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34
You can find the Register link there at the top of the page (please
note that the confirmation code you're asked to enter is case-
sensitive).

Thank you for voting!

Regards,
Paul Melis

[1] The poll was actually available for some time without


registration,
  

but it only lasted a few hours before invalid votes came in.
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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Robert Osfield
On Fri, Jun 20, 2008 at 5:30 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
 To increase the sample population, perhaps put a note about the poll on
 the front page of http://www.openscenegraph.org/

I've now added a link on the front page.
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[osg-users] Sorry, basic problems

2008-06-21 Thread gael
Hello OSG users,

I'm discovering OSG since a few days and I'm facing a few (basic)
problems...

I'd like to know:

1) How to switch to fullscreen mode when application starts? My default
behaviour is to open a window...
2) How to toggle between windowed and fullscreen modes when the
application runs?
3) How to get the desktop resolution (width, height, depth) of the
Windowing system?

Thanks in advance for your answers.

G43L
http://bb.waw.cx


ps: I use OSG 2.4.0




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Re: [osg-users] Sorry, basic problems

2008-06-21 Thread Jean-Baptiste Authesserre
Hi,

To get the desktop resolution, see the message here:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg11686.html
I don't have access to my code here but I am quite sure I used these
functions.

To choose the size of the window, use setUpViewInWindow(int x, int y, int
width, int height)


2008/6/21 [EMAIL PROTECTED]:

 Hello OSG users,

 I'm discovering OSG since a few days and I'm facing a few (basic)
 problems...

 I'd like to know:

 1) How to switch to fullscreen mode when application starts? My default
 behaviour is to open a window...
 2) How to toggle between windowed and fullscreen modes when the
 application runs?
 3) How to get the desktop resolution (width, height, depth) of the
 Windowing system?

 Thanks in advance for your answers.

 G43L
 http://bb.waw.cx


 ps: I use OSG 2.4.0




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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Zoltán
Robert Osfield wrote on Saturday 21 June 2008:
 On Fri, Jun 20, 2008 at 5:30 PM, Mike Weiblen 
[EMAIL PROTECTED] wrote:
  To increase the sample population, perhaps put a note
  about the poll on the front page of
  http://www.openscenegraph.org/

 I've now added a link on the front page.

Who can one participate in such a poll ?
And how ? Is it necessary to log in ? Or create a user 
account ? This list's participant doen't get a chance to 
participate ? Same questions for the Modelling tools 
poll.

Because if I need to create YEUA (Yet Another User Account) 
I'll skip that.

If there is a way to participate without a user account, it 
would be interresting to mention it on the poll's page;

bye

Zoltán




PS: I use Blender and CATIA for modelling, and compile OSG 
myself from sources on Linux, default setup (except that I 
enable examples).

-- 
 


Zoltan

http://sourceforge.net/projects/zsim


 
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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Paul Melis

Zoltán wrote:

Robert Osfield wrote on Saturday 21 June 2008:
  
On Fri, Jun 20, 2008 at 5:30 PM, Mike Weiblen 


[EMAIL PROTECTED] wrote:
  

To increase the sample population, perhaps put a note
about the poll on the front page of
http://www.openscenegraph.org/
  

I've now added a link on the front page.



Who can one participate in such a poll ?
And how ? Is it necessary to log in ? Or create a user 
account ? This list's participant doen't get a chance to 
participate ? Same questions for the Modelling tools 
poll.
  

Check out the original announcement of the poll, sent by me on 20/6 at 14.16

Paul
Because if I need to create YEUA (Yet Another User Account) 
I'll skip that.


If there is a way to participate without a user account, it 
would be interresting to mention it on the poll's page;


bye

Zoltán




PS: I use Blender and CATIA for modelling, and compile OSG 
myself from sources on Linux, default setup (except that I 
enable examples).


  


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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread hesicong
I don't like the complex progress of the vote, it requires registration 
and it says my email address is banned!! And I input another email 
address, the registration requires validation of email address!

So, I wish if some anonymous method to complete this survey?

Paul Melis wrote:

Hello OSG'ers,

We're interested in how users of OSG get their binaries. For example, 
are you using Windows and do you use the precompiled binaries 
available through the OSG website, do compile OSG yourself but do you 
use precompiled dependencies (libpng, libjpeg, etc) or do you compile 
everything from scratch? Do you use Linux packages or aren't they 
available for your platform?


To gather everybody's answer we've set up a poll on the Vis-Sim.com 
forum where you can place your votes, so please do not respond to this 
e-mail to vote! You will have to register with the forum in order to 
vote, as otherwise spambots and such will be able to influence the 
results [1].


As currently precompiled binaries are only available for Windows and 
some Linux distributions the poll has only options applicable to those 
platforms. The poll displays a number of options. If you feel the 
options presented are not covering your situation then please select 
Other (for your platform) and post a message containing your answer 
using the post reply button. Please do not go into discussion in the 
poll messages posted, use either the relevant forum or osg-users for 
that.


The poll is available through 
http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34
You can find the Register link there at the top of the page (please 
note that the confirmation code you're asked to enter is case-sensitive).


Thank you for voting!

Regards,
Paul Melis

[1] The poll was actually available for some time without 
registration, but it only lasted a few hours before invalid votes came 
in.

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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Gordon Tomlinson
The forum poll itself will not allow anonymous posting, it requires a
registered user to post, I cannot change that sorry.

As to certain emails addresses being banned from use I'm afraid that’s all
down to the wonderful spammers of the word inundating the forum using
certain providers, sadly the only way to stop the blighters is to ban the
addresses there using, Apologies if this affects certain folks. 

I'm looking to enable some other polling software that works without
requiring registration, sadly I'm not going to have any time to follow this
up within the next week or so, as I have real life requirements on my time
such as work 

If I do find enough free time to work with the new software I'll certainly
inform the list and transfer vote to it, but as said I cannot say when that
might happen
__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 
__

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hesicong
Sent: Saturday, June 21, 2008 11:51 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] POLL: Where do you get your OSG binaries?

I don't like the complex progress of the vote, it requires registration 
and it says my email address is banned!! And I input another email 
address, the registration requires validation of email address!
So, I wish if some anonymous method to complete this survey?

Paul Melis wrote:
 Hello OSG'ers,

 We're interested in how users of OSG get their binaries. For example, 
 are you using Windows and do you use the precompiled binaries 
 available through the OSG website, do compile OSG yourself but do you 
 use precompiled dependencies (libpng, libjpeg, etc) or do you compile 
 everything from scratch? Do you use Linux packages or aren't they 
 available for your platform?

 To gather everybody's answer we've set up a poll on the Vis-Sim.com 
 forum where you can place your votes, so please do not respond to this 
 e-mail to vote! You will have to register with the forum in order to 
 vote, as otherwise spambots and such will be able to influence the 
 results [1].

 As currently precompiled binaries are only available for Windows and 
 some Linux distributions the poll has only options applicable to those 
 platforms. The poll displays a number of options. If you feel the 
 options presented are not covering your situation then please select 
 Other (for your platform) and post a message containing your answer 
 using the post reply button. Please do not go into discussion in the 
 poll messages posted, use either the relevant forum or osg-users for 
 that.

 The poll is available through 
 http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34
 You can find the Register link there at the top of the page (please 
 note that the confirmation code you're asked to enter is case-sensitive).

 Thank you for voting!

 Regards,
 Paul Melis

 [1] The poll was actually available for some time without 
 registration, but it only lasted a few hours before invalid votes came 
 in.
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Re: [osg-users] help on picking and draggers?

2008-06-21 Thread Mike Weiblen
Hi,

as  a general rule, if you're using ref_ptr correctly,  you should
never have to  call ref().  I've written much OSG code over the years,
and have never had a need to call ref() directly.

The official guidance is to always use ref_ptr when maintaining a
pointer to an object derived from osg::Referenced.  I chose those
words carefully; if you need to preserve/maintain a reference across
function calls, or references among different nodes, then always use a
ref_ptr.  Occasionally, I will use a regular C++ pointer strictly
_inside_ a function when I know that reference will not be maintained
beyond the scope of that function lifetime.

There is a very good ref_ptr tutorial on the OSG website.

-- mew


On Thu, Jun 19, 2008 at 12:37 PM, Xinyu Zhang [EMAIL PROTECTED] wrote:
 Thank you. I got the problem solved.

 The program crashed everytime I tried to select a dragger. It actually had 
 nothing to do with the dragger itself. Just the CommandManager pointer was 
 somehow unaccessable (deleted?).

 I manually called the ref() and then it worked fine. I paid a lot to learn 
 the smart pointer. Still don't quite understand when they should be used. Why 
 many pointers in the examples are just pointers not ref_ptr.


 - Original Message 
 From: Mike Weiblen [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Thursday, June 19, 2008 12:38:50 PM
 Subject: Re: [osg-users] help on picking and draggers?

 there is the osgpick example.
 do you have a small example that demonstrates the issues you're struggle with?
 -- mew


 On Thu, Jun 19, 2008 at 8:40 AM, Xinyu Zhang [EMAIL PROTECTED] wrote:
 Is there any document or tutorial on how to use picking and draggers in OSG? 
 I am struggling on this. Thanks.




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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Paul Melis

ARRRGGGHHH, this message was NOT meant to be sent to osg-users!
Please ignore what's said below...

Thanks,
Paul


Paul Melis wrote:

Hello Gordon and Robert,

Gordon Tomlinson wrote:

The forum poll itself will not allow anonymous posting, it requires a
registered user to post, I cannot change that sorry.

As to certain emails addresses being banned from use I'm afraid 
that’s all

down to the wonderful spammers of the word inundating the forum using
certain providers, sadly the only way to stop the blighters is to ban 
the

addresses there using, Apologies if this affects certain folks.
I'm looking to enable some other polling software that works without
requiring registration, sadly I'm not going to have any time to 
follow this
up within the next week or so, as I have real life requirements on my 
time

such as work 

If I do find enough free time to work with the new software I'll 
certainly
inform the list and transfer vote to it, but as said I cannot say 
when that

might happen
  
As an alternative to the poll on the forum I've put together a few 
small PHP scripts and placed them at


http://www.pecm.nl/osgpoll

Could you try to vote there and see if this works for both of you? If 
successful then I think it would be a good idea to switch the poll to 
that location. It doesn't require registration, it's only password 
protected (pw is osg::Something, b.t.w)


Regards,
Paul

PS Robert: http://www.openscenegraph.org/ seems to be down
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[osg-users] View::computeIntersections Bug with GUIEventAdapter::Y_INCREASING_DOWNWARDS?

2008-06-21 Thread Somerville, Andrew

Hey for a long time I've seen behavior where, if I attempt to use 
View::computeIntersections before sending any input to the eventQueue, the Y 
value seems to be inverted. I.e. attempts to pick at the bottom of the screen 
return results from the top of the screen. This would happen at startup before 
any mouse input had been forwarded to the viewer. I tried to figure it out when 
I was still a newbie and gave up since there are several easy workarounds 
(programmatically simulate a mouse event, etc.) and I figured I was just doing 
something wrong. 


Recently when cleaning up some code I figured I'd give it another try, and I 
think I may have found the source of the problem. 

- osgViewer::View::computeIntersections calls 
osgViewer::View::getCameraContainingPosition 
- which as a side effect provides transformed local_x, and local_y.
- depending on getEventQueue()-getCurrentEventState()-getMouseYOrientation(), 
Y can be inverted in the transformation
- EventQueue's constructor's default arg sets mouseYOrientation to 
GUIEventAdapter::Y_INCREASING_DOWNWARDS
- osgViewer::View creates it's eventQueue with no arguments thus has 
mouseYOrientation Y_INCREASING_DOWNWARDS
- EventQueue sets its GUIEventAdapter _accumulateEventState 
(getCurrentEventState) mouseYOrientation from the orientation passed to its 
constructor
- thus by default View::computeIntersections will invert y
- until in Viewer::eventTraversal(), upon a pointerEvent, 
eventState-setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS) 
is called

- (setMouseYOrientation does not seem to be called anywhere else in Osg, so the 
value cant seem to change otherwise)


So it seems that it is a bug considering that the start state is always 
Y_INCREASING_DOWNWARDS and upon any pointer input, always gets set to 
Y_INCREASING_UPWARDS without regard to any other parameters or conditions. 
However I can't completely confirm all of this as my hack fix to prove the 
analysis failed. To prove to myself that this is the issue I call 
viewer-getEventQueue()-getCurrentEventState()-setMouseYOrientation( 
osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS )  which should negate the 
problem, and it seems that it doesn't.


Can anyone:

- confirm that they have seen this issue before themselves?
- confirm that my analysis is (in)correct ?
and/or
- tell me if/where I got something wrong ?


 Thanks,
 Andy
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[osg-users] positioning a node - XYZ with offset in screen space

2008-06-21 Thread sherman wilcox
I have nodes (models, text, etc.) that are positioned in XYZ
coordinates that I wish to offset in screen space. My question is
what's the best/fastest way to do this. An example follows. I have a
piece of text that acts as a label for a point on a sphere. In this
case that sphere is an osg ellipsoid model generated by virtual planet
builder. I position the text at a given lat/lon/altitude which I
translate to a XYZ world coordinate. However, I wish to offset the
text in screen space by X,Y pixels. Imagine you want to label a point
of interest on this globe but you want the label itself to be offset
(updated every frame) by X pixels in the x-dimension and Y pixels in
the y-dimension. I have one osg::MatrixTransform node acting as the
parent of each text object. I have about 100 of these labels objects.
I need to update the offset of the text every few frames. Doesn't have
to be every frame, I can accept lazy updates - but it is something
that needs to occur rather frequently.

What's the best way to accomplish this? I have something working but
it's rather slow with 50 or more objects. I'm using IntersectVisitor
in the algorithm which is killing performance. Any suggestions?
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Re: [osg-users] help on picking and draggers?

2008-06-21 Thread Jean-Sébastien Guay

Hello,


as  a general rule, if you're using ref_ptr correctly,  you should
never have to  call ref().  I've written much OSG code over the years,
and have never had a need to call ref() directly.


I agree with Mike, if calling ref() (apparently) fixed your problem then 
there is a deeper problem with your code, which you should fix. You 
don't need to micromanage ref pointers like that. Like Mike, I have used 
OSG a fair deal over the years (perhaps not for as long, but still a 
lot) and I've never had to call ref() manually either.


J-S
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[osg-users] NPOT textures - comments

2008-06-21 Thread sherman wilcox
In the olden days when I'd have a texture that wasn't power of 2 I'd
use a POT (power of two) texture, update the parts of the texture that
I was interested in and fix-up the texture coordinates accordingly.
Nowadays I'm more inclined to use NPOT (non-power of two) or texture
rectangles. Problem is every time I try to use NPOT textures I get
nailed performance wise. If I use texture rectangles no problem -
performance is as you'd expect...it just works. The thing I don't like
about texture rectangles primarily are the lack of NDC
(non-dimensional coordinates). Maybe I'm old fashioned, but I like my
coordinates to be in the range of 0 - 1. Oh, and the lack of mipmaps
are rather disappointing as well, but a small price to pay when you
really only need a 2049 x 1025 texture.

So, what's your experience? Anyone out there sucessfully using NPOT
(not texture rectangles) in the OSG? What's your video
hardware/OS/driver? I'm using some very good nVidia cards (FX4600)
with the latest drivers on Vista - but NPOT performance is terrible.
Perhaps I'm doing something boneheaded.

NPOT - GL_ARB_texture_non_power_of_two:
http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt

Texture rectangles - GL_ARB_texture_rectangle:
http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt
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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Mike Weiblen
On Sat, Jun 21, 2008 at 4:15 AM, Paul Melis [EMAIL PROTECTED] wrote:
 Mike Weiblen wrote:
...
 I can also offer download stats/logs from my website.

 Might be interesting to see the numbers, yes :)

 Paul


Ok, I excerpted a summary at http://mew.cx/osg/osg_downloads.html

-- mew



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