Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Peter Wraae Marino
Hi,

isnt there missing a
*setMode*( GL_LIGHT1, osg::StateAttribute::ON );

for your terrain group? (or did I miss something?)

Peter
http://osghelp.com



On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED] wrote:

 Hi All,

 I have an simple question about light the terrain model problem. I have
 added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
 am trying to effect the components of scene with green light. Although green
 light could effected two of sphere,  couldn't get success on the terrain
 model. What can I do to effect the terrain with green light? I have tried
 this code block;


 --
 *int main()
 {
 osgViewer::Viewer viewer;
 osg::ref_ptrosg::Group root (new osg::Group);

 osg::ref_ptrosg::MatrixTransform terrainScaleMAT (new
 osg::MatrixTransform);
 osg::Matrix terrainScaleMatrix;
  terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

 //Lighting code
 osg::ref_ptrosg::Group lightGroup (new osg::Group);
 osg::ref_ptrosg::StateSet lightSS (root-getOrCreateStateSet());
 osg::ref_ptrosg::LightSource lightSource1 = new osg::LightSource;

 // create a local light.
 osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
   osg::ref_ptrosg::Light myLight = new osg::Light;
 myLight-setLightNum(1);
 myLight-setPosition(lightPosition);
 myLight-setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
 myLight-setDiffuse(osg::Vec4(0.1f,0.4f,0.1f,1.0f));
 myLight-setConstantAttenuation(1.0f);
 lightSource1-setLight(myLight.get());

 lightSource1-setLocalStateSetModes(osg::StateAttribute::ON);
 lightSource1-setStateSetModes(*lightSS,osg::StateAttribute::ON);

 lightGroup-addChild(lightSource1.get());

 //Light markers: small spheres
 osg::ref_ptrosg::Geode lightMarkerGeode (new osg::Geode);
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(-5.0f,-2.0f,3.0f),0.5f)));


 //lightMarkerGeode-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

 //Second light marker
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(2.0f,-1.0f,3.0f),0.5f)));

 //Loading the terrain node
 osg::ref_ptrosg::Node terrainnode
 (osgDB::readNodeFile(JoeDirt.flt));
 terrainScaleMAT-addChild(terrainnode.get());
 terrainScaleMAT-setMatrix(terrainScaleMatrix);

 //adding the terrain node to the root node
 root-addChild(terrainScaleMAT.get());

 //lighting code
 root-addChild(lightGroup.get());
 //Adding the light marker geode
 root-addChild(lightMarkerGeode.get());

 // add the state manipulator
 viewer.addEventHandler( new
 osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()) );

 viewer.setSceneData( root.get() );

 return (viewer.run());
 }*

 --

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-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Ümit Uzun
Thanks for reply,

I have converted terrain model to osg and opened it with text editor. osg
file format like below;

--
Group {
  name db
  nodeMask 0x
  cullingActive TRUE
  num_children 1
  Geode {
DataVariance STATIC
name p1_437
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_0
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_CULL_FACE ON
  GL_LIGHTING OFF
  Material {
ColorMode OFF
ambientColor 0.722 0.722 0.729 1
diffuseColor 0.918 0.918 0.918 1
specularColor 0.137 0.137 0.137 1
emissionColor 0 0 0 1
shininess 10
  }
  CullFace {
UniqueID CullFace_1
mode BACK
  }
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  file Cell 23.rgb
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply TRUE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
TexEnv {
  mode MODULATE
}
  }
}
num_drawables 1
Geometry {
  DataVariance STATIC
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays QUADS 0 1600
  }
   ..
.
..
 etc.
--

The TexEnv configuration have MODULATE mode. And I have changed it to
GL_MODULATE and GL_LIGHTING OFF to ON but there is no light effect on
terrain too. Then I deleted the TexEnv code block from the osg file format
then lighting not effect too.

Peter, I added lightSS-setMode(GL_LIGHTING,osg::StateAttribute::ON);
pattern to my  code but there is no change on the state of terrain too.

Jean, if I write a node visitor for TexEnv, I thing there won't be any
change too, because of I have removed the TexEnv pattern from osg file
format but there wasn't any change on terrain.

Any idea for lightiing the terrain like other components.

Thanks for all advices.
Best Regards.

Ümit UZUN

2008/7/19 Peter Wraae Marino [EMAIL PROTECTED]:

 Hi,

 isnt there missing a
 *setMode*( GL_LIGHT1, osg::StateAttribute::ON );

 for your terrain group? (or did I miss something?)

 Peter
 http://osghelp.com



 On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED] wrote:

 Hi All,

 I have an simple question about light the terrain model problem. I have
 added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
 am trying to effect the components of scene with green light. Although green
 light could effected two of sphere,  couldn't get success on the terrain
 model. What can I do to effect the terrain with green light? I have tried
 this code block;


 --
 *int main()
 {
 osgViewer::Viewer viewer;
 osg::ref_ptrosg::Group root (new osg::Group);

 osg::ref_ptrosg::MatrixTransform terrainScaleMAT (new
 osg::MatrixTransform);
 osg::Matrix terrainScaleMatrix;
  terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

 //Lighting code
 osg::ref_ptrosg::Group lightGroup (new osg::Group);
 osg::ref_ptrosg::StateSet lightSS (root-getOrCreateStateSet());
 osg::ref_ptrosg::LightSource lightSource1 = new osg::LightSource;

 // create a local light.
 osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
   osg::ref_ptrosg::Light myLight = new osg::Light;
 myLight-setLightNum(1);
 myLight-setPosition(lightPosition);
 myLight-setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
 myLight-setDiffuse(osg::Vec4(0.1f,0.4f,0.1f,1.0f));
 myLight-setConstantAttenuation(1.0f);
 lightSource1-setLight(myLight.get());

 lightSource1-setLocalStateSetModes(osg::StateAttribute::ON);
 lightSource1-setStateSetModes(*lightSS,osg::StateAttribute::ON);

 lightGroup-addChild(lightSource1.get());

 //Light markers: small spheres
 osg::ref_ptrosg::Geode lightMarkerGeode (new osg::Geode);
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(-5.0f,-2.0f,3.0f),0.5f)));


 //lightMarkerGeode-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

 //Second light marker
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(2.0f,-1.0f,3.0f),0.5f)));

 //Loading the terrain node
 osg::ref_ptrosg::Node terrainnode
 (osgDB::readNodeFile(JoeDirt.flt));
 

Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Gordon Tomlinson
Does your terrain does have Normals ?
 
Also you have a scale on your terrain (and a non-uniform scale at that) so
you WILL have to re-normalize your normals
 
See http://www.vis-sim.com/osg/osg_faq_1.htm#f19

 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Saturday, July 19, 2008 6:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::Light Simple Question ?


Thanks for reply,

I have converted terrain model to osg and opened it with text editor. osg
file format like below;


--
Group {
  name db
  nodeMask 0x
  cullingActive TRUE
  num_children 1
  Geode {
DataVariance STATIC
name p1_437
nodeMask 0x
cullingActive TRUE
StateSet {
  UniqueID StateSet_0
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_CULL_FACE ON
  GL_LIGHTING OFF
  Material {
ColorMode OFF
ambientColor 0.722 0.722 0.729 1
diffuseColor 0.918 0.918 0.918 1
specularColor 0.137 0.137 0.137 1
emissionColor 0 0 0 1
shininess 10
  }
  CullFace {
UniqueID CullFace_1
mode BACK
  }
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  file Cell 23.rgb
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply TRUE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
TexEnv {
  mode MODULATE
}
  }
}
num_drawables 1
Geometry {
  DataVariance STATIC
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays QUADS 0 1600
  }
   ..
.
..
 etc.

--

The TexEnv configuration have MODULATE mode. And I have changed it to
GL_MODULATE and GL_LIGHTING OFF to ON but there is no light effect on
terrain too. Then I deleted the TexEnv code block from the osg file format
then lighting not effect too.

Peter, I added lightSS-setMode(GL_LIGHTING,osg::StateAttribute::ON);
pattern to my  code but there is no change on the state of terrain too.

Jean, if I write a node visitor for TexEnv, I thing there won't be any
change too, because of I have removed the TexEnv pattern from osg file
format but there wasn't any change on terrain.

Any idea for lightiing the terrain like other components.

Thanks for all advices.
Best Regards.

Ümit UZUN


2008/7/19 Peter Wraae Marino [EMAIL PROTECTED]:


Hi,
 
isnt there missing a 
setMode( GL_LIGHT1, osg::StateAttribute::ON );
 
for your terrain group? (or did I miss something?)
 
Peter
http://osghelp.com http://osghelp.com/ 



On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED] wrote:


Hi All,

I have an simple question about light the terrain model problem. I have
added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
am trying to effect the components of scene with green light. Although green
light could effected two of sphere,  couldn't get success on the terrain
model. What can I do to effect the terrain with green light? I have tried
this code block;


--
int main()
{
osgViewer::Viewer viewer;
osg::ref_ptrosg::Group root (new osg::Group);

osg::ref_ptrosg::MatrixTransform terrainScaleMAT (new
osg::MatrixTransform);
osg::Matrix terrainScaleMatrix;
 terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

//Lighting code
osg::ref_ptrosg::Group lightGroup (new osg::Group);
osg::ref_ptrosg::StateSet lightSS (root-getOrCreateStateSet());
osg::ref_ptrosg::LightSource lightSource1 = new osg::LightSource;

// create a local light.
osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
  osg::ref_ptrosg::Light myLight = new osg::Light;
myLight-setLightNum(1);
myLight-setPosition(lightPosition);
myLight-setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
myLight-setDiffuse(osg::Vec4(0.1f,0.4f,0.1f,1.0f));
myLight-setConstantAttenuation(1.0f);
lightSource1-setLight(myLight.get());

lightSource1-setLocalStateSetModes(osg::StateAttribute::ON); 
lightSource1-setStateSetModes(*lightSS,osg::StateAttribute::ON);

lightGroup-addChild(lightSource1.get());

//Light markers: small spheres
osg::ref_ptrosg::Geode lightMarkerGeode (new osg::Geode);
lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
osg

Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Ümit Uzun
Hi Gordon,

I have tried terrainScaleMAT-getOrCreateStateSet()-setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON ); pattern but the result is
same. There is no light effect on the terrain. I don't understand why?

I can change the light effect for the spheres by
lightMarkerGeode-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF
or ON); but same code for terrainnode isn't working.

Thanks for all replies,

Ümit UZUN

2008/7/19 Gordon Tomlinson [EMAIL PROTECTED]:

  Does your terrain does have Normals ?

 Also you have a scale on your terrain (and a non-uniform scale at that) so
 you WILL have to re-normalize your normals

 See http://www.vis-sim.com/osg/osg_faq_1.htm#f19


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
 *Sent:* Saturday, July 19, 2008 6:11 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osg::Light Simple Question ?

  Thanks for reply,

 I have converted terrain model to osg and opened it with text editor. osg
 file format like below;


 --
 Group {
   name db
   nodeMask 0x
   cullingActive TRUE
   num_children 1
   Geode {
 DataVariance STATIC
 name p1_437
 nodeMask 0x
 cullingActive TRUE
 StateSet {
   UniqueID StateSet_0
   DataVariance STATIC
   rendering_hint DEFAULT_BIN
   renderBinMode INHERIT
   GL_CULL_FACE ON
   GL_LIGHTING OFF
   Material {
 ColorMode OFF
 ambientColor 0.722 0.722 0.729 1
 diffuseColor 0.918 0.918 0.918 1
 specularColor 0.137 0.137 0.137 1
 emissionColor 0 0 0 1
 shininess 10
   }
   CullFace {
 UniqueID CullFace_1
 mode BACK
   }
   textureUnit 0 {
 GL_TEXTURE_2D ON
 Texture2D {
   file Cell 23.rgb
   wrap_s REPEAT
   wrap_t REPEAT
   wrap_r CLAMP
   min_filter LINEAR
   mag_filter LINEAR
   maxAnisotropy 1
   borderColor 0 0 0 0
   borderWidth 0
   useHardwareMipMapGeneration TRUE
   unRefImageDataAfterApply TRUE
   internalFormatMode USE_IMAGE_DATA_FORMAT
   resizeNonPowerOfTwo TRUE
 }
 TexEnv {
   mode MODULATE
 }
   }
 }
 num_drawables 1
 Geometry {
   DataVariance STATIC
   useDisplayList TRUE
   useVertexBufferObjects FALSE
   PrimitiveSets 1
   {
 DrawArrays QUADS 0 1600
   }
..
 .
 ..
  etc.

 --

 The TexEnv configuration have MODULATE mode. And I have changed it to
 GL_MODULATE and GL_LIGHTING OFF to ON but there is no light effect on
 terrain too. Then I deleted the TexEnv code block from the osg file format
 then lighting not effect too.

 Peter, I added lightSS-setMode(GL_LIGHTING,osg::StateAttribute::ON);
 pattern to my  code but there is no change on the state of terrain too.

 Jean, if I write a node visitor for TexEnv, I thing there won't be any
 change too, because of I have removed the TexEnv pattern from osg file
 format but there wasn't any change on terrain.

 Any idea for lightiing the terrain like other components.

 Thanks for all advices.
 Best Regards.

 Ümit UZUN

 2008/7/19 Peter Wraae Marino [EMAIL PROTECTED]:

  Hi,

 isnt there missing a
 *setMode*( GL_LIGHT1, osg::StateAttribute::ON );

 for your terrain group? (or did I miss something?)

 Peter
 http://osghelp.com



   On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED]
 wrote:

   Hi All,

 I have an simple question about light the terrain model problem. I have
 added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
 am trying to effect the components of scene with green light. Although green
 light could effected two of sphere,  couldn't get success on the terrain
 model. What can I do to effect the terrain with green light? I have tried
 this code block;


 --
 *int main()
 {
 osgViewer::Viewer viewer;
 osg::ref_ptrosg::Group root (new osg::Group);

 osg::ref_ptrosg::MatrixTransform terrainScaleMAT (new
 osg::MatrixTransform);
 osg::Matrix terrainScaleMatrix;
  terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

 //Lighting code
 osg::ref_ptrosg::Group lightGroup (new osg::Group);
 osg::ref_ptrosg::StateSet lightSS (root-getOrCreateStateSet());
 osg::ref_ptrosg::LightSource lightSource1 = new osg::LightSource;

 // create a local light.
 osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
   osg::ref_ptrosg::Light myLight = new osg::Light;
 myLight

Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Jean-Sébastien Guay

Hello Ümit,

I have tried terrainScaleMAT-getOrCreateStateSet()-setMode( 
GL_RESCALE_NORMAL, osg::StateAttribute::ON ); pattern but the result is 
same. There is no light effect on the terrain. I don't understand why?


As Gordon said, check if your terrain has normals in the first place... 
Rescaling non-existing normals won't do anything :-)


In your .osg file, check for normalArray under your Geometry, and check 
that normalBinding is set to PER_VERTEX. If the model has no normals, 
you can generate them with a modeling tool or use the 
osgUtil::SmoothingVisitor to create smooth normals across the surface.


And BTW, yes you're right that the two suggestions I gave before were 
mutually exclusive, i.e. if you checked your model and changed the 
TexEnv in it you don't need a NodeVisitor to do the same thing...


Oh, just another little thing, are you sure you're reloading the .osg 
model and not the original one without your changes?


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Gordon Tomlinson
 
The reason you need GL_RESCALE_NORMAL is because you have scaled your
terrain. OpenGL by default does NOT scale normal on a scale matrix because
the act of rescale requires the use of sqr roots and this is expensive. when
you have a lot of them every frame ( see any good OpenGL book for details)
 
I would recommend that you create your terrain to the correct size and not
scale at run time,
 
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Saturday, July 19, 2008 9:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::Light Simple Question ?


Hi Jean,

Thanks for reply. You are right, my model hasn't normals :) So
terrainScaleMAT-getOrCreateStateSet()-setMode( GL_RESCALE_NORMAL,
osg::StateAttribute::ON ); pattern doesn't work on terrain lightening. Like
your advice I can use osgUtil::SmoothingVisitor but I choose easier way
which is gathering model which has normals in it. So I use new model with
adding GL_RESCALE_NORMAL control and result is perfect like added
screenshot:)

I have a last question about why my model's lightening operation related
with normals rescaling process? I can't understand backgroud of this
command. 

Thanks for helps Jean and Gordon :)
Best Regards.

Ümit UZUN


2008/7/19 Jean-Sébastien Guay [EMAIL PROTECTED]:


Hello Ümit, 



I have tried terrainScaleMAT-getOrCreateStateSet()-setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON ); pattern but the result is
same. There is no light effect on the terrain. I don't understand why?



As Gordon said, check if your terrain has normals in the first place...
Rescaling non-existing normals won't do anything :-)

In your .osg file, check for normalArray under your Geometry, and check that
normalBinding is set to PER_VERTEX. If the model has no normals, you can
generate them with a modeling tool or use the osgUtil::SmoothingVisitor to
create smooth normals across the surface.

And BTW, yes you're right that the two suggestions I gave before were
mutually exclusive, i.e. if you checked your model and changed the TexEnv in
it you don't need a NodeVisitor to do the same thing...

Oh, just another little thing, are you sure you're reloading the .osg model
and not the original one without your changes? 


J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
  http://www.cm-labs.com/

   http://whitestar02.webhop.org/ 

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Re: [osg-users] osg::Light Simple Question ?

2008-07-18 Thread Jean-Sébastien Guay

Hello Ümit,

I am trying to effect the components of scene with green light. Although 
green light could effected two of sphere,  couldn't get success on the 
terrain model. What can I do to effect the terrain with green light?


Your terrain's texture is probably being applied in GL_REPLACE mode, 
instead of in GL_MODULATE mode. In GL_MODULATE, the texture color is 
multiplied by the shading value at a pixel to give the final surface 
color, and in GL_REPLACE mode the texture color is used directly 
(replacing the shading).


Your options:
* Check the terrain model file (you can try osgconv model.whatever 
model.osg if it isn't an .osg file, and then open it in a text editor to 
check for the texture application mode) and change it in the model.
* Write a NodeVisitor that you will run on your terrain model after 
having loaded it to change any osg::TexEnv object from REPLACE mode to 
MODULATE mode (or just remove the TexEnv, since the default is MODULATE).


I recommend option 1, your life will be much easier if your models are 
correct in the first place and you don't have to hard-code any changes 
in your program.


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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