Re: [osg-users] Moving 2D graphics on the HUD

2007-03-06 Thread Calin Negru

Thanks!

On 3/6/07, Thibault Genessay <[EMAIL PROTECTED]> wrote:


Hi Calin

On 3/7/07, Calin Negru <[EMAIL PROTECTED]> wrote:
>
> How can I get 2D images moving on the screen? I managed to display a
> static HUD however I can't figure out how to get the cursor graphics moving
> on screen. I took glance  at  osgcatch but the code is too complicated (and
> I'm looking for a quick fix ).
> To set the HUD position on the screen I feed a osg::geometry object
> with  a coordinates array. Is there a way to move the geometry position at
> runtime?


You can just add your geode - the one that contains your geometry - as a
child of a MatrixTransform or PositionAttitudeTransform. Then moving your
HUD around only takes a change in the Matrix/Vec3-Quat of the transform
node. You have to do this change during the update() phase of the main loop;
using an update callback is probably the best way. Have a look at the
osggeometry example: it has a moving background that uses this technique.

--
Thibault


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--
Calin Negru
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[osg-users] Re: New build system underway. Please participate/Join osg-build.

2007-03-06 Thread E. Wing

I'm cross-posting with the attempt to move this to osg-build. Feel
free to create new threads. Yeah, it's a long one. I think Google
stopped sending me new messages or something because of the length.

Is this the Xcode generator or the Makefile generator? (I'm suspecting
Xcode since I haven't tested it recently.)

If you remove this line in the root CMakeLists.txt script:
SET(CMAKE_DEBUG_POSTFIX  "d")
(or case it so only Visual Studio sees it), do things work. (I'm
expecting all libraries get built without the 'd' postfix.)

If this works, a couple of things:
1) Strangely, this command has no effect with the Makefile system so I
kind of ignored it as a Visual Studio only thing. I was lazy at the
time and didn't bother to case it. We should case this. Mac
conventions don't normally use the d postfix as far as I'm aware in
this manner (though was it foo_debug inside a build variant
framework?), especially for Xcode, so I rather pull it out.

2) I'm a little surprised this broke. I always thought of the "osg" we
use in Target_Link_libraries as a target name and not the actual
binary name. I might be wrong on this interpretation, but it seems to
me that this is where CMake needs to do the book keeping since there
could be a lot of variations here.


-Eric



Hi Eric, Robert

I'm nor sure if this is the most appropriate place to post on the
build topic, but osg-build has only a looong thread that I couldn't
catch up with in reasonable time.

Results of  some testing from Osx::Xcode
1. libosg[d].dylib compiles ok
2. any dependent libs fail to link

Fix (I used it to build osgUtil):

TARGET_LINK_LIBRARIES(${LIB_NAME}
optimized osg
debug osgd
${OPENTHREADS_LIBRARY}
${OPENGL_LIBRARIES}
)

by specifying different library names for debug/release the linker
line is now appropriate:
-losg (in release)
-losgd (in debug)

This fix will needs to be propagated to all the modules that link
with another library, so I am hoping that Cmake wizards can come up
with a variable that holds the appropriate name to add to the link
line, to avoid being too explicit.

I was thinking that ADD_DEPENDENCIES command might do it , but I'm
not sure if it appends to the links line

from cmake help:

ADD_DEPENDENCIES(target-name depend-target1
  depend-target2 ...)

   Make a top-level target depend on other top-level targets.  A
   top-level target is one created by ADD_EXECUTABLE,
ADD_LIBRARY, or
   ADD_CUSTOM_TARGET.


cmake is starting to look good, I suggest having a template for
individual tests/examples that can be copied to a directory outside
of the osg sources, it would help with developing.

--
Radu Mihai
radu at cm-labs.com
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Re: [osg-users] Moving 2D graphics on the HUD

2007-03-06 Thread Thibault Genessay

Hi Calin

On 3/7/07, Calin Negru <[EMAIL PROTECTED]> wrote:


How can I get 2D images moving on the screen? I managed to display a
static HUD however I can't figure out how to get the cursor graphics moving
on screen. I took glance  at  osgcatch but the code is too complicated (and
I'm looking for a quick fix ).
To set the HUD position on the screen I feed a osg::geometry object with
a coordinates array. Is there a way to move the geometry position at
runtime?



You can just add your geode - the one that contains your geometry - as a
child of a MatrixTransform or PositionAttitudeTransform. Then moving your
HUD around only takes a change in the Matrix/Vec3-Quat of the transform
node. You have to do this change during the update() phase of the main loop;
using an update callback is probably the best way. Have a look at the
osggeometry example: it has a moving background that uses this technique.

--
Thibault
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Re: [osg-users] SLI

2007-03-06 Thread Mathieu MARACHE

Hi all,

I finally got SLI to work, and had a mixed variety of issues that
prevented SLI to come in play. The most difficult one to spot is that
our brand new SLI FX5500 box was under an up to date RedHat Enterprise
Server Linux 4. We had a quarter of the performance of an SLI 6800GT
box ! and this one was running an up to date Mandriva linux. After a
rapid test at installing it on the new box we found our performance
back on and SLI was able to be triggered... No idea what was the
offending part of the RedHat distro, might be the kernel or maybe the
libc a bit to old for the NVidia drivers ?

--
Mathieu
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[osg-users] Moving 2D graphics on the HUD

2007-03-06 Thread Calin Negru

How can I get 2D images moving on the screen? I managed to display a static
HUD however I can't figure out how to get the cursor graphics moving on
screen. I took glance  at  osgcatch but the code is too complicated (and I'm
looking for a quick fix ).
To set the HUD position on the screen I feed a osg::geometry object with  a
coordinates array. Is there a way to move the geometry position at runtime?

--
Calin Negru
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Re: [osg-users] New build system underway. Please participate/Join osg-build.

2007-03-06 Thread Radu Mihai

Hi Eric, Robert

I'm nor sure if this is the most appropriate place to post on the  
build topic, but osg-build has only a looong thread that I couldn't  
catch up with in reasonable time.


Results of  some testing from Osx::Xcode
1. libosg[d].dylib compiles ok
2. any dependent libs fail to link

Fix (I used it to build osgUtil):

TARGET_LINK_LIBRARIES(${LIB_NAME}
optimized osg
debug osgd
${OPENTHREADS_LIBRARY}
${OPENGL_LIBRARIES}
)

by specifying different library names for debug/release the linker  
line is now appropriate:

-losg (in release)
-losgd (in debug)

This fix will needs to be propagated to all the modules that link  
with another library, so I am hoping that Cmake wizards can come up  
with a variable that holds the appropriate name to add to the link  
line, to avoid being too explicit.


I was thinking that ADD_DEPENDENCIES command might do it , but I'm  
not sure if it appends to the links line


from cmake help:

ADD_DEPENDENCIES(target-name depend-target1
  depend-target2 ...)

   Make a top-level target depend on other top-level targets.  A
   top-level target is one created by ADD_EXECUTABLE,  
ADD_LIBRARY, or

   ADD_CUSTOM_TARGET.


cmake is starting to look good, I suggest having a template for  
individual tests/examples that can be copied to a directory outside  
of the osg sources, it would help with developing.


--
Radu Mihai
[EMAIL PROTECTED]



On 5-Mar-07, at 3:50 PM, E. Wing wrote:


Hi all,
In case you forgot or didn't know, a (very) preliminary CMake based
unified build system is now in the Subversion repository. CMake is one
of the proposed systems to unify/replace the current different build
systems (GNUMakefiles, Visual Studio, Xcode). Anybody who is
interested or affected by the build system decisions is encouraged to
participate.

There are still many things left to do and many design decisions that
need to be made. So hope to see you all there.

Page with all lists:
http://openscenegraph.org/osgwiki/pmwiki.php/Support/Support

osg-build
http://groups-beta.google.com/group/osg-build?hl=en

-Eric
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--
Radu Mihai
[EMAIL PROTECTED]



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[osg-users] osgViewer for FOX

2007-03-06 Thread Tomas Hnilica

Hello all,

I am making an FOX toolkit port of osgViewer and have few problems:

- timer: in QT implementation there is an timer implemented. It seems 
that this timer calls osgViewer::SimpleViewer->frame() and therefore 
cares about framerate and redrawing of the scene. In FLTK, GLUT there is 
no timer, but this is probably done automaticaly  (the frame() is called 
in "draw" methods). In FOX it seems that timer will be also necessary to 
get proper behaviour. I am wondering, that the tick time of the timer is 
not alanysed anyhow...in QT there is constantly set to 10


-  how can I disable the continuous move when rotating/zooming the 
model? I would like to have the scene static when mouse buttons are 
released. Now when I rotate the model, the model is still rotating after 
button release. It is nice feature, but I need to disable it and have 
same behaviour like basic osgUtil::SceneView has. I am displaying models 
so this is not desirable feature. It's clear that 
osgGA::TrackballManipulator cares about this, but how can I easily make 
this? Dirty workaround would be to send keyPress  after the keyRelease 
(the move stops when simply clicking into the window), but this surely 
could not be the proper way :)


many thanks in advance,
Tomas
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[osg-users] Help understanding coordinate systems for osg::PositionAttitudeTransform

2007-03-06 Thread N. Farr
Hello all,
 
My understanding of PAT's is that they are groupings inside which all objects 
are in a separate coordinate system different from the rest of the scene. 
Should the PAT be placed at the root's (0, 0, 0), then its separate coordinate 
system coincides with the world coordinate system, but if it were to be moved 
around the scene using setPosition(), then the two coordinate systems diverge. 
Despite this divergence, objects inside the PAT will maintain their absolute 
coordinates, so an object that has position (x, y, z) inside the PAT will 
maintain that position no matter where we place the PAT itself. Is this 
correct? If so, is there a function in OSG that can return an object's position 
inside the PAT in world coordinates, not PAT coordinates? Finally, I would 
assume that what applies to position applies to rotation, is that correct?
 
Thank you all.
 
N. Farr
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Re: [osg-users] Weak pointer

2007-03-06 Thread mark_barnes
On Tue, 2007-03-06 at 10:39 +0100, Ivan Bolčina wrote:
> Great, thanks for help. Those circular references are so difficult to
> handle right..

Yeah it's an interesting programming topic!

The trick is to always establish an owner for an object where the
owner's lifetime equals or exceeds the required lifetime of the object.
The initial owner is implicitly the creator of the object.

Regards,
Marcus


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[osg-users] osg: code for a simple light required

2007-03-06 Thread corseb
Hello!!

Its my first email to the community!

I have been to the website and I foudn the codes examples.
I am trying to adda simple light or spot light to my scene graf!!

However I am not very skilled in coding, and I have an unclean code... 
I dont know where its my mistake or how to adapt the lamp to my code!
Basically I copied:


I attached my code in join file so you can have a look if required!/
I believe the problem is there:


// create the light

osg::StateSet* statelightON_OVRD = new osg::StateSet();
osg::LightSource* lightSource = new osg::LightSource;
   

osg::Light* light = lightSource->getLight();
  
light->setLightNum(0);
light->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // directional light 
from above
light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
light->setSpotExponent(50.0);
light->setDirection(osg::Vec3(1,1,-1));



statelightON_OVRD->setAttribute(light, osg::StateAttribute::ON);
 group->addChild(lightSource);







// mtTwo->addChild(loadedModel);
 mtTwo->setStateSet(stateTwoFogON_OVRD);
 loadedModel->setStateSet(stateTwoFogON_OVRD);
// mtTwo->setStateSet(statelightON_OVRD);
 

but Maybve its somewhere else!!!


Cheers!

Jean

/**\
* SimpleViewer *
* An OSG-based 3D viewer. Almost as simple as possible.*
* Leandro Motta Barros (based on Tutorials from TerseSolutions)*
* modified slightly by Michael Kriegel  
   *
\**/

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 





class myKeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
   virtual bool handle(const osgGA::GUIEventAdapter& 
ea,osgGA::GUIActionAdapter&);
   virtual void accept(osgGA::GUIEventHandlerVisitor& v)   { v.visit(*this); };
//   
};
//declare my global variable 
int testswitch=1;

bool myKeyboardEventHandler::handle(const osgGA::GUIEventAdapter& 
ea,osgGA::GUIActionAdapter& aa)
 {
 
   switch(ea.getEventType())
   {
   case(osgGA::GUIEventAdapter::KEYDOWN):
  {
 switch(ea.getKey())
 {
 case 'c':
std::cout << " c key pressed" << std::endl;
return false;

 case 'g':
 std::cout << " g key pressed" << std::endl;
 testswitch=1;
 return testswitch;

 case 'h':
 std::cout << " h key pressed" << std::endl;
 testswitch=0;
 return testswitch;

 case 'j':
 std::cout << " h key pressed" << std::endl;
 testswitch=2;
 return testswitch;

/* case 'l':
 std::cout << " l key pressed" << std::endl;
 testswitch=3;
 return testswitch;*/
  

 default:
return false;
 } 
  }
   default:
  return false;
   }
}



int main (int argc, char* argv[])
{



 // Create a Producer-based viewer
   osgProducer::Viewer viewer;
   viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);

 myKeyboardEventHandler* myFirstEventHandler = new myKeyboardEventHandler();

   viewer.getEventHandlerList().push_front(myFirstEventHandler); 




 // Create a new StateSet with default settings: 
   osg::StateSet* stateTwoFogON_OVRD = new osg::StateSet();
   osg::Fog* fog = new osg::Fog(); 
   fog->setMode(osg::Fog::LINEAR);
   fog->setDensity(0.1f); 
   fog->setColor(osg::Vec4d(.95,0.95,.95,0.95)); 
   fog->setStart(0.30f);
   fog->setEnd(200.0f);
  




// For stateTwo, turn FOG OFF and set to OVERRIDE.
   //Descendants in this sub-tree will not be able to change FOG unless
   //they set the FOG attribute value to PROTECTED
   
// apply the StateSets above to appropriates nodes in the scene graph.
   //mtTwo->setStateSet(stateTwoFogON_OVRD);
   

  

/*
   //fuck
   osg::ref_ptr mtTwo = new osg::MatrixTransform();
   mtTwo->addChild(labelGeode[2]);
   osg::Geode* boxGeode = new osg::Geode();
   mtTwo->setMatrix(osg::Matrixd::translate(-2.5,0.0,-3.0));
   mtTwo->addChild(boxGeode);
   mtTwo->addChild(mtThree.get());
   mtTwo->addChild(mtFour.get());
   mtTwo->setStateSet(stateTwoFogON_OVRD); */

   //refuck
 osg::ref_ptr mtTwo = new osg::MatrixTransform();

osg::ref_ptr loadedModel = osgDB::readNode

[osg-users] Transparency Help

2007-03-06 Thread Jeremy
I have two isosurface models, one contained in the
other.  Both are slightly transparent so you can see
the "shelling" of the model.  I'm having rendering
problems with the shelling... namely the following:

(1) When I move around the scene, sometimes one of the
shells just disappears and then pops back into view,
depending on my position.

Is there a flag I need to turn on/off to prevent this?

Thanks,
Jeremy


 

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RE: [osg-users] Get geometry data from a Node (Hesicong)

2007-03-06 Thread Thrall, Bryan
Sorry, I can't resist making some improvements ;)

www.hesicong.net wrote on Tuesday, March 06, 2007 9:10 AM:
> class findGeoNamedNode:
> public osg::NodeVisitor
> {
> public:
> findGeoNamedNode();
> findGeoNamedNode(const std::string name):
> osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
> {
> 
> resultNode=NULL;
> this->name=name;
> }
> 
> virtual void apply(osg::Node &searchNode)

You could do this:

virtual void apply(osg::Geode& searchNode)

and it would work without needing the dynamic_cast below, and would be
faster!

> {
> if(searchNode.getName()==name)
> {
> osg::Geode* dynamicTry=dynamic_cast(&searchNode);
> 
> if(dynamicTry)
> {
> resultNode=dynamicTry;
> }
> }
> traverse(searchNode);
> }
> 
> osg::Geode* getNode()
> {
> return resultNode;
> }
> private:
> osg::Geode* resultNode;

It's a little bit dangerous to just store a pointer, since OSG Nodes are
reference counted; the Geode could be deleted out from under you. It
would be better to use osg::ref_ptr<> or osg::observer_ptr<>.

> std::string name;
> };

> Thanks!

Glad we could help!

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]


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Re: [osg-users] Get geometry data from a Node (Hesicong)

2007-03-06 Thread www.hesicong.net

Re Subject: [osg-users] Get geometry data from a Node


Hello,
I load some data from a 3ds file using osgDB::readNodeFile() function, 
and store the Node to osg::Node* machineNode.
Then I want to get all the vertex data from this Node. I tried to 
convert the point directly to osg::Geometry*, but I get wrong data.

Here is my code:
osg::Node* machineNode=NULL;
machineNode=osgDB::readNodeFile("F:/machine.3DS");

osg::Geometry* geo=(osg::Geometry*)machineNode;
osg::Array* ar=geo->getVertexArray();
int size=ar->getDataSize();
size variant is a negative number, so I say the data should be wrong.
Please tell me how to get the vertex data from this node, thanks very much

I've solved the problem by creating a NodeVisitor class like this:
class findGeoNamedNode:
public osg::NodeVisitor
{
public:
findGeoNamedNode();
findGeoNamedNode(const std::string name):
osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
{

resultNode=NULL;
this->name=name;
}

virtual void apply(osg::Node &searchNode)
{
if(searchNode.getName()==name)
{
osg::Geode* dynamicTry=dynamic_cast(&searchNode);

if(dynamicTry)
{
resultNode=dynamicTry;
}
}
traverse(searchNode);
}

osg::Geode* getNode()
{
return resultNode;
}
private:
osg::Geode* resultNode;
std::string name;
};

And in my main function, I use the following lines to find the node:
osg::Node* testNode=NULL;
testNode=dynamic_cast(osgDB::readNodeFile("d:\\1.3ds"));

findGeoNamedNode* visitor=new findGeoNamedNode("Box01");
testNode->accept(*visitor);

osg::Geode* geode=visitor->getNode();
and the geode node is just what I want.
Thanks!


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Re: [osg-users] New build system underway. Please participate/Join osg-build.

2007-03-06 Thread Robert Osfield

Hi All,

On 3/5/07, E. Wing <[EMAIL PROTECTED]> wrote:

In case you forgot or didn't know, a (very) preliminary CMake based
unified build system is now in the Subversion repository. CMake is one
of the proposed systems to unify/replace the current different build
systems (GNUMakefiles, Visual Studio, Xcode).


Current status is that OpenThreads has CMake support for everything
except the sproc build.

OpenSceneGraph is a little bit behind OpenThreads virtue of having so
many different parts to it, so far all the core library have CMake
support, and all the examples and application build with CMake as
well.  Check-ins that are pending is plugins and wrapper support.  I
would expect in the next few days that we'll have preliminary plugin
support checked in as well.

While things are still preliminary, things are shaping out well enough
to widen the net to those testing and contributing to the evolution of
this build path.  All going well CMake will be able to replace all the
previous build support and offer a few new build options besides.

Perhaps the day when I can do:

 cd OpenSceneGraph
 svn delete Make XCode VisualStudio
 svn commit

Isn't too far away, the sooner the better in terms of getting a new
build system in place for the next release.


Anybody who is
interested or affected by the build system decisions is encouraged to
participate.


Please help out, what we need is testing across platforms and
engineers willing to learn a bit about CMake and pitch in with filling
in the platform support for hardware/OS's we don't have access to.
Minw, Cygin, FreeBSD, AIX, HP-UX, Solaris and IRIX and the ones that
we have dearly need other testers/helpers for.

As well as the osg-build mailing list there is also the wiki page:

 http://www.openscenegraph.com/osgwiki/pmwiki.php/Tasks/CMake

It's a bit out of date, but we can start updating this as we go along.

Robert.
Robert.
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RE: [osg-users] Stereoscopic images

2007-03-06 Thread Gordon Tomlinson
HI

Yes we view LIDAR data in our OSG and other applications  ( www.sensor.com )


__

Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM   : Gordon3dBrit
MSN IM: [EMAIL PROTECTED]
Website   : www.3dscenegraph.com
__


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but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clay, Bruce
Sent: Tuesday, March 06, 2007 8:21 AM
To: osg users
Subject: RE: [osg-users] Stereoscopic images

On the topic of stereo, has anyone tried using OSG to create a LIDAR viewer?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Tuesday, March 06, 2007 4:26 AM
To: osg users
Subject: Re: [osg-users] Stereoscopic images

Hi Peter,

On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote:
> I`m just trying to learn more about the stereoscopic depiction of a 
> scene with the help of OSG. Are there any good links and code examples 
> (besides osgstereoimage) out there which clarify the topic?

Are you thinking of general 3D scenes working in stereo i.e. spilit stereo,
quad buffer, analglyphic?  Or just image or video pairs?

All the OSG examples support stereo.  See the stereo docs on the OSG
website.

Robert.
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RE: [osg-users] Stereoscopic images

2007-03-06 Thread Clay, Bruce
On the topic of stereo, has anyone tried using OSG to create a LIDAR
viewer?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, March 06, 2007 4:26 AM
To: osg users
Subject: Re: [osg-users] Stereoscopic images

Hi Peter,

On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote:
> I`m just trying to learn more about the stereoscopic depiction of a
> scene with the help of OSG. Are there any good links and code examples
> (besides osgstereoimage) out there which clarify the topic?

Are you thinking of general 3D scenes working in stereo i.e. spilit
stereo, quad buffer, analglyphic?  Or just image or video pairs?

All the OSG examples support stereo.  See the stereo docs on the OSG
website.

Robert.
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Re: [osg-users] Re: Beginner question: Adding cursor graphics

2007-03-06 Thread Calin Negru

Thanks Robert,
I managed to clip the HUD in the second viewport using masking. I will take
a look at the SVN example anyways.

On 3/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote:


Hi Calin,

On 3/6/07, Calin Negru <[EMAIL PROTECTED]> wrote:
> I've solved my cursor problem but I got into another. I'm using
two  cameras
>  and the GUI shows on both of them. I need the second viewport clear.
>
> http://calinnegru.googlepages.com/Badhud.jpg
>
> How can I have the HUD only in one viewport?

Yes, but you'll need to use the new osgViewer library.  Have a look at
the osghud example in SVN, it provide three different ways of doing
HUDs, one is old Camera in sync trick that exhibits the problems you
are seeing, the other methods place the HUD Camera in the viewer and
allow for more control over placement.

Robert.
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Re: [osg-users] Stereoscopic images

2007-03-06 Thread Anders Backman

I always find this guy giving a clear  image of what stereo is and is not.
Different projection modes, ways to get stereo, off-axis, etc...
All with good illustrations. A rather slow website though, from "down
under".

http://local.wasp.uwa.edu.au/~pbourke/papers/HET409_2001/content.html



On 3/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote:


Hi Peter,

On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote:
> I`m just trying to learn more about the stereoscopic depiction of a
> scene with the help of OSG. Are there any good links and code examples
> (besides osgstereoimage) out there which clarify the topic?

Are you thinking of general 3D scenes working in stereo i.e. spilit
stereo, quad buffer, analglyphic?  Or just image or video pairs?

All the OSG examples support stereo.  See the stereo docs on the OSG
website.

Robert.
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Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
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Re: [osg-users] Re: Beginner question: Adding cursor graphics

2007-03-06 Thread Robert Osfield

Hi Calin,

On 3/6/07, Calin Negru <[EMAIL PROTECTED]> wrote:

I've solved my cursor problem but I got into another. I'm using two  cameras
 and the GUI shows on both of them. I need the second viewport clear.

http://calinnegru.googlepages.com/Badhud.jpg

How can I have the HUD only in one viewport?


Yes, but you'll need to use the new osgViewer library.  Have a look at
the osghud example in SVN, it provide three different ways of doing
HUDs, one is old Camera in sync trick that exhibits the problems you
are seeing, the other methods place the HUD Camera in the viewer and
allow for more control over placement.

Robert.
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Re: [osg-users] Multiple DatabasePagers

2007-03-06 Thread Robert Osfield

Hi Zach,

On 3/6/07, Zach Deedler <[EMAIL PROTECTED]> wrote:

Has anyone ever tried running multiple database pagers?  I have a multi-proc
system and was wondering if I could take advantage of them.


You could use this with multiple scene graphs with one database pager
per scene graph, but the database pager is not designed to run in
parallel with other pagers on the same scene graph - you'll end up
with lots of conflicts such as both pagers trying to read in the same
tiles.

Better solution would be for the database pager to have more than one
thread associated with it and for it to manage things internally.
This will require a significant refactor of the database pager, but
its where I feel the pager should be heading.

Before we get to this point I'd like to see OpenGL compilation and
deletion done in the paging thread using shared contexts rather than
the present scheme where OpenGL object management all has to be done
as a time slice in the main draw thread for each context.

Robert.
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Re: [osg-users] Transparency Help

2007-03-06 Thread Robert Osfield

H Jeremy,

Rendering transparent objects in 3D graphics is full of various issues
related to the way the hardware z buffer is implemented through to the
way data is deliverd, I'll leave it to others to go into details,
search the web will also give you a good background.

W.r.t managing colours, you could bind it overall but this will just
give you a single colour.  If you want a colour per group of triangles
then you could create a PrimtiveSet for each group and then have
BIND_PER_PRIMITIVE_SET, but for large numbers of primitive sets this
will be very expensive to dispatch to OpenGL.   The other alternative
is to replicate the colours for each vertex, this is more expensive of
colour array size but more efficient in driving OpenGL.

W.r.t tex coords the osg::Geometry only supports per vertex tex
coords, no other variations are possible at present.

Finally perhaps a custom drawable might the way to drive you app most
efficiently.  The instancing extensions that NVidia published at end
of last year on the release of the 8800 might be particularily useful
to you.



Robert.

On 3/6/07, Jeremy <[EMAIL PROTECTED]> wrote:

I think I need a little help to find a better way of
rendering transparent objects.

I have a large geometry model that consists of a huge
amount of triangles.  I want to render it such that
it's transparent and colored.  So is it true that I
have to use textures to render it transparently?  What
is the best way of applying a single color
transparently to these millions of triangles?

Also, in my code, I have something like:

Geometry* geometry = new Geometry;
geometry->setVertexArray( vert_ary );
geometry->setNormalArray( norm_ary );
geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
geometry->addPrimitiveSet(new
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,
num_vert_indices,vert_indices);
geometry->setTexCoordArray(0, tex_ary);

Now, something I have an issue with is the tex_ary.
Basically I'm repeating the exact same four
coordinates from my texture per triangle (a single
color).  Is there a better way of doing this than
repeating potentially millions of the same four
texture coords?

Thanks,
Jeremy





Get your own web address.
Have a HUGE year through Yahoo! Small Business.
http://smallbusiness.yahoo.com/domains/?p=BESTDEAL
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Re: [osg-users] Weak pointer

2007-03-06 Thread Ivan Bolčina

Great, thanks for help. Those circular references are so difficult to handle
right..

Bye,ivan

2007/3/6, Serge Lages <[EMAIL PROTECTED]>:


On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote:
>
> Guess so. Is this SVN version?
>
>
It was introduced into the 1.2 version.

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Re: [osg-users] Weak pointer

2007-03-06 Thread Serge Lages

On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote:


Guess so. Is this SVN version?



It was introduced into the 1.2 version.

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Re: [osg-users] Compile from SVN copy in Cygwin Update

2007-03-06 Thread Robert Osfield

Hi Brian,

Thanks for the feedback, its good to hear things compiling under
Cygwin, less good that the hang is still there.

On the updating docs front, we are in a bit of flux point where the
1.2 release request the OT, OP then OSG, but the next release like SVN
will be OT then OSG, with an option of OP and osgProducer for those
who need it.  Until we make the transistion to the new OSG release we
can't update all docs.  SVN docs will need updating though, please
point me in the direction of any places that are wrong.

Robert.

On 3/5/07, Brian Keener <[EMAIL PROTECTED]> wrote:

Robert,

Just wanted to let you know that I have changed over my copies of OpenThreads,
OSG and Producer in Cygwin to the svn versions and I did get them all to
compile.  I made a couple of changes to the OpenThreads make files so they
would follow the OSG example of using COMPILE_EXAMPLES to either compile the
examples or not.  I also found that in the makerules file in OpenThreads there
was an issue with make debug vs make opt and for some reason in make debug
nothing would compile but a cut and paste of the make opt line for OpenThreads
to make a new make debug line (changing the appropriate OPTDIR to DEBUGDIR
variables in the line resolved the problem - must have been a bad character in
there somewhere.

During the process though I tried to follow what I thought was the original
steps of OpenThreads then Producer and then OSG but Producer failed on
-losgText and then I remembered the discussion of OSG's dependency on Producer
being removed and realized it was now the other way around so compiling
OpenThreads then OSG and then Producer worked and then I was curious if the
docs and web pages had been updated accordingly.

Also while working in the make files I realized that OpenThreads uses INST_LIBS
as well as INST_IMP_LIBS (not documented by the way) which is handy for Cygwin
since in Cygwin - files like cygOpenThreads.dll normally go in bin and files
like libOpenThreads.dll.a will end up in lib.  With the use of INST_LIBS and
INST_IMP_LIBS this can be accomplished.  I checked Producer and OpenSceneGraph
and it does not appear they use INST_IMP_LIBS but wondered if they should.

I was curious as well if the Producer should possibly use the COMPILES_EXAMPLES
environment as well for determining if it should compile is examples - actually
those have been removed in the svn version - right.

At any rate I wanted to let you know the SVN for all three compiled on Cygwin -
I do still have the hang at the end of the examples (some do some don't as
previously documented) but I am still working on that to locate.

bk



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Re: [osg-users] Weak pointer

2007-03-06 Thread Ivan Bolčina

Guess so. Is this SVN version?

2007/3/6, Serge Lages <[EMAIL PROTECTED]>:


Hi,

On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote:
>
> Hi.
>
> I would need weak pointers in my app. OSG doesn't provide one. I heard
> that I could transform OSG ref_ptr into boost::shared_ptr and I guess, from
> then to boost::weak_ptr? Any ideas.
>
> I would use it like this: on my HUD I have a target, but when target
> dies, I would like to automatically lose track of that target and target to
> become NULL.
>
>
Have you looked to observer_ptr ? I think it does what you want.

--
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http://www.magrathea-engine.org
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[osg-users] Re: Beginner question: Adding cursor graphics

2007-03-06 Thread Calin Negru

I have been following this tutorial:
http://www.nps.navy.mil/cs/sullivan/osgtutorials/osgNodeMaskII.htm   It uses
masks to stop nodes from being displayed on one of the cameras. The example
compiles but crashes so I was wandering if there's  an 'official' OSG
example showing how masks work?

thanks.

On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:


I've solved my cursor problem but I got into another. I'm using two
cameras  and the GUI shows on both of them. I need the second viewport
clear.

http://calinnegru.googlepages.com/Badhud.jpg

How can I have the HUD only in one viewport?

On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:
>
> There is a spelling mistake in my original message that might make it
> hard to understand, here's the corrected text:
>
> Please help me out with this.
>  My guess is the cursor node must be attached to the HUD Projection
> Matrix. Now I will have to change the cursor position every time the mouse
> is moved so I guess I will need to attach to the HUD Projection Matrix a
> cursor movement matrix first. And then attach the cursor graphics node to
> the cursor movement matrix node. I'd appreciate the input from someone that
> has a better grasp on  OSG  than I. My HUD code so far is this:
>
>HUDProjectionMatrix->setMatrix
> >
> > (osg::Matrix::ortho2D(0,1024,0,768));
> >
> >osg::MatrixTransform* HUDModelViewMatrix = new
> > osg::MatrixTransform;
> >HUDModelViewMatrix->setMatrix(osg::Matrix::identity());
> >
> >HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> >rootNode->addChild(HUDProjectionMatrix);
> >HUDProjectionMatrix->addChild(HUDModelViewMatrix);
> >
> >//Insert HUD controls
> >
> >HUDModelViewMatrix->addChild( HUDMainFrame );
> >
> >   //  HUDModelViewMatrix->addChild( Cursor );
>
>
>
> On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote:
> >
> > Please help me out with this.
> >  My guess is the cursor node must be attached to the HUD Projection
> > Matrix. Now I will have to change the cursor position every time the mouse
> > is moved so I guess I will need to attach to the HUD Projection Matrix a
> > cursor movement matrix first. And then attach the cursor graphics node to
> > the cursor movement matrix node. I'd appreciate the input from someone that
> > has a better grasp on  OSG  than I. My HUD code so far is this:
> >
> >
> > HUDProjectionMatrix->setMatrix(osg::Matrix::ortho2D(0,1024,0,768));
> >
> >osg::MatrixTransform* HUDModelViewMatrix = new
> > osg::MatrixTransform;
> >HUDModelViewMatrix->setMatrix(osg::Matrix::identity());
> >
> >HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> >rootNode->addChild(HUDProjectionMatrix);
> >HUDProjectionMatrix->addChild(HUDModelViewMatrix);
> >
> >//Insert HUD controls
> >
> >HUDModelViewMatrix->addChild( HUDMainFrame );
> >
> >   //  HUDModelViewMatrix->addChild( Cursor );
> >
> > --
> > Calin Negru
>
>
>
>
> --
> Calin Negru




--
Calin Negru





--
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Re: [osg-users] windowing & double-buffering in osgPython

2007-03-06 Thread Robert Osfield

Hi Matt,

I double the traits.width has little to do with the issues.  One way
of checking to see if traits.width has been applied is to read it back
and print out the result.

As for tracking down the crash, is it possible to get a stack trace
when running your app?  I'm not familiar with developing Python apps
so can't advice directly.

Perhaps something you could try is running the OSG with notification
level set up high i.e.

  export OSG_NOTIFY_LEVEL=DEBUG
  runmyapp myodel.osg

Robert.

On 3/5/07, Matthew Koichi Grimes <[EMAIL PROTECTED]> wrote:

I'm trying to set up a windowed (i.e. non-fullscreen) osgViewer::Viewer
that uses double buffering. Following the the example in the osgcamera
demo, I'm using the following lines of osgPython code:

V = loadWrapper("osg")
VV = loadWrapper("osgViewer")

# ...

self.viewer = VV.Viewer()

traits = V.GraphicsContext.Traits()
traits.x = 0
traits.y = 0
traits.width = 640
traits.height = 480
traits.windowDecoration = True
traits.doubleBuffer = True
traits.sharedContext = 0

gc = V.GraphicsContext.createGraphicsContext(traits)

cam = self.viewer.getCamera()
cam.setGraphicsContext(gc)
cam.setViewport(V.Viewport(0,0,traits.width, traits.height))

Unfortunately, I get a crash (python itself actually aborts) at the line
where the GraphicsContext is created. The error message reads:


Got an X11ErrorHandling call display=0x84edb60 event=0xbf95e7b8
BadValue (integer parameter out of range for operation)
Major opcode: 1
Minor opcode: 0
Error code: 2
Request serial: 20
Current serial: 24
  Value: 0
Got an X11ErrorHandling call display=0x84edb60 event=0xbf95e7b8
BadWindow (invalid Window parameter)
Major opcode: 18
Minor opcode: 0
Error code: 3
Request serial: 21
Current serial: 24
  ResourceID: 65011715


The second error message above ("BadWindow... ResourceID: 65011715")
repeats itself for pages.

One suspicion I have is that when I write python commands like

traits.width = 640

maybe it's just tacking on a python "width" property to the traits
wrapper object without actually changing the underlying C++ object?

Any help would be much appreciated.
-- Matt
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Re: [osg-users] Stereoscopic images

2007-03-06 Thread Robert Osfield

Hi Peter,

On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote:

I`m just trying to learn more about the stereoscopic depiction of a
scene with the help of OSG. Are there any good links and code examples
(besides osgstereoimage) out there which clarify the topic?


Are you thinking of general 3D scenes working in stereo i.e. spilit
stereo, quad buffer, analglyphic?  Or just image or video pairs?

All the OSG examples support stereo.  See the stereo docs on the OSG website.

Robert.
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Re: [osg-users] SLI

2007-03-06 Thread Tugkan Calapoglu

Hi,

Some time ago we've made some tests using SLI on Linux and indeed 
observed some performance improvement. It was, however, not possible 
with ordinary 3D models. I had to create a model which has lots of 
geometry and very thin hierarchy.


I have the results below. The 3D model I used consists of 40 
cessna.osg's with display lists enabled.



FSAA MODE 5
SLI MODE| FPS
---
OFF | 146
|
SFR | 249
|
AFR | 289
|
SLIAA   | 145


I guess, unless the application is fill or geometry limited SLI wouldn't 
bring anything. Now that OSG can do parallel cull and draw maybe for 
some of us the bottleneck moves towards Graphics Card and SLI might 
bring some improvement.


tugkan



Hi Mathieu,

I tried it, and was severely disappointed.  I didn't notice any noticeable
increase in frame rate either.


Zach

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mathieu MARACHE
Sent: Monday, March 05, 2007 08:17
To: osg users
Subject: [osg-users] SLI

Hi all,

I've looked throughout the mail archive for a explicit use of SLI (2 cards
for one output) and didn't find any, the only use found is 2 cards 2
outputs.
I did some testing under Windows and Linux and neither tests did have any
noticeable acceleration using any of the SLI modes (AFR or SFR)

Did anybody tried to use OSG in SLI mode and thus was able to have
noticeable acceleration or is this a 'feature' and OSG can't by design use
SLI configurations ?

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Germany
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Re: [osg-users] Weak pointer

2007-03-06 Thread Serge Lages

Hi,

On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote:


Hi.

I would need weak pointers in my app. OSG doesn't provide one. I heard
that I could transform OSG ref_ptr into boost::shared_ptr and I guess, from
then to boost::weak_ptr? Any ideas.

I would use it like this: on my HUD I have a target, but when target dies,
I would like to automatically lose track of that target and target to become
NULL.



Have you looked to observer_ptr ? I think it does what you want.

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http://www.magrathea-engine.org
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[osg-users] Weak pointer

2007-03-06 Thread Ivan Bolčina

Hi.

I would need weak pointers in my app. OSG doesn't provide one. I heard that
I could transform OSG ref_ptr into boost::shared_ptr and I guess, from then
to boost::weak_ptr? Any ideas.

I would use it like this: on my HUD I have a target, but when target dies, I
would like to automatically lose track of that target and target to become
NULL.

Bye and thanks,
Ivan
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