Dear OSG community,
has anybody extended OSG to use Wayland instead of X11 as GraphicsWindow?
Thanks for any hints or links.
Best regards,
Paul Obermeier
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Thank you, Nathan. It solves my problem.
On Tuesday, March 23, 2021 at 12:14:59 PM UTC-6 nmiel...@gmail.com wrote:
> Paul,
>
> Looking at the OSG Viewer.cpp code, the run() function contains this code:
> if (!getCameraManipulator() && getCamera()
I'm just starting with OSG. I would like this (or similar) code:
int main() {
osgViewer::Viewer viewer;
osg::Geode* geode = new osg::Geode();
viewer.setSceneData(geode);
geode->addDrawable(new osg::ShapeDrawable(new
osg::Sphere(osg::Vec3(0, 0, 0), 1)));
I was using 3.14. I have switched to 3.15 today and the build system now
works
I will test OSG-3.6.5 on Windows and Ubuntu and report back
Thanks,
Paul
On Wed, Jan 15, 2020 at 7:46 AM Voerman, L. wrote:
> Hi Robert,
> All seems fine to me, using
> windows 10 Enterprise 1909
My comment was made with regard to 3.6.5, I am unable to build 3.6.5. I
was just describing the procedure and noting that it was the same procedure
I've used successfully for building 3.6.4.
On Wed, Jan 15, 2020 at 2:52 AM Robert Osfield
wrote:
> Hi Paul,
>
> On Tuesday, 14 Janu
Using my 3.6-4 procedure, no visual studio files are generated by the cmake
system
>mkdir release_build
>cd release_build
>cmake ../ -DCMAKE_INSTALL_PREFIX=../ -DCMAKE_BUILD_TYPE=Release
No .sln, no .vcxproj is generated
On Tue, Jan 14, 2020 at 10:54 AM Robert Osfield
wrote:
> Hi All,
>
> I h
Hi,
Well I tried the demo and like it but I can’t afford the $2000 sticker price.
Any other ideas?
I’m looking for a scene graph editor, not really concerned with modeling
capabilities
Thank you!
Cheers,
Paul
things are more like they are now than they have ever
Hi,
Thank you! I will try it.
Cheers,
Paul
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Hi,
Sorry for the delay ... That worked perfectly
Thank you!
Cheers,
Paul
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Thank you!
Cheers,
Paul
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Thank you!
Cheers,
Paul
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llitePAT->setRotation( rotation );
What would be the best approach for the calculations in GetRotation(...) using
OSG functions? I can work out the math on my own but I'd like to know if there
are any cool OSG utilities to do this.
Thank you!
Cheers,
Paul
thin
can edit those
parameters. Would I have to look in osgTerrain?
Best regards,
Paul
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Robert,
Seems to be working now. Yesterday I submitted a PR to change GL_RGBA16F
and GL_RGBA32F to GL_RGBA16F_ARB and GL_RGBA32F_ARB, but you only
changed GL_RGBA32F. Both are undefined on Windows so I re-submitted a PR
to get the Windows build building again.
Thanks
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,
COLOR_BUFFER0 has worked in the past prior to texture storage.
Thank you
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On Fri, Aug 10, 2018 at 3:16 PM Julien Valentin
wrote:
> I debugged osgprerender
> It was the unsized texture format:
> changing GL_RGBA to GL_RGBA8
> i'll patch the example
Hi all,
I have a simple RTT setup. works great but when I setup OSG to turn on
the vertex attribute aliasing and allow OSG to provide gl_ inputs via
the osg_ prefix my shader breaks. No errors. Can't even get a red colour
on my test quad.
Can anyone see what I'm doing wrong? Can I still use
kcbale wrote:
> Hi Paul,
>
>
> I wrote the library, I recently had a similar request so I added those files
> to git and a contributor was kind enough to update the cmake files to point
> to them. If you have any problems drop me an email at () and I’ll do my best
> t
I managed to find it, here's the URL if anyone else has issues ...
https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/osgocean/osgOcean-Resources-1.0.1.rar[/url]
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e has this resource archive and would be so kind as to share it
with me? Maybe someone has a valid link to this resource archive online?
Thank you!
Paul
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nderstand. I've tried to compile my application in debug x64 mode but couldn't
make it work, so I'm a bit short in terms of error reporting ... but i'll try
to come up with a debug version
Again, thanks for all your work Robert !
Paul
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es manually ?
Thank you for your interest in my question,
Have a good day,
Paul
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Hi Russell,
I suppose setting the threading model to SingleThreaded is not an
option, maybe set Root Node to DYNAMIC variance? I can't remember the
actual call.
good luck,
On 09/11/17 14:49, Thamm, Russell wrote:
*UNCLASSIFIED*
Hi
I am in the process of porting an MFC application from p
Hi, I'm coming back into OSG after a while and was wondering how I
should go about developing a continuous terrain given only say a 256x256
plane. At this stage I just want to get the terrain scrolling with a
time variable but eventually I would like to have it scroll using the
viewMatrix, i.e.
Thanks Robert
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Old thread but still a good question. I'd like to know this myself
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Hi Robert,
I managed to get rid of this color problem by effectively going through all my
nodes and checking for osg::Geometry color array.
Thanks for the help, have a great day !
Cheers,
Paul
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like this ?
Code:
node_stateset->setAttribute(new osg::ref_ptr< osg::Material >(),
osg::StateAttribute::ON);
Or do I have to check for setcolorArray and setsecondaryColorArray of all my
nodes ?
Again, thank you for your intereset in my case.
Cheers,
Paul[/code]
:
Thank in advance for your intereset in this request, and my apologies if my
english is bad.
Cheers,
Paul[/img]
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Attachments:
http://forum.openscenegraph.org//files/osg_material_issu
Ok thanks for the response
Regards,
P
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Trying to map a simple, uniform texture onto an osg::Shape instance and not
finding a way to get a hold on the underlying osg::Geometry so I can call
setTexCoordArray(...) on it ...
How would I do so?
example code :
osg::ref_ptr rShape = new osg::Sphere( center, radius );
osg::ref_ptr rDrawabl
Hi All,
As i had posted previously, I could obtain the following results attached in
the screen short in my attempt to create a glowing sun in the scene.
I am also attaching the source code.
As I am taking the baby-steps in doing shaders programming in OSG, i am having
a really bad time. My p
Hi everybody,
I am trying to to simulate a scene that can be used to stimulate a stationary
camera to feel as if the camera is under motion. (The camera is used to detect
height from terrain surface and its velocity from the images it captures.)
I know the values of focal length of camera, FOV,
Thanks - now registered.
Cheers,
Paul
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sg.git (fetch)
> origin :[your-github-account]/OpenSceneGraph.git (push)
>
Cheers,
Paul[/code][/url]
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CMakelists.txt? I am having a go at fixing up the
readme to focus only on osgQT and testing it out on Windows.
Cheers,
Paul
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Hi David,
Thanks for the tips on my problem.
Yes, i am trying to use (at present) light cone to show in my scene what its
highlighting. But it fails to show the cone light beam emanating from the
aircraft.
As u suggested, i tried with transparent cone. But The problem is i am not able
to pos
Hi David,
Thanks for the tips on my problem.
Yes, i am trying to use (at present) light cone to show in my scene what its
highlighting. But it fails to show the cone light beam emanating from the
aircraft.
As u suggested, i tried with transparent cone. But The problem is i am not able
to pos
Hi Ekaterina,
Thanks for the clue. I am at present doing the round trace in a brute force way:
I am retaining the rendered base circle of cone in each of the position of the
aircraft. Next when the aircraft moves to next position, i again draw the new
base circle, while i translate the cone i dr
Hi,
Any suggestions or clues ?
...
Cheers,
Suraj
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Hi all,
I am trying to visualize in openscenegraph a scene where there is a moving
aircraft and a 'searchlight' attached to it.
I am given the orientation of searchlight w.r.t aircraft in terms of angle
between the vertical axes of searchlight beam and that of aircraft. Also the
positions of
-Labs/tree/master/VespaCFD/CalculateFrontalArea
Cheers,
Paul
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http
ecifics\Windows\OpenSceneGraphVersionInfo.rc(2):
error RC2127: version WORDs separated by commas expected
Cheers,
Paul
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Has anyone worked around this issue yet?
Cheers,
Paul
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htt
thanks for the reply - I will give it a go with the geenral list and use osgQT
in the subject line to make it easy to see.
Cheers,
Paul
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Hi Robert,
Should osgQT have it's own section in the forums?
I keep coming back to this thread for updates while I am trying to get it to
work myself on Windows 10. I am eager to contribute but it is bit hard not
having an area to post and answer osgQT related issues.
Cheers,
Hi Sebastian,
Thanks for the link.
...
Thank you!
Cheers,
Suraj
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Hi,
I checked it out.
I am missing DTED data for the terrain!
Any sources where i can get any terrain model and its corressponding DTED data?
...
Thank you!
Cheers,
Suraj
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Hi,
Thanks Sebastian for the hint...i will try it out.
...
Thank you!
Cheers,
Suraj
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Hi,
I am trying to find out the height above a terrain (HAT).
Currently im reading terrain DEM in .ive format and using
getHeightAboveTerrain() i m computing the HAT for given point (lat/lon and its
altitude is available).
I wish to check the output of my programme is correct by validating th
Hi marchingcubes ,
I tried with softshadow technique. It has reduced the flickering of the shadow
and made the shadow of the moving node on the terrian moe well defined.
Increasing the 'textureSize' from 1024 to 8192 helped me.
However, the flickering of the surface of the moving node is still
Hi Jannik,
Here's my code i am using the create the particle system and emitter. I am
creating two particle systems--one for each exhaust of the rocket.:--
int main()
{
osg::ref_ptr mt = new osg::MatrixTransform;
osg::ref_ptr mt_2 = new osg::MatrixTransform;
osg::ref_ptr trans= new osg::MatrixTra
Hi all,
I am trying to create a exhaust flame of a moving rocket similar to one shown
in attached image 1. I need only the exhaust plume of the rocket. The rocket is
moving [b]fast[/b]. To do so,
I used osgParticles to make the particle system as shown below in code:
sg::ref_ptr ps =new
os
Hi,
After trying a lot, I could understand the behavior of Screen cordinate
computation using the above code.
SSC are computed whether or not the node is within the camera view. Its just
that the camera doesnt know if the node its luking at is still within the FoV
or not.
Wevneed to check if t
Hi all,
I have a scene with large terrain where a node starts moving from a given
arbitrary location on the terrain.
As the starting location of the node is known, i set the camera's target to
look as the node's starting position.
My problem is I want to set the initial camera eye to get a nic
Hi David,
Thanks for the clues to achieve the effect i needed.
I have already attempted textured quad, with transparency on it. But it gives,
as u said, a cheap look.
Being new to multi-pass rendering with blur filter and read the link you shared.
Any example on how to get started with this in
Hi marchingcubes,
Thanks a lot for your reply. Being unaware of the shortcoming of the
'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u
shared is really useful one and exactly addresses my problem. However, i am yet
to include these few-found techniques of the lin
Hi,
I am trying to find out what is the screen cordinates corresponding to the
world cordinates of a moving node.
I read the post: http://forum.openscenegraph.org/viewtopic.php?t=2292
and referred to OSG beginners guide also.
So, I did the following:-
//set viewport of viewer for screensize
Hi,
I am trying to render a scene from outer space where i need to create a sun
glowing at a certain position in space. I could create the sphere but unable to
create a glowing effect--a bright sphere with emitting light beyond its
boundary. Its something similar to the attached image.
I went
Hi All,
I have a scene in which a node is [b]moving over a terrain[/b] at a certain
height.
I also have a light source in the scene.
The node correctly casts shadow on the terrain. Also the parts of node like its
limbs/appendages show shadow on the central body of the node as expected.
Howeve
ect which combines Qt5/OSG.
Cheers,
Paul
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ath in texture.cpp which assigns the format for
mipmaps to the internal format.
However, the assumeSizedInternalFormat function is still wonky and can return
the wrong format since multiple formats can match the criteria it is using to
search.
Cheers,
Paul
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is not quite adequate, so I am
interested in thoughts about how to fix this issue.
Thank you!
Cheers,
Paul
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Hi Robert,
Thanks for throwing light in the issue.
I will explore OsgUtil::PolytopeIntersector.
I am particularly interested in detecting if a particular node is within the
view frustum.
My purpose is to move the camera manually to contain the node within the view
only when it moves out of
Hi Julien,
Thanx for reply. I would be better if there is a simpler way out.
If i could just detect when a given node is not inside the viewfrustum, then i
could adjust the camera view matrix, something like:-
osgGA::OrbitManipulator* orbit = dynamic_cast( view->
getCameraManipul
Hi evrybody,
I am new to Openscene graph and need a help/guidance.
I wish to [b]find which of the sides of view frustum[/b]- left, right, top,
bottom near or far- a moving node is crossing. How to find this in Openscene
graph?
I need it so that, i can translate the camera in the approriate dir
CMakeMainifest.txt to the OSG based dir
and appended it to CMakeLists.txt
cat CMakeMainifest.txt >> CMakeLists.txt
> If you are amending manifests to DLL-files you will need to change the #1 to
> #2 in the CMAKE example above.
I only see #1 is the code incomplete?
Cheers,
files with MSVC tools. Manifest files
named as sources of .exe and .dll targets will be merged with linker-generated
manifests and embedded in the binary."
I'll test this out and see if it is something that can be included easily.
Cheers,
Paul
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th Windows 10/Visual Studio 2015 (or a missing
dependency)?
Thank you!
Cheers,
Paul
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Works perfectly, thanks!
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Just for info ... I've used the following to gain access to drawables within a
3D model :
Code:
struct GeodeInfo
{
GeodeInfo() : m_drawable( 0 ) {}
std::string m_geodeName;
osg::Drawable* m_drawable;
}; // end struct GeodeInfo
struct InfoVi
osg::readNodeFile(...)?
2) Can I make a deep copy of it then pass it to osg::Billboard?
3) Am I just being crazy? Is there a better way to do this?
Thank you!
Cheers,
Paul
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idle for a long time or window
is reduced. Switch Threading model does not help.
My CPU is a core at 2.8GHz, is this the expected behavior ?
Thanks,
Paul[/quote]
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t; osgviewer.exe: No data loaded
>
> C:\work\libs\openSceneGraph\OpenSceneGraph-3.4.0\build\bin>osgviewer.exe
> --image "C:\tmp\wcs.tiff"
> osgviewer.exe: No data loaded
>
> C:\work\libs\openSceneGraph\OpenSceneGraph-3.4.0\build\bin>ls c:\tmp\wcs.tiff
The GL_RGB32F_ARB was a dangler ... I tried all sorts of options for that
parameter. GL_LUMINANCE16F_ARB doesn't work
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h the image, then maps that
texture onto a quad.
Thank you!
Cheers,
Paul
Code:
#include "sgp_core/TArrayAlgo.h"
#include
#include
#include
// Imply namespaces
using namespace sgp_core;
using namespace std;
// Scene graph root and HUD
osg::ref_ptr SceneGraph = new osg::Group()
Hi all -- A while back, OSG changed so that Geode derives from Group and
Drawable derives from Node. Can someone tell me the first OSG version number
that contained this change? I have some code in osgWorks that I need to
conditionally compile based on this version number. Thanks.
-Paul
I've been able to make some advances in including CEF into OSG..
https://github.com/aquawicket/DigitalKnob/tree/master/Libs/DigitalKnob/DKCef
References to any of the DK library wrapped around it should be easy to
understand and replace if needed.
Speaking of.. My library is open source and
10/6/2015
Cef is working wonderfully with OSG.
I am working on my own library, but some of this code shows how I used the
resources above to make it work. It may help. ;)
https://github.com/aquawicket/DigitalKnob/tree/master/Libs/DigitalKnob/DKCef
Thanks OSG :)
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I'm attempting to create a minimal example of CEF3 integrated into
OpenSceneGraph (OSG)
I was able to find a couple resources online to get an idea of where to start.
OSGEarth-Cef
https://github.com/pelicanmapping/osgearth-cef
This example looks promising, although it rely's heavily on OSGEarth
My fix for this:
Upon inspection of ReaderWriterPNG.cpp
line - 371
Code:
virtual ReadResult readImage(const std::string& file, const
osgDB::ReaderWriter::Options* options) const
{
std::string ext = osgDB::getLowerCaseFileExtension(file);
if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_
I'm working on this today.. And I've noticed.. it's not just .png files. If
I use osgdb_ffmpeg, it takes over ALL images.
I'm attempting to walk through the call stack..
Code:
starting here...
Registry.cpp - line 992
ReadImageFunctor(const std::string& filename, const Options*
options):R
OSG-3.3.7
both plugins osgdb_png and osgdb_ffmpeg loaded.
osgDB::readImageFile("image.png") chooses ffmpeg over libpng to load .png image
files.
I checked ReaderWriterFFmpeg.cpp, and it does not add the .png extention.
How do I give libpng priority on .png files. Thanks :)
--
Using the ReaderWriterGIF.cpp plugin, I'm able to load and play animated GIF
images. However, I need to flip the images vertically. I can only flip the
first frame.
Code:
osg::ref_ptr img = osgDB::readImageFile("image.gif");
osg::ImageStream* imagestream = dynamic_cast(img.get());
imagestream
The official osgEphemeris repo is now on Google Code:
https://code.google.com/p/osgephemeris/
Please submit any changes as an issue and attach a patch. Thanks.
-Paul
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http
raph.org/index.php/download-section/dependencies
Any ideas?
Thanks,
Paul
[/code][/quote]
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I'm using the CompositeViewer to create a window of a scene. I then add a
viewport of another scene on top. I'm having problems with events.
If I created the the viewport window first, mouse events work for both, but
keyboard events only only work for the mainwindow.
Code:
osgViewer::Composit
Hi, I've got a scene that renders some models. I would like to put a seperate
camera/node viewport on top of that.. like a picture in picture type thing.
The scenes are not related, so they don't need to see each other or anything.
Where do I start? Thanks :)
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>
>
>
>
>
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The OpenGL spec and GLSL both use post-multiply notation. OSG uses
pre-multiply notation. The two produce identical results because they do
the same thing internally.
-Paul
On Mon, Aug 11, 2014 at 3:06 PM, Bram Vaessen
wrote:
> thanks I noticed I had to use the (vec3, matrix) vers
>
> I am using RTT to create/modify a set of textures... actually a
> osg::TextureCubeMap
> I am taking this TextureCubeMap and projecting it onto an object.
> After I project the CubeMap onto the object I want peel this texture, or
> surface of the object, off as a single textur
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I just tried OSG versions 3.3.2 and the Trunk version..
I get the same error for all versions.
> Linking CXX executable Test.exe
> C:\osg-master\win32\mingw\lib\libosgDB.a(Registry.obj):Registry
> .cpp:(.text+0x186e): undefined reference to `osgGetVersion'
> C:\osg-master\win32\mingw\lib\libosg
This seems like the age-old "you can't draw a flat-shaded cube with 8
vertices" dilemma.
Don't you need to repeat the same xyz vertex possibly multiple times? So
that you can have a different normal at the same vertex, depending on which
face you're rendering.
-Paul
I can build OSG with MinGW/MSys.
I get link errors when trying to compile an app against it though.
Any ideas?
C:\Apps\Test\win32\mingw>make
Linking CXX executable ..\bin\Test.exe
C:\Libs\OpenSceneGraph-3.3.0\win32\mingw\lib\libosgDB.a(Registry.obj
):Registry.cpp:(.text+0x186e): undefined referenc
Yup, I've done that.. I still have a Console window when I run the app.
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On windows, my OSG apps always have a console window. I've looked everywhere
but haven't figured out how to turn it off.
I want the app to run and only show the viewer window.
Thanks in advance ;)
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I can confirm this issue.
For android I use setUpViewerAsEmbeddedInWindow(0, 0, width, height)
and then setMouseInputRange(0, 0, width, height). I then send the input via
getEventQueue()->mouseButtonPress(x, y, button); The input coordinates from
android seem to be correct at this point, althou
from
UserData.
-Paul
On Fri, May 30, 2014 at 5:08 AM, sunpeng wrote:
> I use following code to set transparency:
>
> osg::StateSet* state = root->getOrCreateStateSet();
>
>
> state->setMode(GL_LIGHTING,osg::StateAttribute::OFF|osg::StateAttribute::PROTECTED);
>
&g
ves?
Thanks for any info.
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-Paul
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It looks like the osg::Geometry changes (deriving from osg::Node) are not
on the 3.2 branch, just on trunk. Is that correct?
-Paul
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