<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://purl.org/rss/1.0/" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:syn="http://purl.org/rss/1.0/modules/syndication/" xmlns:admin="http://webns.net/mvcb/">
  <channel rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user">
    <title>gmane.comp.graphics.openscenegraph.user</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user</link>
    <description/>
    <syn:updatePeriod>hourly</syn:updatePeriod>
    <syn:updateFrequency>1</syn:updateFrequency>
    <syn:updateBase>1901-01-01T00:00+00:00</syn:updateBase>
    <items>
      <rdf:Seq>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74927"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74926"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74925"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74924"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74923"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74922"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74921"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74920"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74919"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74918"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74917"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74916"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74915"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74914"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74913"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74912"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74911"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74910"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74909"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74908"/>
      </rdf:Seq>
    </items>
    <image rdf:resource="http://gmane.org/img/gmane-25t.png"/>
    <textinput rdf:resource=""/>
  </channel>
  <image rdf:about="http://gmane.org/img/gmane-25t.png">
    <title>Gmane</title>
    <url>http://gmane.org/img/gmane-25t.png</url>
    <link>http://gmane.org</link>
  </image>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74927">
    <title>Re: Error while running the Sample program in book</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74927</link>
    <description>&lt;pre&gt;Hi Praveena,

If your system can't find osgviewer and osgversion on the command line then
you either have your path setup incorrectly or you don't have the
library/programs installed. It's easily done. Check you OSG_BIN_PATH and
PATH environment variables to make sure they're pointing at the right
directory.

Typing 'set' into the command prompt can help with this on windows.

Hope that helps,

Kim.

On 15 May 2012 14:32, Praveena Sarathchandra &amp;lt;praveenaj-Re5JQEeQqe8AvxtiuMwx3w&amp;lt; at &amp;gt;public.gmane.org&amp;gt; wrote:



&lt;/pre&gt;</description>
    <dc:creator>Kim Bale</dc:creator>
    <dc:date>2012-05-25T20:36:37</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74926">
    <title>Re: [build] Problems with OSG 3.0.1, Qt 4.8.0,mingw 64-bit</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74926</link>
    <description>&lt;pre&gt;I am using Qt 4.7.0 with mingw 32bit.
I had possibly similar problems when first trying to get OSG to work with Qt.

It ended up being that I was building OSG in Release mode, but everything else was in debug.
Have you tried building your Qt program in Release mode?

You can build OSG in Debug by setting the CMAKE_BUILD_TYPE option to 'Debug' in CMake. (I notice this does not give the plugins the proper appended 'd' to the dll's, but doing so manually worked.)

Jason

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47866#47866





&lt;/pre&gt;</description>
    <dc:creator>Jason MacDonald</dc:creator>
    <dc:date>2012-05-25T20:18:21</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74925">
    <title>Re: [forum] how to store the picture of every frame to buffer more quickly?</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74925</link>
    <description>&lt;pre&gt;Hello Yi Lin,


Essentially, readPixels() stalls the frame until the whole pipeline is 
flushed, then reads the framebuffer. This is what introduces the 
slowdown you see. What you would want in order to make this faster is to 
defer reading the framebuffer to the GPU, so it can read it when it 
makes sense to do so and so not stall.

I'm not sure (I can't remember the specifics) but I think either 
ScreenCaptureHandler or WindowCaptureCallback have a path to use 
double-buffered PBOs to read the framebuffer. This is what you should 
use. The result you get will be one frame late, but at least it will be 
faster (won't stall the GPU as readPixels would).

Hope this helps,

J-S
&lt;/pre&gt;</description>
    <dc:creator>Jean-Sébastien Guay</dc:creator>
    <dc:date>2012-05-25T19:42:05</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74924">
    <title>Re: Get data from color buffer</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74924</link>
    <description>&lt;pre&gt;Hello Nicolas,


I think ScreenCaptureHandler will do what you want. It has support for 
setting a CaptureOperation (the default CaptureOperation is a 
WriteToFile, see osgViewer/ViewerEventHandlers and search for 
ScreenCaptureHandler and CaptureOperation and WriteToFile).

So you can create a class that inherits CaptureOperation and overrides 
the operator()(const osg::Image&amp;amp; image, const unsigned int context_id) 
method to do whatever you want with the const osg::Image&amp;amp; that is passed 
to the method. Then you set that as your ScreenCaptureHandler's capture 
operation using setCaptureOperation(CaptureOperation* operation).

Hope this helps,

J-S
&lt;/pre&gt;</description>
    <dc:creator>Jean-Sébastien Guay</dc:creator>
    <dc:date>2012-05-25T19:37:14</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74923">
    <title>Re: [osgOcean] Dose anybody has other learing resources about osgOcean?</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74923</link>
    <description>&lt;pre&gt;Hi Brad,

I've tried to document the FFTSimulation as well as possible if you look at
the source, at least in the trunk you should see an explanation of units
etc and the paper it was based on.

http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp


Here is the most up to date version of the paper, well worth a read if
you're interested in understanding it fully.

http://evasion.imag.fr/Membres/Fabrice.Neyret/NaturalScenes/fluids/water/waves/fluids-nuages/waves/Jonathan/articlesCG/simulating-ocean-water-01.pdf


I should point out that a lot of tweaks were made to make it look
aesthetically pleasing, it's not an ocean simulation more of a statistical
approximation.

Any further questions do get let me know.

Regards,

Kim.

On 24 May 2012 18:12, Brad Colbert &amp;lt;bcolbert-Ty74N/f8nMTQT0dZR+AlfA&amp;lt; at &amp;gt;public.gmane.org&amp;gt; wrote:




&lt;/pre&gt;</description>
    <dc:creator>Kim Bale</dc:creator>
    <dc:date>2012-05-25T18:33:50</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74922">
    <title>Re: Uniform arrays.</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74922</link>
    <description>&lt;pre&gt;

Hi, Jonathan,

The fix is in Program.cpp, in the 
Program::PerContextProgram::linkProgram method.

--"J"

&lt;/pre&gt;</description>
    <dc:creator>Jason Daly</dc:creator>
    <dc:date>2012-05-25T18:06:42</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74921">
    <title>Re: [build] Up to date OS X / iPhone build</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74921</link>
    <description>&lt;pre&gt;Hi Mathieu

There are updated instructions for iOS on the new openscenegraph.com site

http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios

The process should be pretty similar to generating for OSX, just don't edit
the cmakelists file first.

Cheers
Tom
&lt;/pre&gt;</description>
    <dc:creator>Thomas Hogarth</dc:creator>
    <dc:date>2012-05-25T16:56:27</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74920">
    <title>Re: Is it possible to make real time rendering usingOSC?</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74920</link>
    <description>&lt;pre&gt;
  Yes.



  Look at the examples, specifically the osgshadow example.





&lt;/pre&gt;</description>
    <dc:creator>Chris Hanson</dc:creator>
    <dc:date>2012-05-25T16:50:13</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74919">
    <title>Re: Incorrect rendering when modifying camera</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74919</link>
    <description>&lt;pre&gt;Well, I figured it out.

The near plane was becoming negative, so now I fix it to 1.0f when in perspective mode.

Jason

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47858#47858





&lt;/pre&gt;</description>
    <dc:creator>Jason MacDonald</dc:creator>
    <dc:date>2012-05-25T16:38:38</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74918">
    <title>Re: Uniform arrays.</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74918</link>
    <description>&lt;pre&gt;Hi,

I am having the same problem with uniform vec4 arrays with new nvidia driver. We are still back on a pretty old version of osg, 2.8.3. Which files from the current subversion contain the fix. Program, Uniform, some others?

Cheers,
Jonathan

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47652#47652





&lt;/pre&gt;</description>
    <dc:creator>Jonathan Diaz</dc:creator>
    <dc:date>2012-05-11T00:26:50</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74917">
    <title>Incorrect rendering when modifying camera</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74917</link>
    <description>&lt;pre&gt;Hello, I am new to OSG and having trouble with modifying the camera.

I have added my own event handler to process keyboard inputs to change the camera view.
This handler holds references to 5 camera manipulators, and upon a KEYDOWN, it switches to the correct camera manipulator as such:



Code:

......
    if (key == '1' &amp;amp;&amp;amp; m_topCamera.valid())
    {
        m_scene-&amp;gt;setCameraManipulator(m_topCamera, false);
        m_topCamera-&amp;gt;update();
        return true;
    }
    if (key == '2' &amp;amp;&amp;amp; m_sideCamera.valid())
    {
        m_scene-&amp;gt;setCameraManipulator(m_sideCamera, false);
        m_sideCamera-&amp;gt;update();
        return true;
    }

    if (key == '4' &amp;amp;&amp;amp; m_userCamera.valid())
    {
        m_scene-&amp;gt;setCameraManipulator(m_userCamera, false);
        m_userCamera-&amp;gt;update();
        return true;
    }

.....



m_topCamera is an OrthoCamera derived from StandardManipulator
m_userCamera is a UserCamera derived from FirstPersonManipulator

each has a _camera member that points to the same instance



Code:

void&lt;/pre&gt;</description>
    <dc:creator>Jason MacDonald</dc:creator>
    <dc:date>2012-05-23T18:58:18</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74916">
    <title>A Suggestion on the dealing of switchLayer inVertexNormalGenerator in osgTerrain/GeometryTechnique.cpp</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74916</link>
    <description>&lt;pre&gt;Hi,

I'm a new guy to OSG.  I use OSG version 3.0.1.

When I wanted to view a terrain with switch image layers,  I found that the optional image layer was not displayed right.

So, I looked into the source code of osgTerrain/GeometryTechnique.cpp.

I found that from line 482 ("osgTerrain::ImageLayer* imageLayer(dynamic_cast&amp;lt;osgTerrain::ImageLayer*&amp;gt;(itr-&amp;gt;first));
") in the function "void VertexNormalGenerator::populateCenter(osgTerrain::Layer* elevationLayer, LayerToTexCoordMap&amp;amp; layerToTexCoordMap)
", if  "itr-&amp;gt;first" can't be converted into imageLayer, then it will be tried to converted into ContourLayer. However, itr-&amp;gt;first can be swithLayer with an active image layer. How about patching this part of code with the dealing of switchLayer?

... 

Thank you!

Cheers,
Yashuai

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47844#47844





&lt;/pre&gt;</description>
    <dc:creator>Yashuai Lv</dc:creator>
    <dc:date>2012-05-25T09:09:16</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74915">
    <title>Re: [osgOcean] Dose anybody has other learing resourcesabout osgOcean?</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74915</link>
    <description>&lt;pre&gt;Hi Kim,

I too am looking for resources about some specifics on osgOcean.

Generally, what is the ratio of wind speed to wave height?  Is there a "simple" function for this?  I want to be able to model certain wave heights and, as I understand it, this is driven by wind speed.

Are the top/bottom wave colors derived by hand or from a publication?  If a publication, which?  (Same question for the lighting color)

I'm trying to gain an understanding of the size of the OceanScene (tiles).  Looking at the bounding sphere it starts out at roughly 12000x12000 (is that meters?)  When setting the parameters for osgOcean::FFTOceanSurface (gridsize, resolution, numtiles) to values other than what is in the example results in some pretty rough artifacts.  Is there a rule of thumb for setting these values?


Thank you!

Cheers,
Brad

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47838#47838





&lt;/pre&gt;</description>
    <dc:creator>Brad Colbert</dc:creator>
    <dc:date>2012-05-24T17:12:49</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74914">
    <title>Render Scene in Maya's Viewport</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74914</link>
    <description>&lt;pre&gt;Hi,

I'm trying to integrate osg into a MPxLocatorNode in Maya, draw an osg scene by MPxLocatorNode::draw method.

According the Maya's document, we just need to call glVertex3f or glDrawArrays API and do not need to setup any modelview, projection matrix, or viewport to OpenGL, just draw geometry data.

So how could I finish this task ? Could anybody help me ? Thanks !

Thank you!

Cheers,
Bo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47830#47830





&lt;/pre&gt;</description>
    <dc:creator>Bo Zhou</dc:creator>
    <dc:date>2012-05-24T05:50:24</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74913">
    <title>Re: [ANN] PDF3D toolkit includesadvancedOpenSceneGraph integration for technical publishing</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74913</link>
    <description>&lt;pre&gt;I can't figure out what the 3D flip PDF can be through only the words. But I'm expecting to view the results. And I would like to recommend is the Kvisoft 3d flip book maker, which can also create a realistic flipbook with 3D effect. And the templates and themes make the created flipbooks very amazing than the common PDF or photo files.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47802#47802





&lt;/pre&gt;</description>
    <dc:creator>Amy Neey</dc:creator>
    <dc:date>2012-05-22T10:46:01</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74912">
    <title>Drawing QWidgets over an OSG scene</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74912</link>
    <description>&lt;pre&gt;Hi all,

Is there a solution to have QWidgets over an OSG scene ?

I know about osgQt. With osgQt::GraphicsWindowQt and osgQt::GLWidget you
can setup a working OSG/Qt environment in less than five minutes, it works great.

osgQt::QWidgetImage is great if you want to embed a QWidget as a 3D object
inside of an OSG scene. But if you want to embed a QWidget as a HUD, it is more
work where a simple show() or addWidget() would do in Qt. Moreover, QWidgetImage
still has some issues (Editing in the QTextEdit doesn't work, Operations on floating
windows, QGraphicsView's scrollbars don't appear...), so it is not a solution.

Three years ago, Robert Osfield wrote a topic about "Development of Qt support
as part of osgViewer". Martin Beckett answered by suggesting :


mgb_osg wrote:


(Sorry but I can not properly post URL's/Links yet, this is my first post)

And indeed, the solution covered in the article is very appealing.

It works as a normal QGraphicsView/QGraphicsScene design. The QGraphicsView
has a QGLWidget as&lt;/pre&gt;</description>
    <dc:creator>Alexandre Champion</dc:creator>
    <dc:date>2012-05-20T21:01:58</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74911">
    <title>Re: [osgPlugins] FBX plugin: mixing skin and morphanimation.</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74911</link>
    <description>&lt;pre&gt;Hi,
I am new in the OSG forum.
I have the same problem,
I am using exported fbx file , exported from maya, with skeleton.
I am using libfbxsdk-2013.1.
I suspect it is related to the warning: 
"class osg::ComputeBoundingBoxCallback
InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback"
any idea someone?
I have modified the code of the fbx plugin to support this sdk version.
if someone interested in the new FBX SDK code,how can I deliver my code modification? 
Thank you!

Cheers,
Gil

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47778#47778





&lt;/pre&gt;</description>
    <dc:creator>Gil Hadas</dc:creator>
    <dc:date>2012-05-20T08:41:00</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74910">
    <title>Re: [3rdparty] Drawing OSG object in opencv/emgucv</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74910</link>
    <description>&lt;pre&gt;Hi,

see this video if you're still confused about what I meant 
youtube/watch?v=ccL4t36sVvg
(replace "youtube" with youtube original link)

Thank you!

Cheers,
Johny

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47775#47775





&lt;/pre&gt;</description>
    <dc:creator>Johny Derp</dc:creator>
    <dc:date>2012-05-20T04:01:53</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74909">
    <title>[3rdparty] Drawing OSG object in opencv/emgucv</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74909</link>
    <description>&lt;pre&gt;Hi,

First of all, sorry if my english is bad, I am not a native and I'm still newbie with OSG. 
I've been working with emgu cv(opencv wrapper to capture images from a webcam and using its functions to proccess this images. 
I also detect the hand and track the hand movement...
 
Now, I need to draw a kind of earth or just an object according to the hand position, for which OSG is perfect for perspective transformation and so on. My problem is that I can't achieve that.
 
I don't know how to say to OSG "you guy, draw that object within this hand tracking window" 
Is it impossible what I want to do? I am desperate... any help would be great. Thanks in advance 
 

Thank you!

Cheers,
Johny :D

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47774#47774





&lt;/pre&gt;</description>
    <dc:creator>Johny Derp</dc:creator>
    <dc:date>2012-05-20T03:59:43</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74908">
    <title>[ANN] Proland: a new open source planet rendering engine</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74908</link>
    <description>&lt;pre&gt;Hello dear OSG-community,

INRIA is pleased to announce that Proland has been released in Open Source. Proland is a C++/OpenGL library for the real-time realistic rendering of very large and detailed 3D natural scenes on GPU. It is capable of rendering entire planets from ground to space (with atmosphere, clouds, oceans, trees, roads, etc). Proland is released under a dual GPLv3/commercial license. You can try it by downloading a precompiled Windows demo (that you can find by googling for "Proland planet rendering engine").

The Proland team

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47768#47768





&lt;/pre&gt;</description>
    <dc:creator>Eric Bruneton</dc:creator>
    <dc:date>2012-05-19T09:14:41</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74907">
    <title>OSG with Necessitas?</title>
    <link>http://permalink.gmane.org/gmane.comp.graphics.openscenegraph.user/74907</link>
    <description>&lt;pre&gt;Hi,

i have recompiled OSG 3.0.1 for Android 8 under Ubuntu,
and now i'm trying to compile osgviewerQt example with Necessitas.

Anyone has been using Necessitas? Some hints?

Thank you!

Cheers,
Massimo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47766#47766





&lt;/pre&gt;</description>
    <dc:creator>Massimo Piccinetti</dc:creator>
    <dc:date>2012-05-18T20:08:23</dc:date>
  </item>
  <textinput rdf:about="http://search.gmane.org/?group=$group=gmane.comp.graphics.openscenegraph.user">
    <title>Search Engine</title>
    <description>Search the mailing list at Gmane</description>
    <name>query</name>
    <link>http://search.gmane.org/?group=$group=gmane.comp.graphics.openscenegraph.user</link>
  </textinput>
</rdf:RDF>

