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    <link>http://gmane.org</link>
  </image>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74930">
    <title>Model not loaded in Android</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74930</link>
    <description>&lt;pre&gt;Hi,

I build AndroidOSG-3.0.1 on my ubuntu-11 with GLES-1. When I run the application I got it on my android phone. When I tried to load model (with the path /mnt/stdcard/OSG/cow.osg) I am getting error as "Model Not loaded" in the log. 

Can you please help me why am I getting this error.

... 

Thank you!

Cheers,
Koduri

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Koduri Lakshmi</dc:creator>
    <dc:date>2012-05-26T06:57:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74917">
    <title>Incorrect rendering when modifying camera</title>
    <link>http://comments.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 OrthoCamera::update()
{
    double aR,l,r,b,t,n,f, fov;
    if (_camera-&amp;gt;getProjectionMatrixAsOrtho(l,r,b,t,n,f))
    {
        aR = fabs(r-l)/fabs(t-b);
        _camera-&amp;gt;setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, _zoom);
    }
    else
    {
        _camera-&amp;gt;getProjectionMatrixAsPerspective(fov,aR,n,f);
        _camera-&amp;gt;setProjectionMatrixAsOrtho2D(-_zoom*aR, _zoom*aR, -_zoom, _zoom);
    }
}





Code:


void UserCamera::update()
{
    double aR,l,r,b,t,n,f, fov;
    if (_camera-&amp;gt;getProjectionMatrixAsOrtho(l,r,b,t,n,f))
    {
        aR = fabs(r-l)/fabs(t-b);
        _camera-&amp;gt;setProjectionMatrixAsPerspective(54.0, aR, n, f);
    }
    else
    {
        _camera-&amp;gt;getProjectionMatrixAsPerspective(fov,aR,n,f);
        _camera-&amp;gt;setProjectionMatrixAsPerspective(fov, aR, n, f);
    }
}





The problem:
When switching back and forth from top camera to user camera, everything works great.
However, when switching from side camera to user camera, all the normals appear to be inverted... all the lighting is messed up and I am seeing the inside of objects. It also seems to draw objects in front of objects that should be hidden. This problem is fixed when I go back to top camera then back to user camera.

Am I needing to do some type of invalidating to get things refreshed? Sorry, very new to OSG and unaware of all the functions.

Thanks,
Jason

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

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Yashuai Lv</dc:creator>
    <dc:date>2012-05-25T09:09:16</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74914">
    <title>Render Scene in Maya's Viewport</title>
    <link>http://comments.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

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Bo Zhou</dc:creator>
    <dc:date>2012-05-24T05:50:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74912">
    <title>Drawing QWidgets over an OSG scene</title>
    <link>http://comments.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 a viewport. The QGraphicsScene manages the QWidgets
through the addWidget() method. The Scene rendering is done in the drawBackground()
QGraphicsScene's method, then Qt renders the QWidgets on top. So you manage
your QWidgets the same way you would in any other Qt applications.

As anyone implemented this solution yet ? Or am I missing an obvious solution ?

Thank you !

Cheers,
Alexandre

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Alexandre Champion</dc:creator>
    <dc:date>2012-05-20T21:01:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74909">
    <title>[3rdparty] Drawing OSG object in opencv/emgucv</title>
    <link>http://comments.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

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

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

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Massimo Piccinetti</dc:creator>
    <dc:date>2012-05-18T20:08:23</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74906">
    <title>use osgShadows in osgEarth</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74906</link>
    <description>&lt;pre&gt;Hi,

I have tried to use osgShadows for casting the shadow of model on the terrain rendered with osgEarth. When i replace the terrain  with the object of equal size then shadow works. I guess the shader of osg &amp;amp; osgEarth might overrride each another. 
       Have anybody else tried it? how to avoiding osg &amp;amp; osgEarth overrride each another.
Thank you!

Cheers,
WangYizhong

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Wang Yizhong</dc:creator>
    <dc:date>2012-05-18T12:43:39</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74905">
    <title>OSG fragment shader</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74905</link>
    <description>&lt;pre&gt;Hello everyone!

I just learned GLSL and image processing using different filter masks. Now I want to implement this into my OSG-project, but my test object (a cow ^^) is black, totally black.

For the beginning I used the following code for fragment shader:


Code:

uniform sampler2D image;

void main()
{
   gl_FragColor = texture2D(image, gl_FragCoord.xy);
}




glShaderCompiler said that this code is ok, no errors, but still my test object is black.

My Question:
How do I uniform sampler2D which should be my realtime output image?

lg Christian

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Christian Rumpf</dc:creator>
    <dc:date>2012-05-15T17:56:04</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74903">
    <title>Possibility of an OSG bot</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74903</link>
    <description>&lt;pre&gt;Hi,

I am fairly new to OSG and have been slowly learning the basics. I am a student and the basic theme of my research is to model human behaviour. I have been interested in making our models more interesting by immersing them into a 3D environment.  To give the agent SOME sense of vision, I’d like to be able detect which objects are viewable to the (automated, one day) viewer.  I do not know much about OSG but this seems like a plausible project. I suspect I wouldn’t want to do it with the pickhandler, is that correct? Would I have to do some sort of culling callback? I have been grasping at straws. Basically, given a command, I’d like to my program to respond with what objects are viewable, what it’s coordinates are, and if possible, the file location for any sub-graphs. If I could get some opinions on whether this would even be possible, that would be great. Some pointing in the right direction would be ever greater.

Thank you!


Sterling

------------------
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_______________________________________________
osg-users mailing list
osg-users&amp;lt; at &amp;gt;lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
&lt;/pre&gt;</description>
    <dc:creator>Sterling Somers</dc:creator>
    <dc:date>2012-05-14T15:43:07</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74902">
    <title>Get data from color buffer</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74902</link>
    <description>&lt;pre&gt;Hi everyone!

I'm trying to retrieve data from the color buffer at each rendered frame. I'm new on OSG and everything I tried didn't work as expected.
I use a composite viewer, and my example is about to retrieve the color buffer from the first view of this composite viewer.

The first thing I tried is to bind the color buffer to an osg image and to save it as a bmp.

Code:

osgViewer::CompositeViewer viewer;
...
viewer.stopThreading();

osg::ref_ptr&amp;lt;osg::Camera&amp;gt; camera = viewer.getView(0)-&amp;gt;getCamera();

osg::ref_ptr&amp;lt;osg::Image&amp;gt; color_buffer= new osg::Image;
color_buffer-&amp;gt;allocateImage(1024, 768, 1, GL_RGBA, GL_UNSIGNED_BYTE);

camera-&amp;gt;attach(osg::Camera::COLOR_BUFFER, color_buffer.get());
view-&amp;gt;getViewerBase()-&amp;gt;frame();

osgDB::writeImageFile(*color_buffer.get(),"color_cmp_"+ss.str()+".bmp");

viewer.startThreading();



It works well, but only for the first frame. I mean color_0.bmp is the image I want, and color_1.bmp (color_2, etc.)  are black images.

Any ideas why it only works for the first frame?


The second thing I tried is to use a ScreenCaptureHandler. What I did worked for each frame, but the image is directly stored as an image on the hard drive. Is it possible to save it as an osg::Image?

I heard about Camera Callbacks but nothing I did with it worked.



Thank you!

Cheers,
Nicolas[/code]

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Nicolas Mads</dc:creator>
    <dc:date>2012-05-14T09:15:51</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74901">
    <title>[build] Up to date OS X / iPhone build instructions</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74901</link>
    <description>&lt;pre&gt;Hi,

I'm having a tough time getting osg to compile for Mac (or iPhone). It seems like the documentation on the wiki and in the read me are very stale. Does anyone have an up to date walkthrough for getting the examples built and running on OS X / iOS? I'm running 10.7, with Xcode 4.3.
... 


Thank you!

Cheers,
Mathieu

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Mathieu Tozer</dc:creator>
    <dc:date>2012-05-14T06:36:20</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74900">
    <title>Is it possible to make real time rendering using OSC?</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74900</link>
    <description>&lt;pre&gt;Hi,

I'm developing 3D Interior Design Program with Visual C++ and OpenGL.
I use OpenGL raw API for Shading and Texture mapping.
Unfortunately, I have no idea about real time Rendering with shadow and so on.

Searching Internet, I found OSC Forum, and I think OSC can satisfy real time rendering with shadow. But in sample project, I cannot find the exact sample for my need. And in project screen shot, I don't know if it was made in real time, or not.
Is there anybody to answer my questions?

Questions are as follows;
- Is it possible to develop realtime rendering( not need high level rendering, just game rendering level ) with shadow using OSC?
- If it is possible, how can I get sample codes or documents?

Thank you!

Cheers,
Jeong-il,Kim

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Jeong-il Kim</dc:creator>
    <dc:date>2012-05-13T15:56:32</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74898">
    <title>[forum] how to store the picture of every frame tobuffer more quickly?</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74898</link>
    <description>&lt;pre&gt;Hi,
my purpose is : the picture of every frame is generated in one thread, then stored to buffer. in another thread, the pictures are displayed out.
my question is : how to store the picture of every frame to buffer more quickly?

I did like osgautocapture example,
    camera-&amp;gt;setFinalDrawCallback(new WindowCaptureCallback())
and then in callback,
    image-&amp;gt;readPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE);

it can work, but too slow. if not do readPixels, the frame time is 10~12 milliseconds, if do readPixels, the frame time increase to 18~20 ms.
because the frame rate should be greater than 60, so the pictures must be stored more quickly.

thanks for any suggestion.

Cheers,
fly

------------------
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&lt;/pre&gt;</description>
    <dc:creator>Yi Lin</dc:creator>
    <dc:date>2012-04-20T06:21:04</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74896">
    <title>shadows and geocentric terrain</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74896</link>
    <description>&lt;pre&gt;Hi,
What's the best path to implementing shadows with geocentric terrain?
I've played a bit with the osgshadows example, and the shadow buffer
methods all seem to have various artifacts, including shadows cast
from terrain tile skirts and aliasing in the shadows. Vdsm seems to be
the most promising method. What are others doing?

Thanks,
Tim
&lt;/pre&gt;</description>
    <dc:creator>Tim Moore</dc:creator>
    <dc:date>2012-05-25T15:23:20</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74890">
    <title>[AD] Win Free e-Copies of OpenSceneGraph Cookbook</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74890</link>
    <description>&lt;pre&gt;Hi all,

I'm going to publish an advertisement of the new OSG book here as the Packt
Publishing starts a contest and wants me to help. I would be sorry if you
feel uncomfortable about that, but please simply treat me as a one-off
spammer and a regular contributor in the mail list. ;-)

Now let's start:

====================

Readers would be pleased to know that I have teamed up with Packt
Publishing and am organizing a *Giveaway *for you and three lucky winners
stand a chance to win a copy of my new book on OpenSceneGraph. Keep reading
to find out how you can be one of the Lucky Winners.

The book introduces the latest OpenSceneGraph features to create stunning
graphics, as well as integration with other famous libraries, and produces
high-quality programs with short and familiar code


Read more about this book and download free Sample
Chapter&amp;lt;http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book&amp;gt;

*How to Enter?*
All you need to do is head on over to the  book page
(OpenSceneGraph&amp;lt;http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book&amp;gt;)and
and look through the product description of the book and drop a line via
the *comments below this post to let us know what interests you the most
about the book*. It’s that simple.

Product description for OpenSceneGraph book:

http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book

Winners from the U.S. and Europe can either choose a physical copy of the
book or the eBook. Users from other locales are limited to the eBook only.

*Deadline*
*The contest will close on 31/05/12  PT. Winners will be contacted by
email, so be sure to use your real email address when you comment!*

====================

Thanks,

Wang Rui
&lt;/pre&gt;</description>
    <dc:creator>Wang Rui</dc:creator>
    <dc:date>2012-05-25T02:21:48</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74889">
    <title>Render to texture with shaders</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74889</link>
    <description>&lt;pre&gt;Hi,

I've run into a problem which I suspect is just a gap in my understanding of osg and RTT.  Nevertheless, I'm a bit stumped.

My goal is to do a small RTT test where I take a source texture, render it to a quad using an RTT camera and then apply the output to another quad.  In other words, I want to use RTT and a shader texture to produce the same result as I would get if I simply added a texture to a quad geometry's state set and rendered it.

I've modified the osgmultiplerendertargets example, with no luck.  The primary changes are that I'm using only one output texture, I'm making a texture2D call in the frag shader, and that I've used a Texture2D object for my output instead of a TextureRect (with normalized coordinates, of course).

I know my texture shader works fine, and it's pretty obvious the error is in the RTT side of the graph.

Any thoughts or pointers?

Thanks,

Joel

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47840#47840





&lt;/pre&gt;</description>
    <dc:creator>Joel Graff</dc:creator>
    <dc:date>2012-05-25T01:42:27</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74886">
    <title>rotate an osg object with two fingers on a touch screen(Android)</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74886</link>
    <description>&lt;pre&gt;Hi,

I'm currently working on the example osgAndroidExampleGLES1. I want to delete the change navigation button. Turn and drag the object only by fingers.
+slip is made by a finger. it's easy
+rotation by two fingers: one fixed and the other turns.

I couldn't control the rotaion. Can someone help me, Please?

Thank you!

Cheers,
Rghima

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47833#47833





&lt;/pre&gt;</description>
    <dc:creator>Rghima Ahlem</dc:creator>
    <dc:date>2012-05-24T14:29:13</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74884">
    <title>Bug in</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74884</link>
    <description>&lt;pre&gt;Hi all.

Found a bug in ShapeDrawable.cpp
This is verified in 3.0.1 and 2.9.11:

Bug in OpenSceneGraph/src/osg/ShapeDrawable.cpp,  void
DrawShapeVisitor::apply(const Capsule&amp;amp; capsule) :

If numRows becomes odd, the capsule top and bottom parts created with two
calls to drawHalfSphere will not
align with the cylinder body created with drawCylinderBody.

Easiest seen if with large radius and few rows.
Example capsule parameters:
height 8.4
radius 5

Set detail ratio hints to 0.35 so numRows becomes 7. Misalign.
Change hints to 0.4, numRows becomes 8 and capsule part aligns.

Fix:
If numRows is odd, add one before calling drawHalfSphere.
I don't think the user should be aware of this and have to pick a suitable
detailRatio.

Cheers,
Anders


&lt;/pre&gt;</description>
    <dc:creator>Anders Backman</dc:creator>
    <dc:date>2012-05-24T08:06:25</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74879">
    <title>Questions about Data Variance</title>
    <link>http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/74879</link>
    <description>&lt;pre&gt;Hello OSGers! :)

Let's say that I have an osg::StateSet with some osg::Materials or osg::Uniforms attached to it. The osg::Material or osg::Uniform changes values during the run time, and because of that I set their DataVariance to DYNAMIC. Do I also have to set the DataVariance of the osg::StateSet to DYNAMIC? What if I have an osg::Geode on which I add/remove Drawables during the run-time? What if I have an osg::Drawable which I update its geometry in every frame? Do I have to set the DataVariance of the osg::Geode to DYNAMIC? Could someone tell me if (and when) the DataVariance property of an osg::Object is inherited to its parent or children automatically? Thanks for your time!

Cheers,
George

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47824#47824





&lt;/pre&gt;</description>
    <dc:creator>George Bekos</dc:creator>
    <dc:date>2012-05-23T15:36:38</dc:date>
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