<div dir="ltr"><div class="prettyprint" style="background-color: rgb(250, 250, 250); border-color: rgb(187, 187, 187); border-style: solid; border-width: 1px; overflow-wrap: break-word;"><code class="prettyprint"><div class="subprettyprint"><div class="subprettyprint"><font color="#666600">/* OpenSceneGraph example, osgmultiplerendertargets.</font></div><div class="subprettyprint"><font color="#666600">*</font></div><div class="subprettyprint"><font color="#666600">*  Permission is hereby granted, free of charge, to any person obtaining a copy</font></div><div class="subprettyprint"><font color="#666600">*  of this software and associated documentation files (the "Software"), to deal</font></div><div class="subprettyprint"><font color="#666600">*  in the Software without restriction, including without limitation the rights</font></div><div class="subprettyprint"><font color="#666600">*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell</font></div><div class="subprettyprint"><font color="#666600">*  copies of the Software, and to permit persons to whom the Software is</font></div><div class="subprettyprint"><font color="#666600">*  furnished to do so, subject to the following conditions:</font></div><div class="subprettyprint"><font color="#666600">*</font></div><div class="subprettyprint"><font color="#666600">*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR</font></div><div class="subprettyprint"><font color="#666600">*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,</font></div><div class="subprettyprint"><font color="#666600">*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE</font></div><div class="subprettyprint"><font color="#666600">*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER</font></div><div class="subprettyprint"><font color="#666600">*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,</font></div><div class="subprettyprint"><font color="#666600">*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN</font></div><div class="subprettyprint"><font color="#666600">*  THE SOFTWARE.</font></div><div class="subprettyprint"><font color="#666600">*/</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">#include <osg/GLExtensions></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Node></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Geometry></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Notify></font></div><div class="subprettyprint"><font color="#666600">#include <osg/MatrixTransform></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Texture2D></font></div><div class="subprettyprint"><font color="#666600">#include <osg/TextureRectangle></font></div><div class="subprettyprint"><font color="#666600">#include <osg/ColorMask></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Material></font></div><div class="subprettyprint"><font color="#666600">#include <osg/Capability></font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">#include <osgGA/TrackballManipulator></font></div><div class="subprettyprint"><font color="#666600">#include <osgGA/FlightManipulator></font></div><div class="subprettyprint"><font color="#666600">#include <osgGA/DriveManipulator></font></div><div class="subprettyprint"><font color="#666600">#include <osgDB/ReadFile></font></div><div class="subprettyprint"><font color="#666600">#include <osgViewer/Viewer></font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">#include <iostream></font></div><div class="subprettyprint"><font color="#666600">#include <stdio.h></font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">#define NUM_TEXTURES 1</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">// The quad geometry is used by the render to texture camera to generate multiple textures.</font></div><div class="subprettyprint"><font color="#666600">osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool useHDR)</font></div><div class="subprettyprint"><font color="#666600">{</font></div><div class="subprettyprint"><font color="#666600">    osg::Group *top_group = new osg::Group;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords</font></div><div class="subprettyprint"><font color="#666600">    // counter-clockwise</font></div><div class="subprettyprint"><font color="#666600">    quad_coords->push_back(osg::Vec3d(0, 0, -1));</font></div><div class="subprettyprint"><font color="#666600">    quad_coords->push_back(osg::Vec3d(1, 0, -1));</font></div><div class="subprettyprint"><font color="#666600">    quad_coords->push_back(osg::Vec3d(1, 1, -1));</font></div><div class="subprettyprint"><font color="#666600">    quad_coords->push_back(osg::Vec3d(0, 1, -1));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords</font></div><div class="subprettyprint"><font color="#666600">    quad_tcoords->push_back(osg::Vec2(0, 0));</font></div><div class="subprettyprint"><font color="#666600">    quad_tcoords->push_back(osg::Vec2(tex_width, 0));</font></div><div class="subprettyprint"><font color="#666600">    quad_tcoords->push_back(osg::Vec2(tex_width, tex_height));</font></div><div class="subprettyprint"><font color="#666600">    quad_tcoords->push_back(osg::Vec2(0, tex_height));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;</font></div><div class="subprettyprint"><font color="#666600">    osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    quad_geom->setVertexArray(quad_coords.get());</font></div><div class="subprettyprint"><font color="#666600">    quad_geom->setTexCoordArray(0, quad_tcoords.get());</font></div><div class="subprettyprint"><font color="#666600">    quad_geom->addPrimitiveSet(quad_da.get());</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::StateSet *stateset = quad_geom->getOrCreateStateSet();</font></div><div class="subprettyprint"><font color="#666600">    stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    stateset->addUniform(new osg::Uniform("width", (int)tex_width));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // Attach shader, glFragData is used to create data for multiple render targets</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">        </span>static const char *shaderSource = {</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">               </span>"uniform int width;"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">            </span>"uniform sampler2D tex; \n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">             </span>"void main(void)\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">             </span>"{\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">           </span>"    gl_FragData[0] = texture2D( tex, gl_TexCoord[0].st);\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">          </span>"}\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">   </span>};</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">   </span>osg::ref_ptr<osg::Shader> fshader = new osg::Shader(osg::Shader::FRAGMENT, shaderSource);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">   </span>osg::ref_ptr<osg::Program> program = new osg::Program;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">      </span>program->addShader(fshader.get());</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">     </span>stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">   </span>osg::ref_ptr<osg::Image> image = osgDB::readImageFile("Images/man.jpg");</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">  </span>osg::Texture2D * texture1 = new osg::Texture2D;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">   </span>texture1->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state.</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre"> </span>texture1->setImage(image);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">     </span>stateset->setTextureAttributeAndModes(0, texture1, osg::StateAttribute::ON);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">      </span>stateset->addUniform(new osg::Uniform("tex", 0));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    quad_geode->addDrawable(quad_geom.get());</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    top_group->addChild(quad_geode.get());</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    return top_group;</font></div><div class="subprettyprint"><font color="#666600">}</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">// Here a scene consisting of a single quad is created. This scene is viewed by the screen camera.</font></div><div class="subprettyprint"><font color="#666600">// The quad is textured using a shader and the multiple textures generated in the RTT stage.</font></div><div class="subprettyprint"><font color="#666600">osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned int tex_height, bool useHDR, bool useImage, bool useMultiSample)</font></div><div class="subprettyprint"><font color="#666600">{</font></div><div class="subprettyprint"><font color="#666600">    if (!cam_subgraph) return 0;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // create a group to contain the quad and the pre render camera.</font></div><div class="subprettyprint"><font color="#666600">    osg::Group* parent = new osg::Group;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // textures to render to and to use for texturing of the final quad</font></div><div class="subprettyprint"><font color="#666600">    osg::TextureRectangle* textureRect = new osg::TextureRectangle;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">      </span>textureRect = new osg::TextureRectangle;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">  </span>textureRect->setTextureSize(tex_width, tex_height);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">    </span>textureRect->setInternalFormat(GL_RGBA);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">       </span>textureRect->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">    </span>textureRect->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // first create the geometry of the quad</font></div><div class="subprettyprint"><font color="#666600">    {</font></div><div class="subprettyprint"><font color="#666600">        osg::Geometry* polyGeom = new osg::Geometry();</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        polyGeom->setSupportsDisplayList(false);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        osg::Vec3Array* vertices = new osg::Vec3Array;</font></div><div class="subprettyprint"><font color="#666600">        osg::Vec2Array* texcoords = new osg::Vec2Array;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        vertices->push_back(osg::Vec3d(0,0,0));</font></div><div class="subprettyprint"><font color="#666600">        texcoords->push_back(osg::Vec2(0,0));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        vertices->push_back(osg::Vec3d(1,0,0));</font></div><div class="subprettyprint"><font color="#666600">        texcoords->push_back(osg::Vec2(tex_width,0));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        vertices->push_back(osg::Vec3d(1,0,1));</font></div><div class="subprettyprint"><font color="#666600">        texcoords->push_back(osg::Vec2(tex_width,tex_height));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        vertices->push_back(osg::Vec3d(0,0,1));</font></div><div class="subprettyprint"><font color="#666600">        texcoords->push_back(osg::Vec2(0,tex_height));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        polyGeom->setVertexArray(vertices);</font></div><div class="subprettyprint"><font color="#666600">        polyGeom->setTexCoordArray(0,texcoords);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // now we need to add the textures (generated by RTT) to the Drawable.</font></div><div class="subprettyprint"><font color="#666600">        osg::StateSet* stateset = new osg::StateSet;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">              </span>stateset->setTextureAttributeAndModes(0, textureRect, osg::StateAttribute::ON);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        polyGeom->setStateSet(stateset);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">            </span>static const char *shaderSource = {</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">                       </span>"uniform sampler2DRect textureID0;\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">                   </span>"void main(void)\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">                     </span>"{\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">                   </span>"    gl_FragData[0] = vec4(texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1);  \n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">                      </span>"}\n"</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">           </span>};</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">           </span>osg::ref_ptr<osg::Shader> fshader = new osg::Shader(osg::Shader::FRAGMENT, shaderSource);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">           </span>osg::ref_ptr<osg::Program> program = new osg::Program;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">              </span>program->addShader(fshader.get());</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">             </span>stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        stateset->addUniform(new osg::Uniform("textureID0", 0));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        //stateset->setDataVariance(osg::Object::DYNAMIC);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        osg::Geode* geode = new osg::Geode();</font></div><div class="subprettyprint"><font color="#666600">        geode->addDrawable(polyGeom);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        parent->addChild(geode);</font></div><div class="subprettyprint"><font color="#666600">    }</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // now create the camera to do the multiple render to texture</font></div><div class="subprettyprint"><font color="#666600">    {</font></div><div class="subprettyprint"><font color="#666600">        osg::Camera* camera = new osg::Camera;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // set up the background color and clear mask.</font></div><div class="subprettyprint"><font color="#666600">        camera->setClearColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f));</font></div><div class="subprettyprint"><font color="#666600">        camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // the camera is going to look at our input quad</font></div><div class="subprettyprint"><font color="#666600">        camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));</font></div><div class="subprettyprint"><font color="#666600">        camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);</font></div><div class="subprettyprint"><font color="#666600">        camera->setViewMatrix(osg::Matrix::identity());</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // set viewport</font></div><div class="subprettyprint"><font color="#666600">        camera->setViewport(0, 0, tex_width, tex_height);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // set the camera to render before the main camera.</font></div><div class="subprettyprint"><font color="#666600">        camera->setRenderOrder(osg::Camera::PRE_RENDER);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // tell the camera to use OpenGL frame buffer objects</font></div><div class="subprettyprint"><font color="#666600">        camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        // attach the textures to use</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">         </span>camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0), textureRect, 0, 0, false, 4, 4);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">         </span>osg::Image* image = new osg::Image;</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">               </span>image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">             </span>// attach the image so its copied on each frame.</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">          </span>camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0), image);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">          </span>// push back the image to the texture</font></div><div class="subprettyprint"><font color="#666600"><span style="white-space:pre">             </span>textureRect->setImage(0, image);</font></div><div class="subprettyprint"><font color="#666600">        // add the subgraph to render</font></div><div class="subprettyprint"><font color="#666600">        camera->addChild(cam_subgraph);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">        parent->addChild(camera);</font></div><div class="subprettyprint"><font color="#666600">    }</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    return parent;</font></div><div class="subprettyprint"><font color="#666600">}</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">int main( int argc, char **argv )</font></div><div class="subprettyprint"><font color="#666600">{</font></div><div class="subprettyprint"><font color="#666600">    // use an ArgumentParser object to manage the program arguments.</font></div><div class="subprettyprint"><font color="#666600">    osg::ArgumentParser arguments(&argc,argv);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // construct the viewer.</font></div><div class="subprettyprint"><font color="#666600">    osgViewer::Viewer viewer(arguments);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    unsigned tex_width  = 512;</font></div><div class="subprettyprint"><font color="#666600">    unsigned tex_height = 512;</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::Group* subGraph = createRTTQuad(tex_width, tex_height, false);</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    osg::Group* rootNode = new osg::Group();</font></div><div class="subprettyprint"><font color="#666600">    rootNode->addChild(createScene(subGraph, tex_width, tex_height, false, false, false));</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    // add model to the viewer.</font></div><div class="subprettyprint"><font color="#666600">    viewer.setSceneData( rootNode );</font></div><div class="subprettyprint"><font color="#666600"><br></font></div><div class="subprettyprint"><font color="#666600">    return viewer.run();</font></div><div class="subprettyprint"><font color="#666600">}</font></div><div><br></div></div></code></div><br><br></div>

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