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OpenSceneGraph 3.2.1 release

OpenSceneGraph 3.2.1 stable release provides a number of bug and build fixes to the 3.2.0 stable release

PERTHSHIRE, Scotland - 4th July 2014 - OpenSceneGraph Professional Services announces the release of OpenSceneGraph 3.2.1, the industry's leading open-source scene graph technology, designed to accelerate application development and improve 3D graphics performance. OpenSceneGraph 3.2.1 written entirely in Standard C++ and built upon OpenGL, offers developers working in the visual simulation, game development, virtual reality, scientific visualization and modeling markets - a real-time visualization tool which eclipses commercial scene graph toolkits in functionality, stability and performance. OpenSceneGraph 3.2.1 runs on all Microsoft Windows platforms, Apple OS/X, IOS, GNU/Linux, Android, IRIX, Solaris, HP-UX, AIX and FreeBSD operating systems.

Open-source development delivers industry-leading features and performance

The OpenSceneGraph 3.2.1 stable release is the culmination of 15 years of work by the open-source community that has grown up around the project. This point release is fully binary compatible with the 3.2.0 stable release.  The changes made are focused on addressing bugs and improving build support for latest compilers, OS updates and 3rd changes to Party Libraries.

Downloads and Licensing

OpenSceneGraph is open-source, so full source code is provided, and can be copied, modified and used free of charge for commercial and non-commercial use. Access to the source allows end users greater flexibility in how they develop, debug and deploy their applications.  They gain productivity and freedom by being able to leverage the tool chain in accordance with their own release cycles. Downloads of binaries and source can be found in the  Downloads section of the website.

OpenSceneGraph is released under the OpenSceneGraph Public License, which is based on the Lesser GNU Public License (LGPL), permitting the software to be used free of charge across the full spectrum of commercial and open-source applications.  Furthermore, it allows both static and dynamic linking of the OpenSceneGraph libraries without restricting the licensing of the user's software.

Professional support and services

OpenSceneGraph project is backed up with professional services by [ OpenSceneGraph Professional Services], based in Scotland, and [ Skew-Matrix] and [ AlphaPixel] both based in the USA, and a range of [wiki:Community/Contractors Contractors] from around the world.  Services available include:

  • Confidential Professional Support
  • Bespoke development
  • Consultancy
  • Training

Community support and contributions

The diverse and growing community of over 5000 developers is centred around the public osg-users mailing list/forum, where members discuss how best to use OpenSceneGraph, provide mutual support, and coordinate development of new features and bug fixes. Members of this community come from many different countries with backgrounds ranging from some of the world's largest aerospace companies, game companies, and visual simulation specialists to university researchers, students and hobbyists.

The OpenSceneGraph project owes a great deal to the community for its development and support, in particular we wish to thank the individuals from around the world that have directly contributed to the development and refinement of the OpenSceneGraph code base.



Usage and Markets

The OpenSceneGraph is open source, real-time graphics middle-ware used by application developers in fields that range from visual simulation (flight, marine, vehicle, space simulator) to virtual and augmented reality, to medical and scientific visualisation, to education and games. 

Cross Platform

The OpenSceneGraph is cross platform running on small devices such as embedded graphics platforms to phones, tablets that use OpenGL ES,  to laptops and desktops using OpenGL all the way up to dedicated image generator clusters used in full scale simulators and immersive 3D displays.


The OpenSceneGraph is published under the OpenSceneGraph Public License, which is a relaxation of the Less GNU Public License (LGPL) that permits usage in commercial application that require static linking or embed systems.


The OpenSceneGraph is written in Standard C++, taking advantage of the standard template library (STL) for containers.  The software uses the scene graph approach to representing 3D worlds as a graph of node that logical and spatially group subgraphs for behaviour and high performance. 

OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES 1.1 and 2.0 are supported making it possible to support both old hardware and operating systems through to the latest mobile devices and all the features of cutting edge desktop graphics systems thanks to the software run time extension checking.

Design Patterns are used throughout the software making it easier to maintain and understand how our software works as well as providing a good example of usage. The software is kept modular and extensible enabling end users to only utilize the components they need and to allow customisation when required.


The project began life as the  scene graph component of Hang Gliding Simulator developed by Don Burns.  in 1999 Robert Osfield collaborating on the Don's simulator took over the reigns of the scene graph element of the simulator, and together they open sourced the software with no greater expectations that sharing a geeky hobby project. 

Within the first year of putting the first public page and alpha version of the software members of the visual simulator professional began at first experimenting with the software, then contributing and then adopting it for professional visual simulator software.  Through 2000 interest in the software as a replacement for closed source scene graph began to explode and to support this burgeoning activity first Robert Osfield took the plunge and set up OpenSceneGraph Professional Services in spring of 2001, then Don Burns followed setting up Andes Engineering in autumn of 2001.

Lots more happened.... then it was suddenly 2012!!   I'm still writing this page so please be patient:-)