Changeset 1868 for OpenSceneGraph/trunk/doc/introduction.html
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- 04/13/03 15:26:41 (10 years ago)
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OpenSceneGraph/trunk/doc/introduction.html (modified) (11 diffs)
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OpenSceneGraph/trunk/doc/introduction.html
r1862 r1868 72 72 <u>Why use a Scene Graph - Performance, Productivity, Portability and Scalability</u>.</h3> 73 73 74 <ol>< i>Performance</i> - scene graphs provide an excellent framework for74 <ol><b><i>Performance</i></b> - scene graphs provide an excellent framework for 75 75 maximizing graphics performance. A good scene graph employs two key techniques 76 76 - culling of the objects that won't be seen on screen, and state sorting … … 84 84 througput. As GPU's get faster and faster, the cost of stalling the graphics 85 85 is also going up, so scene graphs are becoming ever more important. 86 <p>< i>Productivity</i> - scene graphs take away much of the hard work required86 <p><b><i>Productivity</i></b> - scene graphs take away much of the hard work required 87 87 to develop high performance graphics applications. The scene graph manages 88 88 all the graphics for you, reducing what would be thousands of lines of … … 97 97 very little coding. A dozen lines of code can be enough to load your data 98 98 and create an interactive viewer! 99 <p>< i>Portability</i> - scene graphs encapsulate much of the lower level99 <p><b><i>Portability</i></b> - scene graphs encapsulate much of the lower level 100 100 tasks of rendering graphics and reading and writing data, reducing or even 101 101 eradicating the platform specific coding that you require in your own application. 102 102 If the underlying scene graph is portable then moving from platform to 103 103 platform can be as simple as recompiling your source code. 104 <p>< i>Scalability</i> - along with being able to dynamic manage the complexity104 <p><b><i>Scalability</i></b> - along with being able to dynamic manage the complexity 105 105 of scenes automatically to account for differences in graphics performance 106 106 across a range of machines, scene graphs also make it much easier to manage … … 124 124 the four key benefits of scene graph technology outlined above using the 125 125 following features: 126 <ol>< i>Performance</i> - supports view frustum culling, occlusion culling, small feature culling,126 <ol><b><i>Performance</i></b> - supports view frustum culling, occlusion culling, small feature culling, 127 127 Level Of Detail (LOD) nodes, state sorting, vertex arrays and display 128 128 lists as part of the core scene graph. These together make the OpenSceneGraph … … 135 135 be found at Vterrain.org and TerrainEngine.com, both of which integrate 136 136 with the OpenSceneGraph. 137 <p>< i>Productivity</i> - by combining lessons learned from established137 <p><b><i>Productivity</i></b> - by combining lessons learned from established 138 138 scene graphs like Performer and Open Inventor, with modern software engineering 139 139 boosts like Design Patterns, along with a great deal of feedback early on … … 144 144 graph and viewers and a wide range of loaders it is possible to create 145 145 an application and bring in user data with a very small amount of code. 146 <p>< i>Portability</i> - The core scene graph has also been designed to146 <p><b><i>Portability</i></b> - The core scene graph has also been designed to 147 147 have minimal dependency on any specific platform, requiring little more than 148 148 Standard C++ and OpenGL. This has allowed the scene graph to be rapidly … … 155 155 written on top of Qt, MFC, WxWindows and SDL. Users have also integrated it 156 156 with Motif, and X. 157 <p>< i>Scalability</i> - the scene graph will not only run on portables all157 <p><b><i>Scalability</i></b> - the scene graph will not only run on portables all 158 158 the way up to Onyx Infinite Reality Monsters, it supports the multiple 159 159 graphics subsystems found on machines like a mulitpipe Onyx. This is … … 163 163 scene graph almost entirely as a read-only operation. This allows multiple 164 164 cull-draw pairs to run on multiple CPU's which are bound to multiple graphics 165 subsystems. This has been demonstrated using the OpenSceneGraph in conjunction166 with SGI's OpenGL multipipe SDK. We also have osgMP in development, which 167 will be cross platform and will transparently support multiple multipipe systems 168 like the Onyx and graphics clusters</ol> 165 subsystems. Support for multiple graphic context and multi-threading is all 166 available out of the box via osgProducer - all the examples in the distribution 167 can run multi-pipe just by use a simple configuation file.</ol> 168 169 169 All the source to the OSG is published under the GNU Lesser General Public License 170 170 (LGPL) which allows both open source and closed source projects to use, … … 181 181 to appreciate. 182 182 <p>The project is currently in beta, which means the main core features are now in 183 place, with a 1.0 release in fall 2002. Despite the beta development status,183 place, with a 1.0 release in second half of 2003. Despite the beta development status, 184 184 the project has already earned the reputation the leading open source scene 185 185 graph, and is establishing itself as a viable alternative to the commercial … … 212 212 OpenSceneGraph depend upon, such as Producer. Check the <a href="dependencies.html">dependencies</a> 213 213 list for further details. 214 <p>For full instructions of how to run the demos read the <a href="examples.html">demos</a>214 <p>For full instructions of how to run the examples read the <a href="examples.html">examples</a> 215 215 page. 216 216 <br> … … 219 219 <u>Learning how to use the OpenSceneGraph</u></h3> 220 220 The OpenSceneGraph distribution comes with a reference guide for each of 221 the component libraries - osg, osgDB, osgUtil, osgText, osg Particle and osgProducer, a set222 of demos - the source of which can be found in examples. For questions221 the component libraries - osg, osgDB, osgUtil, osgText, osgSim, osgParticle and osgProducer, a set 222 of examples - the source of which can be found in examples. For questions 223 223 or help which can't be easily be answered by the reference guide and demo 224 224 source, one should join the mailing list (details below). There are also
