diff --git a/doc/introduction.html b/doc/introduction.html index 4b92d2523..e0530d225 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -74,7 +74,7 @@ representation of your 3d worlds, and efficient rendering thereof. Physics model collision detection and audio are left to other development libraries that a user will integrate with. The fact that scene graphs don't typically integrate all these features is actually a really good thing: it aids interoprability -with clients' own applications and tools and allows them to serve many varied +with clients' own applications and tools and allows it to serve many varied markets from games, visual simulation, virtual reality, scientific and commercial visualization, training through to modeling programs.
@@ -93,11 +93,11 @@ maximizing graphics performance. A good scene graph employs two key techniques of properties such as textures and materials, so that all similar objects are drawn together. Without culling the CPU, buses and GPU will all become swamped by many times the amount of data than they actually require to -represent your work accurately. The hierarchical structure of the scene +represent your scenes accurately. The hierarchical structure of the scene graph makes this culling process very efficient, for instance a whole city can be culled with just a few operations! Without state sorting, the the buses and GPU will thrash between states, stalling the graphics pipeline and destroying graphics -througput. As GPU's get faster and faster, the cost of stalling the graphics +throughput. As GPU's get faster and faster, the cost of stalling the graphics pipeline is also going up, so scene graphs are becoming ever more important.
@@ -110,7 +110,7 @@ in Object Oriented programming is that of object composition, enshrined
in the Composite Design Pattern, which fits the scene graph tree structure
perfectly and makes it a highly flexible and reusable design - in real
terms this means that it can be easily adapted to solve your problems.
-With scene graphs often also come additional utility libraries which range from
+Scene graphs also often come additional utility libraries which range from
helping users set up and manage graphics windows to importing of 3d models
and images. All this together allows the user to achieve a great deal with
very little coding. A dozen lines of code can be enough to load your data
@@ -137,7 +137,6 @@ underlying hardware configurations.
-
+The core scene graph provides encapsulate the majority of OpenGL +functionality including latest extensions, provides rending optimizations +such as culling and sorting, and a whole set of add on libraries which make +it possible to develop high peformance graphics applications very rapidly. The +application developer is freed to concentrate on content and how that content is +controlled rather than low level coding.
-For reading and writing databases an addition database library (osgDB) adds support for a wide +Combining lessons learned from established scene graphs like Performer +and Open Inventor, with modern software engineering methods like Design Patterns, +along with a great deal of feedback early on in the development cycle, it has been +possible to design a library that is clean and extensible. This has made it easy +for users to adopt to the OpenSceneGraph and to integrate it with their own applications. +
++For reading and writing databases an the database library (osgDB) adds support for a wide variety of database formats via a extensible dynamic plugin mechansim - the distribution now includes 33 seperate plugins for loading various 3D and Image data formats. 3D Database loaders include OpenFlight (.flt), TerraPage (.txp) including multi-threading support, LightWave (.lwo), Alias Wavefront (.obj), Carbon Graphics GEO (.geo), 3D Studio MAX (.3ds), Peformer (.pfb), Quake Character Models (.md2). Direct X (.x), and Inventor Ascii 2.0 (.iv)/ VRML 1.0 (.wrl), Designer Workshop (.dw) and AC3D (.ac) and the native .osg ASCII format. -Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds (include compressed mip mapped imagery), .tga and qucktime (under OSX). A whole set of quality fonts -can also be loaded via the freetype plugin. +Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds (include compressed mip mapped imagery), .tga and qucktime (under OSX). +A whole set of high quality, anti-aliased fonts can also be loaded via the freetype plugin.
-The scene graph also has a set of Node Kits which are seperate libraries -that be compiled directly or loaded in at runtime to add support for particle systems (osgParticle), +The scene graph also has a set of Node Kits which are seperate libraries, +that can be compiled in with your applications or loaded in at runtime, which add support for particle systems (osgParticle), high quality anti-aliased text (osgText) and navigational light points (osgSim).
-The community has also developed a number of additional Node Kits such as osgNV -(which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.), a whole set libraries that -integrating the leading Windowing API's and whole applications like OSG-Edit. Links can be found in the bazaar sections on the +The community has also developed a number of additional Node Kits such as +osgNV (which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.), +Demeter (CLOD terrain + integration with OSG). +osgCal (which integrates Cal3D and the OSG), +osgVortex (which integrates the CM-Labs Vortex physics enginer with OSG) +and a whole set libraries that integrating the leading Windowing API's Links can be found in the bazaar sections on the download page of OpenSceneGraph webiste.
++The project has also been integrated with VR Juggler and +Vess virtual realilty the frameworks, with others in developments. +
The development distribution contains the libraries (.dll's /.so's), example executables, include files, and source to the examples. This is suitable -for using the developers using the OpenSceneGraph. +for developers using the OpenSceneGraph.
The source distribution contains all the source and include files required to build the OpenSceneGraph from scratch, and is ideal if you @@ -281,7 +299,6 @@ list for further details.
For full instructions of how to run the examples read the examples page.
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