diff --git a/doc/introduction.html b/doc/introduction.html index 9feea0904..9b7b8eba0 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -36,12 +36,12 @@
The OpenSceneGraph is an Open Source (LGPL), Cross Platform (Widows, +
The OpenSceneGraph is an Open Source (LGPL), Cross Platform (Windows, Linux, Mac OSX, FreeBSD, Irix, Solaris), Standard C++ and OpenGL based -graphics development library, uses range from visual simulation, games, -virtual reality, scientific visualization and graphics research. This pages +graphics development library. Uses range from visual simulation, games, +virtual reality, scientific visualization and graphics research. This page introduces what scene graphs are, why graphics developers use them, and -details about the OpenSceneGraph, project, how to learn how to use it and +details about the OpenSceneGraph project, how to learn how to use it and contribute to the OpenSceneGraph community.
Robert Osfield, Project Lead. April 2002.
@@ -49,22 +49,22 @@ contribute to the OpenSceneGraph community.
A scene graph isn't a complete game or simulation engine, although may -be one of the main components of such an engine, it's primary focus is -representing your 3d worlds, and rendering it efficiently. Physics models, +
A scene graph isn't a complete game or simulation engine, although it may
+be one of the main components of such an engine; it's primary focus is
+representation of your 3d worlds, and efficient rendering thereof. Physics models,
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 they wish to use and allows them
-to serve many varied markets from games, visual simulation, virtual reality,
+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
+markets from games, visual simulation, virtual reality,
scientific and commercial visualization, training through to modeling programs.
Productivity - scene graphs take much of the hard work required -to develop high performance graphics applications. The scene graphs manage +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 +is also going up, so scene graphs are becoming ever more important. +
Productivity - scene graphs take away much of the hard work required +to develop high performance graphics applications. The scene graph manages all the graphics for you, reducing what would be thousands of lines of OpenGL down to a few simple calls. Furthermore, one of most powerful concepts -in Object Orientated programming is that of object composition, enshrined -in Composite Design Pattern, which fits the scene graph tree structure -perfectly which makes it highly flexible and reusable design - in real -terms this means that it can be easily adapted it to solve your problems. -Scene graph also often come additional utility libraries which range for -helping users set up and manage graphics windows to import of 3d modes +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 +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 and create an interactive viewer! @@ -100,7 +100,7 @@ and create an interactive viewer! tasks of rendering graphics and reading and writing data, reducing or even eradicating the platform specific coding that you require in your own application. If the underlying scene graph is portable then moving from platform to -platform can be a simple as recompiling your source code. +platform can be as simple as recompiling your source code.
Scalability - along with being able to dynamic manage the complexity of scenes automatically to account for differences in graphics performance across a range of machines, scene graphs also make it much easier to manage @@ -118,75 +118,75 @@ the benefits of scene graph technology available to all. Our scene graph is still in development, but has already gained a great deal of respect amongst the development community for its high performance, cleanness of design and portability. Written entirely in Standard C++ and OpenGL, it -makes full use of STL and Design Patterns, and leverages the open source +makes full use of the STL and Design Patterns, and leverages the open source development model to provide a development library that is legacy free and well focused on the solving the task. The OpenSceneGraph delivers on the four key benefits of scene graph technology outlined above using the following features:
Productivity - by combining lessons learned from established -scene graph like Performer and Open Inventor, with modern software engineering -methodologies like Design Patterns and a great deal of feedback early on -in the development cycle, it has been possible to design a design that -clean and highly interpretable. This has made it easy for user to adopt -to the OpenSceneGraph and to integrate with their own applications. With +scene graphs like Performer and Open Inventor, with modern software engineering +boosts 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 highly interpretable. This has made it easy for users to adopt +to the OpenSceneGraph and to integrate it with their own applications. With a full feature set in the core scene graph, utilities to set up the scene graph and viewers and a wide range of loaders it is possible to create an application and bring in user data with a very small amount of code.
Portability - The core scene graph has also been designed to -be have minimal platform specific dependency, requiring little more than -Standard C++ and OpenGL. The has allowed the scene graph to be rapidly -ported on wide range of platforms - originally developed on IRIX, then +have minimal dependency on any specific platform, requiring little more than +Standard C++ and OpenGL. This has allowed the scene graph to be rapidly +ported to a wide range of platforms - originally developed on IRIX, then ported to Linux, then to Windows, then FreeBSD, then Mac OSX and most recently Solaris! Being completely windowing system independent makes it easy for -users to add their own window specific libraries and applications on top. +users to add their own window-specific libraries and applications on top. In the distribution there is already the osgGLUT library, and in the Bazaar -found at openscenegrph.org/download/ once can find examples of how applications -written on top Qt, MFC, WxWindows and SDL. Users have also integrated it +found at openscenegrph.org/download/ one can find examples of applications +written on top of Qt, MFC, WxWindows and SDL. Users have also integrated it with Motif, and X. -
Scalability - the scene graph not only runs from portables all +
Scalability - the scene graph will not only run on portables all the way up to Onyx Infinite Reality Monsters, it supports the multiple -graphics subsystems found on machines like the a mulitpipe Onyx. This is -possible since the core scene graph supports multiple graphics context -for both OpenGL DisplayLists and texture objects, and the cull and draw +graphics subsystems found on machines like a mulitpipe Onyx. This is +possible because the core scene graph supports multiple graphics contexts +for both OpenGL Display Lists and texture objects, and the cull and draw traversals have been designed to cache rendering data locally and use the -scene gaph almost entirely as a read only operation. This allows multiple +scene graph almost entirely as a read-only operation. This allows multiple cull-draw pairs to run on multiple CPU's which are bound to multiple graphics subsystems. This has been demonstrated using the OpenSceneGraph in conjunction -with sgi's OpenGL multipipe SDK. We also have osgMP in development which -will be cross platform and transparently support multiple multipipe systems +with SGI's OpenGL multipipe SDK. We also have osgMP in development, which +will be cross platform and will transparently support multiple multipipe systems like the Onyx and graphics clusters
The project is current in alpha, which means parts of the API are still +
The project is currently in alpha, which means parts of the API are still
to be developed, or subject to change, but the vast majority of the scene
graph is there, and a beta will be published within the next few months,
-with a 1.0 release in late summer. Despite the alpha development status,
+with a 1.0 release in late summer 2002. Despite the alpha development status,
the project has already earned the reputation the leading open source scene
-graph, and is establishing itself a viable alternative to the commercial
+graph, and is establishing itself as a viable alternative to the commercial
scene graphs. Numerous companies, university researchers and graphics enthusiasts
-have already adopted their projects, and are from all over the world.
+have already adopted the OpenSceneGraph for their projects, all over the world.
The development distribution contains the libraries (.dll's /.so's), demo executables, include files, and source to the demos. This is suitable for using the developers using the OpenSceneGraph. -
The source distribution contains the all the source and include files +
The source distribution contains all the source and include files required to build the OpenSceneGraph from scratch, and is ideal if you want to learn more about how the scene graph works, how to extend it, and -to -track down and fix any problems that you come across. +to track down and fix any problems that you come across.
If you are using a source distribution then read the installation instructions for how to get the OpenSceneGraph compiling and installed on your system. You may also need to download libraries that parts of the -OpenSceneGraph is dependent upon such as glut, check the dependencies +OpenSceneGraph depend upon, such as glut. Check the dependencies list for further details.
For full instructions of how to run the demos read the demos
page.
A programming guide will be available in form of a OpenSceneGraph book which is being written by Don Burns and Robert Osfield, parts of it will @@ -233,15 +232,15 @@ be available online.
Although not directly related to the OpenSceneGraph, once can learn about scene graph technology from such sources as the Open Inventor Mentor, and Performer -Programming Guides. The later is the closest in design concepts to -the OpenSceneGraph, although Performer manuals is in C alas. Also of use +Programming Guides. The latter is the closer in design to +the OpenSceneGraph, although the Performer manuals are in C, alas. Also of use as a background to some of the techniques used is a SIGGRAPH Vis-Sim course. -
The OpenSceneGraph uses OpenGL and does with a deliberately thin layer, +
The OpenSceneGraph uses OpenGL and does so with a deliberately thin layer, making it easy to control the underlying OpenGL and to extend it with OpenGL extensions. The close tie with OpenGL is also reflected in the naming of -many of the OpenGL state related classes, the the parameters that they -encapsulate and means that knowledge of OpenGL itself will go a long way +many of the OpenGL state related classes, and the parameters that they +encapsulate, which means that knowledge of OpenGL itself will go a long way to understanding how to get the best out of the OpenSceneGraph. To this end it is worth obtaining a copy of the OpenGL programming guide - `Red Book` and OpenGL reference guide 'Blue Book'. The main OpenGL