A few minor mods to introduction.html

This commit is contained in:
Don BURNS
2003-04-24 20:41:18 +00:00
parent eff6db2712
commit 84fb15717d

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@@ -43,7 +43,7 @@ from implementing and optimizing low level graphics calls, and provide many addi
rapid development of graphics applications.
</p>
<p>
The project was started as a hobby by Don Burns in early 1999, as means of porting a hang gliding simulator written on top of the
The project was started as a hobby by Don Burns in 1998, as means of porting a hang gliding simulator written on top of the
Peformer scene graph running on IRIX to what was then a humble Linux PC. In mid 1999, Robert Osfield began helping out with
the simulator development and ported the scene graph element to Windows. In september 1999 the source code was open sourced,
and the openscenegraph.org website was born, with Robert taking over as project lead and Don remaining focused on the hang
@@ -67,6 +67,10 @@ the rapid, yet seamless adoption of latest graphics technologies.</li>
</ul>
</p>
<p>Don has since formed his own company
<A HREF="http://www.andesengineering.com">Andes Computer Engineering</a> and participates in the development and support of OpenSceneGraph as well as
complimentary projects like
<A HREF="http://www.andesengineering.com/Producer">OpenProducer</A> and <A HREF="http://www.andesengineering.com/BlueMarbleViewer">BlueMarbleViewer</A>.
<br>
<h3>
<u>What is a Scene Graph?</u></h3>
@@ -94,7 +98,7 @@ scientific and commercial visualization, training through to modeling programs.
<br>
<h3>
<u>Advantages that Scene Graphs provide</h3>
<u>Advantages that Scene Graphs Provide</u></h3>
The key reasons that many graphics developers uses scene graphs are <i>Performance, Productivity, Portability and Scalability:</i>
@@ -113,6 +117,7 @@ will thrash between states, stalling the graphics pipeline and destroying graphi
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.
<p>
<li><b><i>Productivity</i></b></li>
Scene graphs take away much of the hard work required
to develop high performance graphics applications. The scene graph manages
@@ -128,6 +133,7 @@ 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!
<p>
<li><b><i>Portability</i></b></li>
Scene graphs encapsulate much of the lower level
tasks of rendering graphics and reading and writing data, reducing or even
@@ -135,6 +141,7 @@ eradicating the platform specific coding that you require in your own applicatio
If the underlying scene graph is portable then moving from platform to
platform can be as simple as recompiling your source code.
<p>
<li><b><i>Scalability</i></b></li>
Along with being able to dynamic manage the complexity
of scenes automatically to account for differences in graphics performance
@@ -174,6 +181,7 @@ of massive terrain databases interactively, examples of this approach can
be found at Vterrain.org and TerrainEngine.com, both of which integrate
with the OpenSceneGraph.
<p>
<li><b><i>Productivity</i></b> </li>
Combining lessons learned from established scene graphs like Performer
and Open Inventor, with modern software engineering
@@ -214,6 +222,7 @@ found at openscenegrph.org/download/ one can find examples of applications
written on top of GLUT, Qt, MFC, WxWindows and SDL. Users have also integrated it
with Motif, and X.
<p>
<li><b><i>Scalability</i></b></li>
The scene graph will not only run on portables all
the way up to Onyx Infinite Reality Monsters, but also supports the multiple