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