Ran the spell checker through the new documentation.
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@@ -7,21 +7,30 @@
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</head>
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<body bgcolor="#FFFFFF">
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<img SRC="images/OpenSceneGraphBanner_Distribution.jpg" BORDER=0 height=77 width=640>
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<table>
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<tr>
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<td><a href="index.html">Index</a> </td>
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<td><a href="introduction.html">Introduction</a> </td>
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<td><a href="contents.html">Contents</a> </td>
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<td><a href="install.html">Install</a> </td>
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<td><a href="dependencies.html">Dependencies</a> </td>
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<td><a href="demos.html">Demos</a> </td>
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<td><a href="data.html">Data</a> </td>
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<td><a href="sgv.html">Viewer</a> </td>
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<td><a href="stereo.html">Stereo</a> </td>
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<td><a href="plan.html">Plan</a> </td>
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<td><a href="documentation.html">Reference Guides</a> </td>
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</tr>
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<tr>
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<td><a href="index.html">Index</a></td>
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<td><a href="introduction.html">Introduction</a></td>
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<td><a href="contents.html">Contents</a></td>
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<td><a href="install.html">Install</a></td>
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<td><a href="dependencies.html">Dependencies</a></td>
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<td><a href="demos.html">Demos</a></td>
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<td><a href="data.html">Data</a></td>
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<td><a href="sgv.html">Viewer</a></td>
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<td><a href="stereo.html">Stereo</a></td>
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<td><a href="plan.html">Plan</a></td>
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<td><a href="documentation.html">Reference Guides</a></td>
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</tr>
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</table>
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<h2>
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@@ -62,9 +71,7 @@ scientific and commercial visualization, training through to modeling programs.
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<h3>
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<u>Why use a Scene Graph - Performance, Productivity, Portability and Scalability</u>.</h3>
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<ol>
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<li><p>
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<i>Performance</i> - scene graphs provide an excellent framework for
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<ol><i>Performance</i> - scene graphs provide an excellent framework for
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maximize graphics performance. A good scene graph employs two key techniques
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- culling of the objects that won't be seen on screen, and state sorting
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of properties such as textures and materials so that all similar objects
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@@ -76,12 +83,10 @@ with just a few operations! Without state sorting, the the buses and GPU
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will thrash between states, stalling the graphics and destroying graphics
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throughout. As GPU's get faster and faster, the cost of stalling the graphics
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is also going up, so scene graph are become ever more important.
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</p></li>
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<li><p>
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<i>Productivity</i> - scene graphs take much of the hard work required
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<p><i>Productivity</i> - scene graphs take much of the hard work required
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to develop high performance graphics applications. The scene graphs manage
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all the graphics for you, reducing what would be thousands of lines of
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OpenGL down to a few simple calls. Furthermoe, one of most powerful concepts
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OpenGL down to a few simple calls. Furthermore, one of most powerful concepts
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in Object Orientated programming is that of object composition, enshrined
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in <i>Composite Design Pattern</i>, which fits the scene graph tree structure
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perfectly which makes it highly flexible and reusable design - in real
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@@ -91,25 +96,19 @@ helping users set up and manage graphics windows to import of 3d modes
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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></li>
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<li><p>
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<i>Portability</i> - scene graphs encapsulate much of the lower level
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<p><i>Portability</i> - 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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eradicating the platform specific coding that you require in your own application.
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If the underlying scene graph is portable then moving from platform to
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platform can be a simple as recompiling your source code.
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</p></li>
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<li><p>
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<i>Scalability</i> - along with being able to dynamic manage the complexity
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<p><i>Scalability</i> - 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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across a range of machines, scene graphs also make it much easier to manage
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complex hardware configurations, such as clusters of graphics machines,
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or multiprocessor/multipipe systems such as SGI's Onyx. A good scene graph
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will allow the developer to concentrate on developing their own application
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while the rendering framework of the scene graph handles the different
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underlying hardware configurations.
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</p></li>
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</ol>
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underlying hardware configurations.</ol>
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<hr>
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<h3>
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@@ -124,9 +123,7 @@ development model to provide a development library that is legacy free
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and well focused on the solving the task. The OpenSceneGraph delivers on
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the four key benefits of scene graph technology outlined above using the
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following features:
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<ol>
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<li><p>
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<i>Performance</i> - supports view frustum culling, small feature culling,
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<ol><i>Performance</i> - supports view frustum culling, small feature culling,
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Level Of Details (LOD') nodes, state sorting, vertex arrays and display
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list as part of the core scene graph, these together make the OpenSceneGraph
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one highest performance scene graph available. User feedback is that performance
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@@ -137,9 +134,7 @@ of Detail (CLOD) meshes on top the scene graph, these allow the visualization
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of massive terrain databases interactively, examples of this approach can
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be found at both Vterrain.org and TerrainEngine.com which both integrate
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with the OpenSceneGraph.
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</p></li>
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<li><p>
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<i>Productivity</i> - by combining lessons learned from established
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<p><i>Productivity</i> - by combining lessons learned from established
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scene graph like Performer and Open Inventor, with modern software engineering
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methodologies like Design Patterns and a great deal of feedback early on
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in the development cycle, it has been possible to design a design that
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@@ -148,13 +143,10 @@ to the OpenSceneGraph and to integrate with their own applications. With
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a full feature set in the core scene graph, utilities to set up the scene
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graph and viewers and a wide range of loaders it is possible to create
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an application and bring in user data with a very small amount of code.
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</p></li>
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<li><p>
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<i>Portability</i> - The core scene graph has also been designed to
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<p><i>Portability</i> - The core scene graph has also been designed to
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be have minimal platform specific dependency, requiring little more than
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Standard C++ and OpenGL. The has allowed the scene graph to be rapidly
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ported on wide range of platforms -
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originally developed on IRIX, then
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ported on wide range of platforms - originally developed on IRIX, then
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ported to Linux, then to Windows, then FreeBSD, then Mac OSX and most recently
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Solaris! Being completely windowing system independent makes it easy for
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users to add their own window specific libraries and applications on top.
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@@ -162,22 +154,18 @@ In the distribution there is already the osgGLUT library, and in the Bazaar
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found at openscenegrph.org/download/ once can find examples of how applications
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written on top Qt, MFC, WxWindows and SDL. Users have also integrated it
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with Motif, and X.
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</p></li>
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<li><p>
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<i>Scalability</i> - the scene graph not only runs from portables all the
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way up to Onyx Infinite Reality Monsters, it supports the multiple graphics
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subsystems found on machines like the a mulitpipe Onyx. This is possible
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since the core scene graph supports multiple graphics context for both
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OpenGL DisplayLists and texture objects, and the cull and draw traversals
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have been designed to cache rendering data locally and use the scene gaph
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almost entirely as a read only operation. This allows multiple cull-draw
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pairs to run on multiple CPU's which are bound to multiple graphics subsystems.
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This has been demonstrated using the OpenSceneGraph in conjunction with
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sgi's OpenGL multipipe SDK. We also have osgMP in development which will
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be cross platform and transparently support multiple multipipe systems
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like the Onyx and graphics clusters
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</p></li>
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</ol>
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<p><i>Scalability</i> - the scene graph not only runs from portables all
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the way up to Onyx Infinite Reality Monsters, it supports the multiple
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graphics subsystems found on machines like the a mulitpipe Onyx. This is
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possible since the core scene graph supports multiple graphics context
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for both OpenGL DisplayLists and texture objects, and the cull and draw
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traversals have been designed to cache rendering data locally and use the
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scene gaph almost entirely as a read only operation. This allows multiple
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cull-draw pairs to run on multiple CPU's which are bound to multiple graphics
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subsystems. This has been demonstrated using the OpenSceneGraph in conjunction
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with sgi's OpenGL multipipe SDK. We also have osgMP in development which
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will be cross platform and transparently support multiple multipipe systems
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like the Onyx and graphics clusters</ol>
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All the source to is published under the GNU Library General Public License
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(LGPL) which allows both open source and closed source projects to use,
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modify and distribute it freely as long its usage complies with the LGPL.
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@@ -219,13 +207,15 @@ for using the developers using the OpenSceneGraph.
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<p>The source distribution contains the all the source and include files
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required to build the OpenSceneGraph from scratch, and is ideal if you
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want to learn more about how the scene graph works, how to extend it, and
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to track down and fix any problems that you come across.
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to
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track down and fix any problems that you come across.
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<p>If you are using a source distribution then read the <a href="install.html">installation</a>
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instructions for how to get the OpenSceneGraph compiling and installed
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on your system. You may also need to download libraries that parts of the
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OpenSceneGraph is dependent upon such as glut, check the
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<a href="dependencies.html">dependencies</a>
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OpenSceneGraph is dependent upon such as glut, check the <a href="dependencies.html">dependencies</a>
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list for further details.
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<p>For full instructions of how to run the demos read the <a href="demos.html">demos</a>
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page.
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<br>
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<hr>
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<h3>
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