updated the introduction.html, still not complete but getting there. No edited
for typo's yet :-)
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@@ -11,8 +11,11 @@
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<p>Welcome to OpenSceneGraph project!
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</p>
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<p>In this document I'll introduce what a scene graph is, what the OpenSceneGraph project encompasses, and provide tips on how to learn how to use it
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and to contact or contribute to the OpenSceneGraph community.
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<p>The OpenSceneGraph is an Open Source, Cross Platform (Widows, Linux, Mac OSX, FreeBSD, Irix, Solaris),
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Standard C++ and OpenGL based graphics development library, uses range from visual simulation, games,
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virtual reality, sceintific visualization and graphics research. This pages introduces a
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what scene graphs are, why graphics developers use them, and details about the OpenSceneGraph,
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project, how to learn how to use it and contribute to the OpenSceneGraph community.
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</p>
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<i>Robert Osfield,
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@@ -25,12 +28,21 @@ April 2002.</i>
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</p>Its a tree! Quite simply one the best and most reusable datastructures invented.Typically drawn schematically as
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root at the top, leaves at the bottom. It all starts with a topmost root node which
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encompasses your whole virtual world, be it 2D or 3D. The world is then broken down
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into hierachy of nodes represent either a spatial grouping of objects,
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set the position of or animate objects,. or define a logical relationship between objects such as to manage
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into hierachy of nodes representing either a spatial grouping of objects,
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setting the position of objects, animating objects,. or define a logical relationship between objects such as to manage
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the various states of a traffic light.The leaves of the graph represent the phyical objects
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themselves, the drawable geometry and their material properties.
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</p>
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</p>A scene graph isn't a complete game or simulation engine, although may be one of the main
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components of such an engine, it's primary focus is representing your 3d worlds, and rendering it efficiently. Physics models, collision detection and audio are left to other development libraries that a user will
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integrate with.. The fact that scene graphs don't typically integrate all these features
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is actually a really good thing, it aids interoprability with clients own applications
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and tools they wish to use and allows them to serve many varied markets from games, visual
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simulation, virtual reality, scientific and commerical visulasation, training thruogh to modelling
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programs.
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</p>
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<hr>
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<h2>Why use a Scene Graph - Performance, Productivity, Portability and Scalability.</h2>
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@@ -69,13 +81,38 @@ then moving from platform to platform can be a simple as recompiling your source
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automatically to account for differences in graphics performance across a range of machines,
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scene graphs also make it much easier to manage complex hardware configurations, such as clusters
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of graphics machines, 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 while rendering
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will allow the developer to concentrate on developing their own application while the rendering
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framework of the scene graph handles the differnt underlying hardware configurations.
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</p>
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<hr>
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<h2>What the OpenSceneGraph encompasses?</h2>
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<h2>So what about the OpenSceneGraph project?</h2>
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<p>
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The OpenSceneGraph is Open Source, all the source to is published under the
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GNU Library General Public License (LGPL) which allows both open source and closed source
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projects to use, modify and distribute it freely as long its usage complies with the
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LGPL. The project has been developed over the last four years, initliated by Don Burns, and
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then taken over by Robert Osfield who leads the continues to lead project, there are many
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other contributors to the library, for a full list check out the AUTHORS file. Both Robert
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and Don now work on the OpenSceneGraph in a professional capaciity provide consultancy
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and bespoke developments ontop the library, and are also colloborating on the book.Work on
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the core scene graph and support of public mailing list remains unpaid as are the
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contributions of the rest of the communinity, but this hasn't impacted the quality of the
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source or support which once you get stuck in you grow to appreciate.
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</p>
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<p>
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The project itself is written entitely in Standard C++ and OpenGL, makes full use of STL
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and Design Patterns, and leverages the open source development model to provide clean, highly portable,
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and flexible scene graph. The project is current in alpha, which means part of the API are still to be
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developerd, or subjec to change, but the vast majority of the scene graph is there, and a beta will
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be published within the next few months, wiht a 1.0 release in late summer. Despite the
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alpha development status, the project has alrady earned the reputation as one of the leading
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open source scene graph, and is establishing itself a vialbe alternative to the commericial
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scene graphs. Numerous companies, university researchers and graphics enthusasts have
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already adopted their project, and a from all over the world.</p>
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<hr>
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