Added a bunch of files synched with 0.8.42
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36
FAQ
36
FAQ
@@ -4,14 +4,14 @@ o API's feature set
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The scene graph is arranged with geometry nodes (osg::Geode's) as leaf
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nodes and internal nodes such as osg::DCS's/Groups/LOD etc for position the
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geometry objects within the scene and organising scene behaviour.
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geometry objects within the scene and organizing scene behavior.
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- culling techniques?
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Currently view frustum culling, small feature culling, and OpenGL's
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native backface culling. The OSG has been designed so it can be
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easily extended, so if you have a favoured culling technique it
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won't be difficult to utilise it in the OSG.
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easily extended, so if you have a favored culling technique it
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won't be difficult to utilize it in the OSG.
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- terrain / indoor support
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@@ -23,7 +23,9 @@ o API's feature set
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However, if you wish to take advantage of specific optimization such
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as adaptive meshing such as ROAM, or procedural culling such as when
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entering a room or when racing round a track then the OSG's could be
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easily extend to achieve this.
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easily extend to achieve this. This is demonstrated in VTP Enviro
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which is is based on the OSG, extended osg::GeoSet to provide CLOD
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for terrain.
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These features are not currently on the todo list for version 1.0 as
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we intend to keep the OSG focused on the core scene graph. However,
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@@ -59,13 +61,13 @@ o What is the design philosophy behind the OSG.
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- Channel configuration
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The Scene Graph is just that. It manages a tree structure of different
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node types that allow management over the behaviour of graphical
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node types that allow management over the behavior of graphical
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objects. The Traversers allow us to use the scene graph to render
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scenes in the most efficient manner, as well as providing maximum
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functionality for a real-time simulation. The stages are (taken from
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the Performer approach) :
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App - This is the application part of the simulation that interfaces
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App - This is the application part of the simulation that interfaces
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with the outside world, that is control devices, pilot input, animation
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engines, effects, event engines, etc, etc (there's much more). This is
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also the stage that determines what the viewpoint is and consequently
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@@ -111,7 +113,7 @@ o What is the design philosophy behind the OSG.
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The MP issues include, process (or thread) management and
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synchronization. Performer has several MP models. We also need to
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consider that this software will probably run on seperate PCs
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consider that this software will probably run on separate PCs
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altogether, so that the SGI concept of a single machine with multiple
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rendering pipes needs to be extended to include multiple PC's, which
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need to be synchronized across Ethernet or something.
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@@ -120,7 +122,7 @@ o What is the design philosophy behind the OSG.
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can be only one App for multiple Cull/Draw pairs. This model might
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extend quite nicely to a multiple PC environment, in which each PC runs
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a Cull/Draw pair, and one central machine runs App, broadcasting the
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viewing frustums for each viewing channel and synchronizing all.
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viewing frustum for each viewing channel and synchronizing all.
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Lastly, channel configuration. Currently we now do this by opening a
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window, choosing a visual, size, etc. It is often desirable to have
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@@ -155,7 +157,7 @@ o What is the design philosophy behind the OSG.
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use.
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o Would the OSG be a good candidate for terrain visualisation.
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o Would the OSG be a good candidate for terrain visualization.
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Terrain is one of the great candidates for scene graphs. Two management
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schemes will help you out : Level Of Detail management and Visibility
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@@ -221,12 +223,11 @@ o What are the intended target platforms?
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o What platforms are currently supported?
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The OSG is currently developed under Windows95, Linux and Irix. Platform
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The OSG is currently developed under Windows95, Linux,Irix and MacOS. Platform
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specific makedefs are provided for Linux and Irix, and VisualC++ 6.0
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Workspace files for MS Windows platforms.
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The OSG should also compile under Windows98/NT and 2000 but has not yet
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been tested.
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The OSG also compiles under Windows98/NT and 2000.
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o What further platforms will be supported in the near future?
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@@ -242,7 +243,7 @@ o I'm wondering when the OSG will be ready for release.
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Once the design converges to a stable API we will issue it as a beta,
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depending on the various factors one would hope to have the API nailed
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down during summer 2000.
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down during early-mid 2001.
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A full release with stable API and implementation will be available...
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Can't set any dates but we can be sure it'll be after then beta release :-)
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@@ -278,7 +279,7 @@ o What differentiation between the OSG and other OS projects such as OpenRM/
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each of these scene graphs. DDG doesn't show quite the same heritage,
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and possibly loses a little cleanness of design with it. OpenRM is
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an attempt at a Object Orientated scene graph but it C... This is
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about a close as I got with it, as IMHO C++ really is the best currently
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about a close as I got with it, as IMHO C++ really is currently the best
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language for a modern scene graph
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The OSG is also strongly influenced by Performer, this a due to the
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@@ -311,6 +312,9 @@ o Is there a class diagram for the OSG, or white paper on the projects goals?
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The documentation in the distribution has been generated automatically
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using the excellent Open Source tool doc++, which creates class diagrams.
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UML diagrams have been generated and can be found in the documentation
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directory, along with mind maps on design patterns used in the osg,
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and the mission/goals of the osg.
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We haven't written an official white paper on projects goals or a design
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overview yet. Knowledge of Performer will help in understanding some of the basics
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@@ -326,7 +330,7 @@ o Do you need C++ coding support?
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o Any recommendations for useful programming books to read to help understand
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and contribute to the OSG?
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Good practices are suprisingly hard to come by. C and C++ give you so
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Good practices are surprisingly hard to come by. C and C++ give you so
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much rope to hang yourself, but there's few books which really give a
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developers the rule book of good coding practices. I found Effective
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C++ a refreshing contribution to this end. The Design Patterns book can
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@@ -337,7 +341,7 @@ o Is there a mailing list?
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Yes indeed, hosted by source forge, so to subscribe head to :
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http://sourceforge.net/projects/openscenegraph and follow the
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'Lists' link and follow the intructions.
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'Lists' link and follow the instructions.
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o How do I submit my contributions?
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