Added a bunch of files synched with 0.8.42

This commit is contained in:
Don BURNS
2001-09-19 21:08:56 +00:00
parent fed86f3f03
commit e8f256a59d
446 changed files with 58397 additions and 10552 deletions

36
FAQ
View File

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