diff --git a/doc/introduction.html b/doc/introduction.html index 58240e9ec..7493aa4e0 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -35,17 +35,39 @@

Introduction to the OpenSceneGraph

-Welcome to OpenSceneGraph project! -

The OpenSceneGraph is an Open Source (OSGPL), Cross Platform (Windows, -Linux, Mac OSX, FreeBSD, Irix, Solaris and HP-UX), Standard C++ and OpenGL based -graphics development library. Uses range from visual simulation, games, -virtual reality, scientific visualization and graphics research. This page -introduces what scene graphs are, why graphics developers use them, and -details about the OpenSceneGraph project, how to learn how to use it and -contribute to the OpenSceneGraph community. -

Robert Osfield, Project Lead. July 2002. + +

The OpenSceneGraph is an portable, high level graphics toolkit for the development of high peformance +graphics applications such as flight simulators, games, virtual reality or scientific visualization. +Providing an object orientated framework on top of OpenGL, it frees the developer +from implementing and optimizing low level graphics calls, and provide many additional utilities for +rapid development of graphics applications. +

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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 +Peformer scene graph running on IRIX to what was then a humble Linux PC. In mid 1999, Robert Osfield began helping out with +the simulator development and ported the scene graph element to Windows. In september 1999 the source code was open sourced, +and the openscenegraph.org website was born, with Robert taking over as project lead and Don remaining focused on the hang +gliding simulator. In April 2001, in response to growing interest in the project around the world, Robert went fulltime +on the project, setting up OpenSceneGraph Professional Services, +with the mission: +

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What is a Scene Graph?

Its a tree! Quite simply one the best and most reusable data structures @@ -57,6 +79,7 @@ position of objects, animations of objects, or definitions of logical relationsh between objects such as those to manage the various states of a traffic light. The leaves of the graph represent the physical objects themselves, the drawable geometry and their material properties. +

A scene graph isn't a complete game or simulation engine, although it may be one of the main components of such an engine; it's primary focus is representation of your 3d worlds, and efficient rendering thereof. Physics models, @@ -66,24 +89,32 @@ integrate all these features is actually a really good thing: it aids interoprab with clients' own applications and tools and allows them to serve many varied markets from games, visual simulation, virtual reality, scientific and commercial visualization, training through to modeling programs. -
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-Why use a Scene Graph - Performance, Productivity, Portability and Scalability.

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    Performance - scene graphs provide an excellent framework for + +
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    +Advantages that Scene Graphs provide

    + +The key reasons that many graphics developers uses scene graphs are Performance, Productivity, Portability and Scalability: + +
+underlying hardware configurations. + -
+ +

-So what about the OpenSceneGraph project?

-The OpenSceneGraph is an Open Source Scene Graph, and our goal is make -the benefits of scene graph technology available to all. Our scene graph -is still in development, but has already gained a great deal of respect +The OpenSceneGraph - a robust, high peformance Open Source scene graph +With the OpenSceneGraph our goal is make the benefits of scene graph technology +freely available to all, for both commericial and non commericial users. Whilst our scene graph +is still in development, it has already gained a respect amongst the development community for its high performance, cleanness of design and portability. Written entirely in Standard C++ and OpenGL, it makes full use of the STL and Design Patterns, and leverages the open source @@ -123,7 +160,9 @@ development model to provide a development library that is legacy free and well focused on the solving the task. The OpenSceneGraph delivers on the four key benefits of scene graph technology outlined above using the following features: -
    Performance - supports view frustum culling, occlusion culling, small feature culling, +
+can run multi-pipe just by use a simple configuation file. + + All the source to the OSG is published under the Open Scene Graph Public License (a relaxed version on the LGPL) which allows both open source and closed source projects to use, @@ -188,7 +249,8 @@ graph, and is establishing itself as a viable alternative to the commercial scene graphs. Numerous companies, university researchers and graphics enthusiasts have already adopted the OpenSceneGraph for their projects, all over the world.
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Getting started

The first thing is to select the distribution which suits you, there are @@ -198,37 +260,44 @@ from the page. The latest developments area available as via a nightly tarball or via cvs.

The binary distribution contains just the libraries (.dll's /.so's) -and demo executables. This is suitable for using the OpenSceneGraph with +and example executables. This is suitable for using the OpenSceneGraph with an application that has already been compiled but depends at runtime on the OpenSceneGraph. +

The development distribution contains the libraries (.dll's /.so's), -demo executables, include files, and source to the demos. This is suitable +example executables, include files, and source to the examples. This is suitable for using the developers using the OpenSceneGraph. +

The source distribution contains all the source and include files required to build the OpenSceneGraph from scratch, and is ideal if you want to learn more about how the scene graph works, how to extend it, and to track down and fix any problems that you come across. +

If you are using a source distribution then read the installation instructions for how to get the OpenSceneGraph compiling and installed on your system. You may also need to download libraries that parts of the OpenSceneGraph depend upon, such as Producer. Check the dependencies list for further details. +

For full instructions of how to run the examples read the examples page. +


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+

Learning how to use the OpenSceneGraph

-The OpenSceneGraph distribution comes with a reference guide for each of +

The OpenSceneGraph distribution comes with a reference guide for each of the component libraries - osg, osgDB, osgUtil, osgText, osgSim, osgParticle and osgProducer, a set -of examples - the source of which can be found in examples. For questions -or help which can't be easily be answered by the reference guide and demo +of 42 examples - the source of which can be found in examples/ directory in the distribution. For questions +or help which can't be easily be answered by the reference guide and examples source, one should join the mailing list (details below). There are also the beginnings of a Wiki based FAQ which may help answer a few of the common queries. +

A programming guide will be available in form of a OpenSceneGraph book which is being written by Don Burns and Robert Osfield, parts of it will be available online. +

Although not directly related to the OpenSceneGraph, once can learn about scene graph technology from such sources as the Open Inventor Mentor, and Performer @@ -236,6 +305,7 @@ Programming Guides. The latter is the closer in design to the OpenSceneGraph, although the Performer manuals are in C, alas. Also of use as a background to some of the techniques used is a SIGGRAPH Vis-Sim course. +

The OpenSceneGraph uses OpenGL and does so with a deliberately thin layer, making it easy to control the underlying OpenGL and to extend it with OpenGL extensions. The close tie with OpenGL is also reflected in the naming of @@ -245,13 +315,15 @@ to understanding how to get the best out of the OpenSceneGraph. To this end it is worth obtaining a copy of the OpenGL programming guide - `Red Book` and OpenGL reference guide 'Blue Book'. The main OpenGL website is also a good source of links and further information. +

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Support and discussion - the openscenegraph-news mailing list

For scene graph related questions, bug reports, bug fixes, and general design and development discussion one should join the openscenegraph-news -mailing list, and check the the mailing list archives. +mailing list, and check the the mailing list archives.

Professional support is also available in the form of confidential online, phone and onsite support and consultancy, for details contact Robert Osfield at robert@openscenegraph.com.