From 490647f5f414e15ecdef5853867acb1942e0907e Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Mon, 28 Apr 2003 11:37:53 +0000 Subject: [PATCH] Updates to the introduction.html. Added support for new alignment modes in osgtext. --- doc/introduction.html | 80 +++++++++++++++++++++--------------- examples/osgtext/osgtext.cpp | 4 +- 2 files changed, 50 insertions(+), 34 deletions(-) diff --git a/doc/introduction.html b/doc/introduction.html index 4b92d2523..e0530d225 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -74,7 +74,7 @@ representation of your 3d worlds, and efficient rendering thereof. Physics model collision detection and audio are left to other development libraries that a user will integrate with. The fact that scene graphs don't typically integrate all these features is actually a really good thing: it aids interoprability -with clients' own applications and tools and allows them to serve many varied +with clients' own applications and tools and allows it to serve many varied markets from games, visual simulation, virtual reality, scientific and commercial visualization, training through to modeling programs.

@@ -93,11 +93,11 @@ maximizing graphics performance. A good scene graph employs two key techniques of properties such as textures and materials, so that all similar objects are drawn together. Without culling the CPU, buses and GPU will all become swamped by many times the amount of data than they actually require to -represent your work accurately. The hierarchical structure of the scene +represent your scenes accurately. The hierarchical structure of the scene graph makes this culling process very efficient, for instance a whole city can be culled with just a few operations! Without state sorting, the the buses and GPU will thrash between states, stalling the graphics pipeline and destroying graphics -througput. As GPU's get faster and faster, the cost of stalling the graphics +throughput. As GPU's get faster and faster, the cost of stalling the graphics pipeline is also going up, so scene graphs are becoming ever more important.

@@ -110,7 +110,7 @@ in Object Oriented programming is that of object composition, enshrined in the Composite Design Pattern, which fits the scene graph tree structure perfectly and makes it a highly flexible and reusable design - in real terms this means that it can be easily adapted to solve your problems. -With scene graphs often also come additional utility libraries which range from +Scene graphs also often come additional utility libraries which range from helping users set up and manage graphics windows to importing of 3d models and images. All this together allows the user to achieve a great deal with very little coding. A dozen lines of code can be enough to load your data @@ -137,7 +137,6 @@ underlying hardware configurations. -

The OpenSceneGraph - a robust, high peformance Open Source scene graph

With the OpenSceneGraph our goal is make the benefits of scene graph technology @@ -147,8 +146,8 @@ 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 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 +and focused on the needs of end users. The OpenSceneGraph delivers on +the four key benefits of scene graph technology outlined above with the following features: