Updates to introducution.
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@ -44,34 +44,18 @@ rapid development of graphics applications.
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</p>
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<p>
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The project was started as a hobby by Don Burns in 1998, as means of porting a hang gliding simulator written on top of the
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Peformer scene graph running on IRIX to what was then a humble Linux PC. In mid 1999, Robert Osfield began helping out with
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Performer scene graph running on IRIX to what was then a humble Linux PC. In 1999, Robert Osfield began helping out with
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the simulator development and ported the scene graph element to Windows. In september 1999 the source code was open sourced,
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and the openscenegraph.org website was born, with Robert taking over as project lead and Don remaining focused on the hang
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gliding simulator. In April 2001, in response to growing interest in the project around the world, Robert went fulltime
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on the project, setting up OpenSceneGraph Professional Services,
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with the mission:
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<ul>
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<li><b>Source</b>
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<br>To develop a high performance, high quality visualization toolkit which
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is freely available and accessible to all.</li>
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gliding simulator.
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<li><b>Community</b>
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<br>To nurture a world-wide community of graphics professionals and enthusiasts
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for development, support and promotion of best practices in software engineering
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and real-time computer graphics.</li>
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<li><b>Service</b>
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<br>To provide consultancy and development services for clients projects to
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allow them to maximize the benefits of real-time 3D graphics and to facilitate
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the rapid, yet seamless adoption of latest graphics technologies.</li>
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</ul>
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</p>
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<p>Don has since formed his own company
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<A HREF="http://www.andesengineering.com">Andes Computer Engineering</a> and participates in the development and support of OpenSceneGraph as well as
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complimentary projects like
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<p> In April 2001, in response to growing interest in the project around the world, Robert went fulltime
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on the project, setting up <a href="http://www.openscenegraph.com">OpenSceneGraph Professional Services</a> providing commericial support,
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consultancy services and training. At the end of 2001 Don also formed his own company <A HREF="http://www.andesengineering.com">Andes Computer Engineering</a>
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and participates in the development and support of OpenSceneGraph as well as complimentary projects like
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<A HREF="http://www.andesengineering.com/Producer">OpenProducer</A> and <A HREF="http://www.andesengineering.com/BlueMarbleViewer">BlueMarbleViewer</A>.
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<br>
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<h3>
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<u>What is a Scene Graph?</u></h3>
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Its a tree! Quite simply one the best and most reusable data structures
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@ -96,9 +80,8 @@ scientific and commercial visualization, training through to modeling programs.
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</p>
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<br>
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<h3>
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<u>Advantages that Scene Graphs Provide</u></h3>
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<u>Benefits that Scene Graphs provide</u></h3>
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The key reasons that many graphics developers uses scene graphs are <i>Performance, Productivity, Portability and Scalability:</i>
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@ -206,6 +189,13 @@ can also be loaded via the freetype plugin.
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The scene graph also has a set of <i>Node Kits</i> which are seperate libraries
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that be compiled directly or loaded in at runtime to add support for particle systems (osgParticle),
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high quality anti-aliased text (osgText) and navigational light points (osgSim).
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</p>
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<p>
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The community has also developed a number of additional <i>Node Kits</i> such as <a href="http://osgnv.sourceforge.net/">osgNV</a>
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(which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.), a whole set libraries that
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integrating the leading Windowing API's and whole applications like OSG-Edit. Links can be found in the bazaar sections on the
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<a href="http://www.openscenegraph.org/download/">download</a> page of OpenSceneGraph webiste.
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</p>
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<li><b><i>Portability</i></b></li>
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The core scene graph has also been designed to
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