Updated links to mailing list
This commit is contained in:
parent
78a0fd5a16
commit
c7b96d18b7
@ -1,344 +1,460 @@
|
||||
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
|
||||
<!DOCTYPE html PUBLIC "-//w3c//dtd html 4.0 transitional//en">
|
||||
<html>
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
<meta name="GENERATOR" content="Mozilla/4.77 [en] (X11; U; Linux 2.4.3-20mdk i686) [Netscape]">
|
||||
<title>Introduction to the OpenSceneGraph</title>
|
||||
<meta content="text/html; charset=iso-8859-1"
|
||||
http-equiv="Content-Type">
|
||||
<meta
|
||||
content="Mozilla/4.77 [en] (X11; U; Linux 2.4.3-20mdk i686) [Netscape]"
|
||||
name="GENERATOR">
|
||||
<title>Introduction to the OpenSceneGraph</title>
|
||||
</head>
|
||||
<body bgcolor="#FFFFFF">
|
||||
<img SRC="images/OpenSceneGraphBanner_Distribution.jpg" BORDER=0>
|
||||
<body bgcolor="#ffffff">
|
||||
<img border="0" src="images/OpenSceneGraphBanner_Distribution.jpg">
|
||||
<table>
|
||||
<tr>
|
||||
<td><a href="index.html">Index</a></td>
|
||||
|
||||
<td><a href="introduction.html">Introduction</a></td>
|
||||
|
||||
<td><a href="contents.html">Contents</a></td>
|
||||
|
||||
<td><a href="install.html">Install</a></td>
|
||||
|
||||
<td><a href="dependencies.html">Dependencies</a></td>
|
||||
|
||||
<td><a href="examples.html">examples</a></td>
|
||||
|
||||
<td><a href="data.html">Data</a></td>
|
||||
|
||||
<td><a href="osgviewer.html">Viewer</a></td>
|
||||
|
||||
<td><a href="stereo.html">Stereo</a></td>
|
||||
|
||||
<td><a href="plan.html">Plan</a></td>
|
||||
|
||||
<td><a href="documentation.html">Reference Guides</a></td>
|
||||
</tr>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><a href="index.html">Index</a></td>
|
||||
<td><a href="introduction.html">Introduction</a></td>
|
||||
<td><a href="contents.html">Contents</a></td>
|
||||
<td><a href="install.html">Install</a></td>
|
||||
<td><a href="dependencies.html">Dependencies</a></td>
|
||||
<td><a href="examples.html">examples</a></td>
|
||||
<td><a href="data.html">Data</a></td>
|
||||
<td><a href="osgviewer.html">Viewer</a></td>
|
||||
<td><a href="stereo.html">Stereo</a></td>
|
||||
<td><a href="plan.html">Plan</a></td>
|
||||
<td><a href="documentation.html">Reference Guides</a></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h2>
|
||||
<u>Introduction to the OpenSceneGraph</u></h2>
|
||||
|
||||
<p>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.
|
||||
</p>
|
||||
<p>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. </p>
|
||||
<p>
|
||||
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
|
||||
Performer scene graph running on IRIX to what was then a humble Linux PC. In 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.
|
||||
|
||||
<p> In April 2001, in response to growing interest in the project around the world, Robert went fulltime
|
||||
on the project, setting up <a href="http://www.openscenegraph.com">OpenSceneGraph Professional Services</a> providing commericial support,
|
||||
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>
|
||||
and participates in the development and support of OpenSceneGraph as well as complimentary projects like
|
||||
<A HREF="http://www.andesengineering.com/Producer">OpenProducer</A> and <A HREF="http://www.andesengineering.com/BlueMarbleViewer">BlueMarbleViewer</A>.
|
||||
|
||||
|
||||
<h3>
|
||||
<u>What is a Scene Graph?</u></h3>
|
||||
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 Performer scene
|
||||
graph running on IRIX to what was then a humble Linux PC. In 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.
|
||||
</p>
|
||||
<p> In April 2001, in response to growing interest in the project
|
||||
around the world, Robert went fulltime on the project, setting up <a
|
||||
href="http://www.openscenegraph.com">OpenSceneGraph Professional
|
||||
Services</a> providing commericial support, 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>
|
||||
and participates in the development and support of OpenSceneGraph as
|
||||
well as complimentary projects like <a
|
||||
href="http://www.andesengineering.com/Producer">OpenProducer</a> and <a
|
||||
href="http://www.andesengineering.com/BlueMarbleViewer">BlueMarbleViewer</a>.
|
||||
</p>
|
||||
<h3><u>What is a Scene Graph?</u></h3>
|
||||
Its a tree! Quite simply one the best and most reusable data structures
|
||||
invented. Typically drawn schematically with the root at the top, leaves at the
|
||||
bottom. It all starts with a top-most root node which encompasses your whole
|
||||
virtual world, be it 2D or 3D. The world is then broken down into a hierarchy
|
||||
of nodes representing either spatial groupings of objects, settings of the
|
||||
position of objects, animations of objects, or definitions of logical relationships
|
||||
between objects such as those to manage the various states of a traffic light.
|
||||
invented. Typically drawn schematically with the root at the top,
|
||||
leaves at the
|
||||
bottom. It all starts with a top-most root node which encompasses your
|
||||
whole
|
||||
virtual world, be it 2D or 3D. The world is then broken down into a
|
||||
hierarchy
|
||||
of nodes representing either spatial groupings of objects, settings of
|
||||
the
|
||||
position of objects, animations of objects, or definitions of logical
|
||||
relationships
|
||||
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.
|
||||
</p>
|
||||
<p>A scene graph isn't a complete game or simulation engine, although it may
|
||||
<p></p>
|
||||
<p>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,
|
||||
collision detection and audio are left to other development libraries that
|
||||
representation of your 3d worlds, and efficient rendering thereof.
|
||||
Physics models,
|
||||
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 it to serve many varied
|
||||
integrate all these features is actually a really good thing: it aids
|
||||
interoprability
|
||||
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.
|
||||
scientific and commercial visualization, training through to modeling
|
||||
programs.
|
||||
</p>
|
||||
|
||||
|
||||
<h3>
|
||||
<u>Benefits that Scene Graphs provide</u></h3>
|
||||
|
||||
The key reasons that many graphics developers uses scene graphs are <i>Performance, Productivity, Portability and Scalability:</i>
|
||||
|
||||
The key reasons that many graphics developers uses scene graphs are <i>Performance,
|
||||
Productivity, Portability and Scalability:</i>
|
||||
<ul>
|
||||
<li><b><i>Performance</i></b></li>
|
||||
<li><b><i>Performance</i></b></li>
|
||||
Scene graphs provide an excellent framework for
|
||||
maximizing graphics performance. A good scene graph employs two key techniques
|
||||
- culling of the objects that won't be seen on screen, and state sorting
|
||||
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
|
||||
maximizing graphics performance. A good scene graph employs two key
|
||||
techniques
|
||||
- culling of the objects that won't be seen on screen, and state
|
||||
sorting
|
||||
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 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
|
||||
throughput. As GPU's get faster and faster, the cost of stalling the graphics pipeline
|
||||
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
|
||||
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.
|
||||
|
||||
<p>
|
||||
<li><b><i>Productivity</i></b></li>
|
||||
<p></p>
|
||||
<li><b><i>Productivity</i></b></li>
|
||||
Scene graphs take away much of the hard work required
|
||||
to develop high performance graphics applications. The scene graph manages
|
||||
to develop high performance graphics applications. The scene graph
|
||||
manages
|
||||
all the graphics for you, reducing what would be thousands of lines of
|
||||
OpenGL down to a few simple calls. Furthermore, one of most powerful concepts
|
||||
OpenGL down to a few simple calls. Furthermore, one of most powerful
|
||||
concepts
|
||||
in Object Oriented programming is that of object composition, enshrined
|
||||
in the <i>Composite Design Pattern</i>, which fits the scene graph tree structure
|
||||
in the <i>Composite Design Pattern</i>, 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.
|
||||
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
|
||||
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
|
||||
and create an interactive viewer!
|
||||
|
||||
<p>
|
||||
<li><b><i>Portability</i></b></li>
|
||||
<p></p>
|
||||
<li><b><i>Portability</i></b></li>
|
||||
Scene graphs encapsulate much of the lower level
|
||||
tasks of rendering graphics and reading and writing data, reducing or even
|
||||
eradicating the platform specific coding that you require in your own application.
|
||||
tasks of rendering graphics and reading and writing data, reducing or
|
||||
even
|
||||
eradicating the platform specific coding that you require in your own
|
||||
application.
|
||||
If the underlying scene graph is portable then moving from platform to
|
||||
platform can be as simple as recompiling your source code.
|
||||
|
||||
<p>
|
||||
<li><b><i>Scalability</i></b></li>
|
||||
<p></p>
|
||||
<li><b><i>Scalability</i></b></li>
|
||||
Along with being able to dynamic manage the complexity
|
||||
of scenes automatically to account for differences in graphics performance
|
||||
across a range of machines, scene graphs also make it much easier to manage
|
||||
of scenes automatically to account for differences in graphics
|
||||
performance
|
||||
across a range of machines, scene graphs also make it much easier to
|
||||
manage
|
||||
complex hardware configurations, such as clusters of graphics machines,
|
||||
or multiprocessor/multipipe systems such as SGI's Onyx. A good scene graph
|
||||
will allow the developer to concentrate on developing their own application
|
||||
or multiprocessor/multipipe systems such as SGI's Onyx. A good scene
|
||||
graph
|
||||
will allow the developer to concentrate on developing their own
|
||||
application
|
||||
while the rendering framework of the scene graph handles the different
|
||||
underlying hardware configurations.
|
||||
</ul>
|
||||
|
||||
|
||||
<h3>
|
||||
<u>The OpenSceneGraph - <i> a robust, high peformance Open Source scene graph</i></u></h3>
|
||||
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
|
||||
<u>The OpenSceneGraph - <i> a robust, high peformance Open Source
|
||||
scene graph</i></u></h3>
|
||||
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
|
||||
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
|
||||
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 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:
|
||||
<ul>
|
||||
<li><b><i>Performance</i></b></li>
|
||||
Supports view frustum culling, occlusion culling, small feature culling,
|
||||
<li><b><i>Performance</i></b></li>
|
||||
Supports view frustum culling, occlusion culling, small feature
|
||||
culling,
|
||||
Level Of Detail (LOD) nodes, state sorting, vertex arrays and display
|
||||
lists as part of the core scene graph. These together make the OpenSceneGraph
|
||||
one of the highest performance scene graph available. User feedback is that
|
||||
performance matches or surpasses that of much more established scene graphs such
|
||||
as Performer, VTree, Vega Scene Graph and Java3D! The OpenSceneGraph also supports easy customization
|
||||
of the drawing process, which has allowed implementation of Continuous Level
|
||||
of Detail (CLOD) meshes on top the scene graph. These allow the visualization
|
||||
of massive terrain databases interactively, examples of this approach can
|
||||
lists as part of the core scene graph. These together make the
|
||||
OpenSceneGraph
|
||||
one of the highest performance scene graph available. User feedback is
|
||||
that
|
||||
performance matches or surpasses that of much more established scene
|
||||
graphs such as Performer, VTree, Vega Scene Graph and Java3D! The
|
||||
OpenSceneGraph also supports easy customization
|
||||
of the drawing process, which has allowed implementation of Continuous
|
||||
Level
|
||||
of Detail (CLOD) meshes on top the scene graph. These allow the
|
||||
visualization
|
||||
of massive terrain databases interactively, examples of this approach
|
||||
can
|
||||
be found at Vterrain.org and TerrainEngine.com, both of which integrate
|
||||
with the OpenSceneGraph.
|
||||
|
||||
<p>
|
||||
<li><b><i>Productivity</i></b> </li>
|
||||
<p>
|
||||
The core scene graph provides encapsulate the majority of OpenGL
|
||||
functionality including latest extensions, provides rending optimizations
|
||||
such as culling and sorting, and a whole set of add on libraries which make
|
||||
it possible to develop high peformance graphics applications very rapidly. The
|
||||
application developer is freed to concentrate on content and how that content is
|
||||
controlled rather than low level coding.
|
||||
</p>
|
||||
<p>
|
||||
Combining lessons learned from established scene graphs like Performer
|
||||
and Open Inventor, with modern software engineering methods like Design Patterns,
|
||||
along with a great deal of feedback early on in the development cycle, it has been
|
||||
possible to design a library that is clean and extensible. This has made it easy
|
||||
for users to adopt to the OpenSceneGraph and to integrate it with their own applications.
|
||||
</p>
|
||||
<p>
|
||||
For reading and writing databases an the database library (osgDB) adds support for a wide
|
||||
variety of database formats via a extensible dynamic plugin mechansim - the distribution now includes 33
|
||||
seperate plugins for loading various 3D and Image data formats. 3D Database loaders include OpenFlight (.flt),
|
||||
TerraPage (.txp) including multi-threading support, LightWave (.lwo), Alias Wavefront (.obj),
|
||||
Carbon Graphics GEO (.geo), 3D Studio MAX (.3ds), Peformer (.pfb), Quake Character Models (.md2). Direct X (.x),
|
||||
and Inventor Ascii 2.0 (.iv)/ VRML 1.0 (.wrl), Designer Workshop (.dw) and AC3D (.ac) and the native .osg ASCII format.
|
||||
Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds (include compressed mip mapped imagery), .tga and qucktime (under OSX).
|
||||
A whole set of high quality, anti-aliased fonts can also be loaded via the freetype plugin.
|
||||
</p>
|
||||
<p>
|
||||
The scene graph also has a set of <i>Node Kits</i> which are seperate libraries,
|
||||
that can be compiled in with your applications or loaded in at runtime, which add support for particle systems (osgParticle),
|
||||
high quality anti-aliased text (osgText) and navigational light points (osgSim).
|
||||
</p>
|
||||
<p>
|
||||
The community has also developed a number of additional <i>Node Kits</i> such as
|
||||
<a href="http://osgnv.sourceforge.net/">osgNV</a> (which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.),
|
||||
<a href="http://www.terrainengine.com">Demeter</a> (CLOD terrain + integration with OSG).
|
||||
<a href="http://osgcal.sourceforge.net">osgCal</a> (which integrates <a href="http://cal3d.sourceforge.net//">Cal3D</a> and the OSG),
|
||||
<a href="http://www.cs.umu.se/kurser/TDBD12/HT02/lab/osgVortex/">osgVortex</a> (which integrates the <a href="http://www.cm-labs.com/">CM-Labs Vortex</a> physics enginer with OSG)
|
||||
and a whole set libraries that integrating the leading Windowing API's Links can be found in the bazaar sections on the
|
||||
<a href="http://www.openscenegraph.org/download/">download</a> page of OpenSceneGraph webiste.
|
||||
</p>
|
||||
<p>
|
||||
The project has also been integrated with <a href=http://www.vrjuggler.org/>VR Juggler</a> and
|
||||
<a href="http://http://vess.ist.ucf.edu/">Vess</a> virtual realilty the frameworks, with others in developments.
|
||||
|
||||
|
||||
<li><b><i>Portability</i></b></li>
|
||||
<p></p>
|
||||
<li><b><i>Productivity</i></b> </li>
|
||||
<p>
|
||||
The core scene graph provides encapsulate the majority of OpenGL
|
||||
functionality including latest extensions, provides rending
|
||||
optimizations
|
||||
such as culling and sorting, and a whole set of add on libraries which
|
||||
make
|
||||
it possible to develop high peformance graphics applications very
|
||||
rapidly. The application developer is freed to concentrate on content
|
||||
and how that content is controlled rather than low level coding.
|
||||
</p>
|
||||
<p>
|
||||
Combining lessons learned from established scene graphs like Performer
|
||||
and Open Inventor, with modern software engineering methods like Design
|
||||
Patterns, along with a great deal of feedback early on in the
|
||||
development cycle, it has been possible to design a library that is
|
||||
clean and extensible. This has made it easy for users to adopt to the
|
||||
OpenSceneGraph and to integrate it with their own applications.
|
||||
</p>
|
||||
<p>
|
||||
For reading and writing databases an the database library (osgDB) adds
|
||||
support for a wide
|
||||
variety of database formats via a extensible dynamic plugin mechansim -
|
||||
the distribution now includes 33
|
||||
seperate plugins for loading various 3D and Image data formats. 3D
|
||||
Database loaders include OpenFlight (.flt), TerraPage (.txp) including
|
||||
multi-threading support, LightWave (.lwo), Alias Wavefront (.obj),
|
||||
Carbon Graphics GEO (.geo), 3D Studio MAX (.3ds), Peformer (.pfb),
|
||||
Quake Character Models (.md2). Direct X (.x), and Inventor Ascii 2.0
|
||||
(.iv)/ VRML 1.0 (.wrl), Designer Workshop (.dw) and AC3D (.ac) and the
|
||||
native .osg ASCII format.
|
||||
Image loaders include .rgb, .gif, .jpg, .png, .tiff, .pic, .bmp, .dds
|
||||
(include compressed mip mapped imagery), .tga and qucktime (under OSX).
|
||||
A whole set of high quality, anti-aliased fonts can also be loaded via
|
||||
the freetype plugin.
|
||||
</p>
|
||||
<p>
|
||||
The scene graph also has a set of <i>Node Kits</i> which are seperate
|
||||
libraries,
|
||||
that can be compiled in with your applications or loaded in at runtime,
|
||||
which add support for particle systems (osgParticle),
|
||||
high quality anti-aliased text (osgText) and navigational light points
|
||||
(osgSim). </p>
|
||||
<p>
|
||||
The community has also developed a number of additional <i>Node Kits</i>
|
||||
such as <a href="http://osgnv.sourceforge.net/">osgNV</a> (which
|
||||
includes support for NVidia's vertex, fragment, combiner etc extension
|
||||
and NVidia's Cg shader language.), <a
|
||||
href="http://www.terrainengine.com">Demeter</a> (CLOD terrain +
|
||||
integration with OSG). <a href="http://osgcal.sourceforge.net">osgCal</a>
|
||||
(which integrates <a href="http://cal3d.sourceforge.net//">Cal3D</a>
|
||||
and the OSG), <a
|
||||
href="http://www.cs.umu.se/kurser/TDBD12/HT02/lab/osgVortex/">osgVortex</a>
|
||||
(which integrates the <a href="http://www.cm-labs.com/">CM-Labs Vortex</a>
|
||||
physics enginer with OSG)
|
||||
and a whole set libraries that integrating the leading Windowing API's
|
||||
Links can be found in the bazaar sections on the <a
|
||||
href="http://www.openscenegraph.org/download/">download</a> page of
|
||||
OpenSceneGraph webiste. </p>
|
||||
<p>
|
||||
The project has also been integrated with <a
|
||||
href="http://www.vrjuggler.org/">VR Juggler</a> and <a
|
||||
href="http://http://vess.ist.ucf.edu/">Vess</a> virtual realilty the
|
||||
frameworks, with others in developments. </p>
|
||||
<li><b><i>Portability</i></b></li>
|
||||
The core scene graph has also been designed to
|
||||
have minimal dependency on any specific platform, requiring little more than
|
||||
have minimal dependency on any specific platform, requiring little more
|
||||
than
|
||||
Standard C++ and OpenGL. This has allowed the scene graph to be rapidly
|
||||
ported to a wide range of platforms - originally developed on IRIX, then
|
||||
ported to Linux, then to Windows, then FreeBSD, Mac OSX, Solaris, HP-UX and
|
||||
we even a report of successful porting to PlayStation2!
|
||||
<br>
|
||||
The core scene graph library being completely windowing system independent makes
|
||||
it easy for users to add their own window-specific libraries and applications on top.
|
||||
In the distribution there is already the osgProducer library which integrates with <a href="http://www.andesengineering.com/Producer/">OpenProducer</a>, and in the Bazaar
|
||||
found at openscenegrph.org/download/ one can find examples of applications
|
||||
written on top of GLUT, Qt, MFC, WxWindows and SDL. Users have also integrated it
|
||||
ported to a wide range of platforms - originally developed on IRIX,
|
||||
then
|
||||
ported to Linux, then to Windows, then FreeBSD, Mac OSX, Solaris, HP-UX
|
||||
and we even a report of successful porting to PlayStation2! <br>
|
||||
The core scene graph library being completely windowing system
|
||||
independent makes it easy for users to add their own window-specific
|
||||
libraries and applications on top.
|
||||
In the distribution there is already the osgProducer library which
|
||||
integrates with <a href="http://www.andesengineering.com/Producer/">OpenProducer</a>,
|
||||
and in the Bazaar
|
||||
found at openscenegrph.org/download/ one can find examples of
|
||||
applications
|
||||
written on top of GLUT, Qt, MFC, WxWindows and SDL. Users have also
|
||||
integrated it
|
||||
with Motif, and X.
|
||||
|
||||
<p>
|
||||
<li><b><i>Scalability</i></b></li>
|
||||
<p></p>
|
||||
<li><b><i>Scalability</i></b></li>
|
||||
The scene graph will not only run on portables all
|
||||
the way up to Onyx Infinite Reality Monsters, but also supports the multiple
|
||||
the way up to Onyx Infinite Reality Monsters, but also supports the
|
||||
multiple
|
||||
graphics subsystems found on machines like a mulitpipe Onyx. This is
|
||||
possible because the core scene graph supports multiple graphics contexts
|
||||
for both OpenGL Display Lists and texture objects, and the cull and draw
|
||||
traversals have been designed to cache rendering data locally and use the
|
||||
scene graph almost entirely as a read-only operation. This allows multiple
|
||||
cull-draw pairs to run on multiple CPU's which are bound to multiple graphics
|
||||
subsystems. Support for multiple graphic context and multi-threading is all
|
||||
available out of the box via osgProducer - all the examples in the distribution
|
||||
possible because the core scene graph supports multiple graphics
|
||||
contexts
|
||||
for both OpenGL Display Lists and texture objects, and the cull and
|
||||
draw
|
||||
traversals have been designed to cache rendering data locally and use
|
||||
the
|
||||
scene graph almost entirely as a read-only operation. This allows
|
||||
multiple
|
||||
cull-draw pairs to run on multiple CPU's which are bound to multiple
|
||||
graphics
|
||||
subsystems. Support for multiple graphic context and multi-threading is
|
||||
all
|
||||
available out of the box via osgProducer - all the examples in the
|
||||
distribution
|
||||
can run multi-pipe just by use a simple configuation file.
|
||||
|
||||
</ul>
|
||||
|
||||
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,
|
||||
modify and distribute it freely as long its usage complies with the OSGPL.
|
||||
The project has been developed over the last four years, initiated by Don
|
||||
Burns, and then taken over by Robert Osfield who continues to lead the project
|
||||
today. There are many other contributors to the library, for a full list
|
||||
check out the AUTHORS file. Both Robert and Don now work on the OpenSceneGraph
|
||||
in a professional capacity providing consultancy and bespoke development
|
||||
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,
|
||||
modify and distribute it freely as long its usage complies with the
|
||||
OSGPL.
|
||||
The project has been developed over the last four years, initiated by
|
||||
Don
|
||||
Burns, and then taken over by Robert Osfield who continues to lead the
|
||||
project
|
||||
today. There are many other contributors to the library, for a full
|
||||
list
|
||||
check out the AUTHORS file. Both Robert and Don now work on the
|
||||
OpenSceneGraph
|
||||
in a professional capacity providing consultancy and bespoke
|
||||
development
|
||||
on top the library, and are also collaborating on the book. Work on the
|
||||
core scene graph and support of public mailing list remains unpaid as are
|
||||
the contributions of the rest of the community, but this hasn't impacted
|
||||
the quality of the source or support which once you get stuck in you grow
|
||||
core scene graph and support of public mailing list remains unpaid as
|
||||
are
|
||||
the contributions of the rest of the community, but this hasn't
|
||||
impacted
|
||||
the quality of the source or support which once you get stuck in you
|
||||
grow
|
||||
to appreciate.
|
||||
<p>The project is currently in beta, which means the main core features are now in
|
||||
place, with a 1.0 release in second half of 2003. Despite the beta development status,
|
||||
the project has already earned the reputation as the leading open source scene
|
||||
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.
|
||||
Examples of the wide variety of applications already developed ontop of the OpenSceneGraph include
|
||||
<a href="http://http://www.andesengineering.com/BlueMarbleViewer/">Blue Marble Viewer</a>,
|
||||
<a href="http://www.vterrain.org"> Virtual Terrain Project</a>,
|
||||
<a href="http://http://csp.sourceforge.net/">Combat Simulator Project</a>,
|
||||
<a href="http://osgedit.sourceforge.net/">OSG-Edit</a>. This is just a snippet of the projects
|
||||
that use the project, more examples can be found on the screenshot pages and bazaar on the website.
|
||||
<p>The project is currently in beta, which means the main core features
|
||||
are now in
|
||||
place, with a 1.0 release in second half of 2003. Despite the beta
|
||||
development status,
|
||||
the project has already earned the reputation as the leading open
|
||||
source scene
|
||||
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. Examples of the wide variety of applications already
|
||||
developed ontop of the OpenSceneGraph include <a
|
||||
href="http://http://www.andesengineering.com/BlueMarbleViewer/">Blue
|
||||
Marble Viewer</a>, <a href="http://www.vterrain.org"> Virtual Terrain
|
||||
Project</a>, <a href="http://http://csp.sourceforge.net/">Combat
|
||||
Simulator Project</a>, <a href="http://osgedit.sourceforge.net/">OSG-Edit</a>.
|
||||
This is just a snippet of the projects that use the project, more
|
||||
examples can be found on the screenshot pages and bazaar on the
|
||||
website.
|
||||
</p>
|
||||
|
||||
|
||||
<h3>
|
||||
<u>Getting started</u></h3>
|
||||
The first thing is to select the distribution which suits you, there are
|
||||
The first thing is to select the distribution which suits you, there
|
||||
are
|
||||
binary, development and source code distributions, these can be loaded
|
||||
from the
|
||||
<a href="http://www.openscenegraph.org/download">http://www.openscenegraph.org/download</a>
|
||||
page. The latest developments area available as via a nightly tarball or
|
||||
page. The latest developments area available as via a nightly tarball
|
||||
or
|
||||
via cvs.
|
||||
<p>The binary distribution contains just the libraries (.dll's /.so's)
|
||||
and example 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.
|
||||
</p>
|
||||
<p>The development distribution contains the libraries (.dll's /.so's),
|
||||
example executables, include files, and source to the examples. This is suitable
|
||||
example executables, include files, and source to the examples. This is
|
||||
suitable
|
||||
for developers using the OpenSceneGraph.
|
||||
</p>
|
||||
<p>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
|
||||
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.
|
||||
</p>
|
||||
<p>If you are using a source distribution then read the <a href="install.html">installation</a>
|
||||
<p>If you are using a source distribution then read the <a
|
||||
href="install.html">installation</a>
|
||||
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 <a href="dependencies.html">dependencies</a>
|
||||
on your system. You may also need to download libraries that parts of
|
||||
the
|
||||
OpenSceneGraph depend upon, such as Producer. Check the <a
|
||||
href="dependencies.html">dependencies</a>
|
||||
list for further details.
|
||||
</p>
|
||||
<p>For full instructions of how to run the examples read the <a href="examples.html">examples</a>
|
||||
<p>For full instructions of how to run the examples read the <a
|
||||
href="examples.html">examples</a>
|
||||
page.
|
||||
</p>
|
||||
|
||||
<h3>
|
||||
<u>Learning how to use the OpenSceneGraph</u></h3>
|
||||
<p>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 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 <a href="http://www.c2.com/cgi/wiki?OpenSceneGraphFaq">Wiki
|
||||
<p>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 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 <a
|
||||
href="http://www.c2.com/cgi/wiki?OpenSceneGraphFaq">Wiki
|
||||
based FAQ</a> which may help answer a few of the common queries.
|
||||
</p>
|
||||
<p>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
|
||||
<p>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.
|
||||
</p>
|
||||
<p>Although not directly related to the OpenSceneGraph, once can learn
|
||||
about scene graph technology from such sources as the <a href="http://www.sgi.com/software/inventor/manuals.html">Open
|
||||
Inventor Mentor</a>, and <a href="http://www.cineca.it/manuali/Performer/ProgGuide24/html">Performer
|
||||
about scene graph technology from such sources as the <a
|
||||
href="http://www.sgi.com/software/inventor/manuals.html">Open
|
||||
Inventor Mentor</a>, and <a
|
||||
href="http://www.cineca.it/manuali/Performer/ProgGuide24/html">Performer
|
||||
Programming Guides</a>. 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 <a href="http://www.opengl.org/developers/code/sig99/advanced99/course_slides/vissim/index.htm">Vis-Sim
|
||||
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 <a
|
||||
href="http://www.opengl.org/developers/code/sig99/advanced99/course_slides/vissim/index.htm">Vis-Sim
|
||||
course</a>.
|
||||
</p>
|
||||
<p>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
|
||||
<p>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
|
||||
many of the OpenGL state related classes, and the parameters that they
|
||||
encapsulate, which means that knowledge of OpenGL itself will go a long way
|
||||
encapsulate, which means that knowledge of OpenGL itself will go a long
|
||||
way
|
||||
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 - <a href="http://fly.cc.fer.hr/~unreal/theredbook/">`Red
|
||||
Book`</a> and OpenGL reference guide 'Blue Book'. The main <a href="http://www.opengl.org">OpenGL
|
||||
end it is worth obtaining a copy of the OpenGL programming guide - <a
|
||||
href="http://fly.cc.fer.hr/%7Eunreal/theredbook/">`Red
|
||||
Book`</a> and OpenGL reference guide 'Blue Book'. The main <a
|
||||
href="http://www.opengl.org">OpenGL
|
||||
website</a> is also a good source of links and further information.
|
||||
</p>
|
||||
<h3>
|
||||
<u>Support and discussion - the <i>openscenegraph-news</i> mailing list</u></h3>
|
||||
<u>Support and discussion - the <i>osg-user</i> mailing list</u></h3>
|
||||
For scene graph related questions, bug reports, bug fixes, and general
|
||||
design and development discussion one should join the <a href="http://lists.sourceforge.net/mailman/listinfo/openscenegraph-news">openscenegraph-news</a>
|
||||
mailing list, and check the the mailing list <a href="http://sourceforge.net/mailarchive/forum.php?forum_id=4775">archives</a>.
|
||||
<p>Professional support is also available in the form of confidential online,
|
||||
phone and onsite support and consultancy, for details contact Robert Osfield
|
||||
design and development discussion one should join the <a
|
||||
href="http://dburns.dhs.org/mailman/listinfo/osg-user"><span
|
||||
style="text-decoration: underline;">osg-user</span></a>
|
||||
mailing list, and check the the mailing list <a
|
||||
href="http://osgcvs.no-ip.com/osgarchiver/">archives</a>.
|
||||
<p>Professional support is also available in the form of confidential
|
||||
online,
|
||||
phone and onsite support and consultancy, for details contact Robert
|
||||
Osfield
|
||||
at <a href="mailto:robert@openscenegraph.com">robert@openscenegraph.com</a>.
|
||||
</p>
|
||||
</body>
|
||||
</html>
|
||||
|
Loading…
Reference in New Issue
Block a user