diff --git a/doc/introduction.html b/doc/introduction.html index e0530d225..24b8c0fde 100644 --- a/doc/introduction.html +++ b/doc/introduction.html @@ -1,344 +1,460 @@ - +
- - -Index | - -Introduction | - -Contents | - -Install | - -Dependencies | - -examples | - -Data | - -Viewer | - -Stereo | - -Plan | - -Reference Guides | -
Index | +Introduction | +Contents | +Install | +Dependencies | +examples | +Data | +Viewer | +Stereo | +Plan | +Reference Guides | +
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. -
+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.
-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. - -
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 providing commericial support, -consultancy services and training. At the end of 2001 Don also formed his own company Andes Computer Engineering -and participates in the development and support of OpenSceneGraph as well as complimentary projects like -OpenProducer and BlueMarbleViewer. - - -
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 providing commericial support, consultancy services and +training. At the end of 2001 Don also formed his own company Andes Computer Engineering +and participates in the development and support of OpenSceneGraph as +well as complimentary projects like OpenProducer and BlueMarbleViewer. +
+A scene graph isn't a complete game or simulation engine, although it may +
+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.
- --
-
-
-
-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. -
--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. -
--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. -
--The scene graph also has a set of Node Kits 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). -
--The community has also developed a number of additional Node Kits such as -osgNV (which includes support for NVidia's vertex, fragment, combiner etc extension and NVidia's Cg shader language.), -Demeter (CLOD terrain + integration with OSG). -osgCal (which integrates Cal3D and the OSG), -osgVortex (which integrates the CM-Labs Vortex 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 -download page of OpenSceneGraph webiste. -
--The project has also been integrated with VR Juggler and -Vess virtual realilty the frameworks, with others in developments. - - -
+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. +
++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. +
++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. +
++The scene graph also has a set of Node Kits 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).
++The community has also developed a number of additional Node Kits +such as osgNV (which +includes support for NVidia's vertex, fragment, combiner etc extension +and NVidia's Cg shader language.), Demeter (CLOD terrain + +integration with OSG). osgCal +(which integrates Cal3D +and the OSG), osgVortex +(which integrates the CM-Labs Vortex +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 download page of +OpenSceneGraph webiste.
++The project has also been integrated with VR Juggler and Vess virtual realilty the +frameworks, with others in developments.
+-
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 - Blue Marble Viewer, - Virtual Terrain Project, - Combat Simulator Project, - OSG-Edit. 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. +
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 Blue +Marble Viewer, Virtual Terrain +Project, Combat +Simulator Project, OSG-Edit. +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.
- -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.
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.
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.
-If you are using a source distribution then read the installation +
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 +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 +
For full instructions of how to run the examples read the examples page.
-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 Wiki
+ 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 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
+ 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
+about scene graph technology from such sources as the Open
+Inventor Mentor, and Performer
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
+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
+ 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 - `Red
-Book` and OpenGL reference guide 'Blue Book'. The main OpenGL
+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.
-Support and discussion - the openscenegraph-news mailing list
+Support and discussion - the osg-user 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.
-
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 osg-user +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. +