Updated docs for second rev of 0.9.7
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NEWS.txt
5
NEWS.txt
@ -1,10 +1,13 @@
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OSG News (most significant items from ChangeLog)
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================================================
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13th August 2004 - OpenSceneGraph-0.9.7-2
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17th August 2004 - OpenSceneGraph-0.9.7-2
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Build fixes for VisualStudio6.0.
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Fixes for osgFX registry support.
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Fixes to osg::Image::flipVertical() adding support for mipmaps and
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compressed textures.
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DDS plugin now can vertically flip images by using "flip" Options string.
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Added support in osgTerrain for reading imagery with color tables.
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@ -47,6 +47,24 @@ dependencies
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at all. A plugin is only needed if you need to load that specific file
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format,
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so it is not critical if you don't have all the required dependencies. <br>
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<br>
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Under UNIX you can take advantage of flexibility in the build system
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that allows you to manually define the external dependencies that are
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installed on your system. To override the default dependencies
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copy the Make/dependencies file to a directory of choosing, and then
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point to this file by setting the OSG_DEPENDENCIES environmental
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variable to point to this file. Then edit this file to reflect
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which dependencies are present. i.e<br>
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<br>
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cd /home/osguser/OpenSceneGraph<br>
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cp Make/dependencies my_custom_osg_dependencies<br>
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export
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OSG_DEPENDENCIES=/home/osguser/OpenSceneGraph/my_custom_osg_dependencies<br>
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myfavorite-editor my_custom_osg_dependencies<br>
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<br>
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When editing the file, simple change the no to yes, and visa-versa
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where apporpriate.<br>
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<br>
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<hr>
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<h3> <a name="Windows dependency arhives"></a><u>Windows dependency
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archives</u></h3>
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@ -92,7 +110,8 @@ guessed it, Producer...</li>
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<i><a href="http://www.andesengineering.com/Producer">http://www.andesengineering.com/Producer</a></i>
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</ul>
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<br>
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<li>src/osgTerrain - The optional osgTerrain library depends upon GDAL to load large scale imagery and DEM's.</li>
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<li>src/osgTerrain - The optional osgTerrain library depends upon
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GDAL to load large scale imagery and DEM's.</li>
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<br>
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<ul>
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<i><a href="http://www.remotesensing.org/gdal/">http://www.remotesensing.org/gdal/</a></i>
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@ -126,7 +145,7 @@ type fonts via the freetype library.
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<i><a href="http://www.freetype.org/">http://www.freetype.org/</a></i>
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</ul>
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<br>
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<li> src/osgTerrain & src/osgPlugins/gdal</li>
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<li> src/osgTerrain & src/osgPlugins/gdal</li>
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<br>
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The GDAL plugin uses GDAL to load large scale imagery and DEM's.
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<ul>
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@ -120,10 +120,10 @@
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned char* <B><A HREF="#DOC.2.119.37">data</A></B>(int column, int row=0, int image=0) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.38">flipHorizontal</A></B>(int image=0)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.38">flipHorizontal</A></B>()
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<DD><I>Flip the image horizontally</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.39">flipVertical</A></B>(int image=0)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.39">flipVertical</A></B>()
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<DD><I>Flip the image vertically</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.40">ensureValidSizeForTexturing</A></B>(GLint <!1><A HREF="Extensions.5.html#DOC.2.240.57.26">maxTextureSize</A>)
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@ -156,10 +156,7 @@
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline unsigned char* <B><A HREF="#DOC.2.119.53">getMipmapData</A></B>(unsigned int mipmapNumber) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.54">computeMipMaps</A></B>()
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<DD><I>converts a single image into mip mapped version image</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.119.55">isImageTranslucent</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.119.54">isImageTranslucent</A></B>() const
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<DD><I>return true of this image is translucent - ie.</I>
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</DL></P>
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@ -170,40 +167,40 @@
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.119.58">_fileName</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.2.119.57">_fileName</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.59">_s</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.58">_s</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.60">_t</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.59">_t</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.61">_r</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.119.60">_r</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLint <B><A HREF="#DOC.2.119.62">_internalTextureFormat</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLint <B><A HREF="#DOC.2.119.61">_internalTextureFormat</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLenum <B><A HREF="#DOC.2.119.63">_pixelFormat</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLenum <B><A HREF="#DOC.2.119.62">_pixelFormat</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLenum <B><A HREF="#DOC.2.119.64">_dataType</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>GLenum <B><A HREF="#DOC.2.119.63">_dataType</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.119.65">_packing</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.119.64">_packing</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> <B><A HREF="#DOC.2.119.66">_allocationMode</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> <B><A HREF="#DOC.2.119.65">_allocationMode</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned char* <B><A HREF="#DOC.2.119.67">_data</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned char* <B><A HREF="#DOC.2.119.66">_data</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.119.70">_modifiedTag</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.119.69">_modifiedTag</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html#DOC.2.119.49">MipmapDataType</A> <B><A HREF="#DOC.2.119.71">_mipmapData</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html#DOC.2.119.49">MipmapDataType</A> <B><A HREF="#DOC.2.119.70">_mipmapData</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.119.56">~Image</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.119.55">~Image</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html">Image</A>& <B><A HREF="#DOC.2.119.57">operator = </A></B>(const <!1><A HREF="Image.html">Image</A>&)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html">Image</A>& <B><A HREF="#DOC.2.119.56">operator = </A></B>(const <!1><A HREF="Image.html">Image</A>&)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.68">deallocateData</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.67">deallocateData</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.69">setData</A></B>(unsigned char* <!1><A HREF="Image.html#DOC.2.119.35">data</A>, <!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> allocationMode)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.119.68">setData</A></B>(unsigned char* <!1><A HREF="Image.html#DOC.2.119.35">data</A>, <!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> allocationMode)
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</DL></P>
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</DL>
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@ -462,12 +459,12 @@ If source is NULL then no operation happens, this Image is left unchanged.
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<DL><DT><DD></DL><P>
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<A NAME="flipHorizontal"></A>
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<A NAME="DOC.2.119.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flipHorizontal(int image=0)</B></TT>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flipHorizontal()</B></TT>
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<DD>Flip the image horizontally
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<DL><DT><DD></DL><P>
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<A NAME="flipVertical"></A>
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<A NAME="DOC.2.119.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flipVertical(int image=0)</B></TT>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void flipVertical()</B></TT>
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<DD>Flip the image vertically
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<DL><DT><DD></DL><P>
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<A NAME="ensureValidSizeForTexturing"></A>
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@ -533,78 +530,73 @@ the host machine.
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<A NAME="DOC.2.119.53"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline unsigned char* getMipmapData(unsigned int mipmapNumber) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeMipMaps"></A>
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<A NAME="DOC.2.119.54"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void computeMipMaps()</B></TT>
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<DD>converts a single image into mip mapped version image
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<DL><DT><DD></DL><P>
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<A NAME="isImageTranslucent"></A>
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<A NAME="DOC.2.119.55"></A>
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<A NAME="DOC.2.119.54"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool isImageTranslucent() const </B></TT>
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<DD>return true of this image is translucent - ie. it has alpha values that are less 1.0 (when normalized).
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<DL><DT><DD></DL><P>
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<A NAME="~Image"></A>
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<A NAME="DOC.2.119.56"></A>
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<A NAME="DOC.2.119.55"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Image()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator = "></A>
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<A NAME="DOC.2.119.57"></A>
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<A NAME="DOC.2.119.56"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Image.html">Image</A>& operator = (const <!1><A HREF="Image.html">Image</A>&)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_fileName"></A>
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<A NAME="DOC.2.119.58"></A>
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<A NAME="DOC.2.119.57"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _fileName</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_s"></A>
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<A NAME="DOC.2.119.59"></A>
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<A NAME="DOC.2.119.58"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _s</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_t"></A>
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<A NAME="DOC.2.119.60"></A>
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<A NAME="DOC.2.119.59"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _t</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_r"></A>
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<A NAME="DOC.2.119.61"></A>
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<A NAME="DOC.2.119.60"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _r</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_internalTextureFormat"></A>
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<A NAME="DOC.2.119.62"></A>
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<A NAME="DOC.2.119.61"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLint _internalTextureFormat</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_pixelFormat"></A>
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<A NAME="DOC.2.119.63"></A>
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<A NAME="DOC.2.119.62"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLenum _pixelFormat</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_dataType"></A>
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<A NAME="DOC.2.119.64"></A>
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<A NAME="DOC.2.119.63"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>GLenum _dataType</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_packing"></A>
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<A NAME="DOC.2.119.65"></A>
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<A NAME="DOC.2.119.64"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _packing</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_allocationMode"></A>
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<A NAME="DOC.2.119.66"></A>
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<A NAME="DOC.2.119.65"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> _allocationMode</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_data"></A>
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<A NAME="DOC.2.119.67"></A>
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<A NAME="DOC.2.119.66"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned char* _data</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="deallocateData"></A>
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<A NAME="DOC.2.119.68"></A>
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<A NAME="DOC.2.119.67"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void deallocateData()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setData"></A>
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<A NAME="DOC.2.119.69"></A>
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<A NAME="DOC.2.119.68"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setData(unsigned char* <!1><A HREF="Image.html#DOC.2.119.35">data</A>, <!1><A HREF="Image.html#DOC.2.119.11">AllocationMode</A> allocationMode)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_modifiedTag"></A>
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<A NAME="DOC.2.119.70"></A>
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<A NAME="DOC.2.119.69"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _modifiedTag</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_mipmapData"></A>
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<A NAME="DOC.2.119.71"></A>
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<A NAME="DOC.2.119.70"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Image.html#DOC.2.119.49">MipmapDataType</A> _mipmapData</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR>
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@ -143,9 +143,9 @@
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline unsigned char* <B>data</B>(int column, int row=0, int image=0) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>void <B>flipHorizontal</B>(int image=0)
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<IMG ALT="o" SRC=icon2.gif>void <B>flipHorizontal</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>void <B>flipVertical</B>(int image=0)
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<IMG ALT="o" SRC=icon2.gif>void <B>flipVertical</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>void <B>ensureValidSizeForTexturing</B>(GLint <!1><A HREF="Extensions.5.html#DOC.2.240.57.26">maxTextureSize</A>)
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<DT>
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@ -173,8 +173,6 @@
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline unsigned char* <B>getMipmapData</B>(unsigned int mipmapNumber) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>void <B>computeMipMaps</B>()
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<DT>
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<IMG ALT="o" SRC=icon2.gif>bool <B>isImageTranslucent</B>() const
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</DL></P>
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|
@ -327,7 +327,7 @@ grow
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to appreciate.
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<p>The project is currently in beta, which means the main core features
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are now in
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place, with a 1.0 release in second half of 2003. Despite the beta
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place, with a 1.0 release in second half of 2004. Despite the beta
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development status,
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the project has already earned the reputation as the leading open
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source scene
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@ -388,6 +388,10 @@ page.
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</p>
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<h3>
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<u>Learning how to use the OpenSceneGraph</u></h3>
|
||||
<p>The main collections of resources for learning how to use the
|
||||
OpenSceneGraph can be found on openscenegraph.org documentaiton page,
|
||||
please check this out regular for new entries.<br>
|
||||
</p>
|
||||
<p>The OpenSceneGraph distribution comes with a reference guide for
|
||||
each of
|
||||
the component libraries - osg, osgDB, osgUtil, osgText, osgSim,
|
||||
@ -402,7 +406,15 @@ 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
|
||||
<p>Two sets of online tutorial been written by members of the
|
||||
OpenSceneGraph community:<br>
|
||||
Jason McVeigh's <a
|
||||
href="http://www.tersesolutions.net/osgt/">OpenSceneGraph Tutorials</a><br>
|
||||
Joseph Sullivan's <a
|
||||
href="http://www.nps.navy.mil/cs/sullivan/osgTutorials/index.html">OpenSceneGraph
|
||||
Tutorials</a><br>
|
||||
<br>
|
||||
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
|
||||
|
147
doc/plan.html
147
doc/plan.html
@ -1,112 +1,77 @@
|
||||
<!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>Plans for future developments</title>
|
||||
<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>Plans for future developments</title>
|
||||
</head>
|
||||
<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#990066" alink="#FF0000">
|
||||
<img SRC="images/OpenSceneGraphBanner_Distribution.jpg">
|
||||
<body text="#000000" bgcolor="#ffffff" link="#0000ff" vlink="#990066"
|
||||
alink="#ff0000">
|
||||
<img 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="osgdem.html">osgdem</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="osgdem.html">osgdem</a></td>
|
||||
<td><a href="plan.html">Plan</a></td>
|
||||
<td><a href="documentation.html">Reference Guides</a></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h2>
|
||||
<u>Plans for future developments</u></h2>
|
||||
Now we have reached the beta phase (0.9.x) of OpenScenegGraph project,
|
||||
and are now working towards the full 1.0 release, with a likely
|
||||
release date in second half of 2003.
|
||||
|
||||
<h3>
|
||||
Future work include:</h3>
|
||||
|
||||
and are now working towards the full 1.0 release, with a likely release
|
||||
date in second half of 2004.
|
||||
<h3>Future work include:</h3>
|
||||
<ul>
|
||||
|
||||
<li>
|
||||
StateSet composite structure for managing multi-pass effects and alternate rendering implemations.
|
||||
This will allow one to manage the use of extensions and provide effecient fallback rendering paths.</li>
|
||||
|
||||
<li>
|
||||
Clean up the API for managing multi-stage and multi-pass rendering within
|
||||
<li>
|
||||
StateSet composite structure for managing multi-pass effects and
|
||||
alternate rendering implemations. This will allow one to manage the use
|
||||
of extensions and provide effecient fallback rendering paths.</li>
|
||||
<li>
|
||||
Clean up the API for managing multi-stage and multi-pass rendering
|
||||
within
|
||||
the scene graph.</li>
|
||||
|
||||
<li>
|
||||
<li>
|
||||
Support for clustering in Open Producer and osgProducer.</li>
|
||||
|
||||
<li>
|
||||
Enhance osgDB and plugins to allow them to be used with alternate input streams. Add support for native binary
|
||||
file format for rapid loading and saving of scene graphs.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Development of virtual texture support for rendering in real-time massive images, such as whole earth textures.</li>
|
||||
|
||||
<li>
|
||||
Introduce a new library osgEnvironment, which adds support for creating
|
||||
shapes and environmental effects such as stars, planets, cloud layers, oceans and
|
||||
<li>
|
||||
Enhance osgDB and plugins to allow them to be used with alternate input
|
||||
streams. Add support for native binary file format for rapid loading
|
||||
and saving of scene graphs.</li>
|
||||
<li>Introduce a new library osgEnvironment, which adds support for
|
||||
creating
|
||||
shapes and environmental effects such as stars, planets, cloud layers,
|
||||
oceans and
|
||||
ground planes.</li>
|
||||
|
||||
<li>
|
||||
Integrate unit tests for all classes, using the osgUtx Unit Test Framework.</li>
|
||||
<li>
|
||||
Integrate unit tests for all classes, using the osgUtx Unit Test
|
||||
Framework.</li>
|
||||
</ul>
|
||||
|
||||
<h3>
|
||||
Books, tutorials and demonstrations</h3>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<li>
|
||||
Don Burns and Robert Osfield to write the OpenSceneGraph book!</li>
|
||||
|
||||
<li>
|
||||
Development of tutorials to published as part of the distribution and on
|
||||
<li>
|
||||
Development of tutorials to published as part of the distribution and
|
||||
on
|
||||
the bazaar</li>
|
||||
|
||||
<li>
|
||||
Development of technology demonstrations for shows, presentations and training.</li>
|
||||
|
||||
<li>
|
||||
Development of technology demonstrations for shows, presentations and
|
||||
training.</li>
|
||||
</ul>
|
||||
|
||||
<h3>
|
||||
Professional services</h3>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
Set up a support contract and support systems for confidential, email,
|
||||
phone and onsite support.</li>
|
||||
|
||||
<li>
|
||||
Set up the Open Scene Graph Professional License (OSGPL) which is conventional
|
||||
proprietary license that allows companies to distribute projects that do
|
||||
not comply with the terms of the LGPL, such as turn key systems.</li>
|
||||
|
||||
<li>
|
||||
Develop training courses.</li>
|
||||
</ul>
|
||||
For further details on osgMP, osgSim, OSGPL licensing, professional support,
|
||||
training and consultancy services contact Robert Osfield at <a href="mailto:robert@openscenegraph.com">robert@openscenegraph.com</a>
|
||||
or Don Burns at <a href="mailto:don@andesengineering.com">don@andesengineering.com.</a>
|
||||
<br>
|
||||
<a href="mailto:don@andesengineering.com"></a>
|
||||
</body>
|
||||
</html>
|
||||
|
Loading…
Reference in New Issue
Block a user