From: Antonio B. <ant...@se...> - 2007-01-26 11:13:47
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Scrive Rafael Sabbagh Armony <sa...@gm...>: > Anybody? :) > We're trying to convince people here to substitute OpenSceneGraph for OpenSG > in all projects of our group, and we need to clarify all this questions in > order to do that. > > > 2007/1/25, Rafael Sabbagh Armony <sa...@gm...>: > > > > Hi, > > > > me again. Another set of questions, this time about the integration > > between OpenSG and primitives built on OpenGL. > > > > We have to render some objects directly with OpenGL (a sea and a sky we've > > made here, for example). > > > > It is possible to insert new primitives - that use OpenGL calls - directly > > on the OpenSG scence graph? > > Will the scene graph be able to integrate them directly with the rest of > > the scene in a natural way? > > Will those primitives have valid bounding boxes? > > And, at last, will those new primitives have ditribution support > > (clustering) like everything else on OpenSG have? I'm afraid you can't use OpenGL directly and pretend that it your app still works in clustering. OpenSG needs to trace changes you make on the scenegraph in order to transmit it over the network, so you need to use the OpenSG primitives to do that. So... you need to say goodbye to OpenGL! But I'm sure the core developers can explain more in detail this issue.... Out of curiosity: Why do you want to switch from OpenSceneGraph? Regards, Toni ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. |