Haykel BEN JEMIA wrote:
> Marcus,
> 
> how did you do the choice? Did you compare OpenSG with other SG-APIs?
> If yes, what features/functionalities were decisive for choosing
> OpenSG? This could be a starting point for a feature list/comparison
> chart.
> 

This won't be much of a feature-list comparision, I'm afraid. I based 
the whole thing more on gut feeling (since I was a rather 
fresh-out-of-college employee with grand ambitions on how to do proper 
programming, I had a lot of subjective feelings about how some ppl chose 
to write their APIs ;-). I did this summary in Jan/Feb last year, so 
things might have changed since hen.

I was looking for something which had:

- a good solid framework into which there's gone some serious thinking 
(Dirk's 'design goals for OpenSG'-paper which is actually available on 
opensg.org, if you dig a bit, convinced me that there was some serious 
brains behind this. I also liked how things were put together. It often 
did match how I would do it, or rather, how I would imagine I've done it 
if I had the same experience and knowledge.)
- a just-enough abstraction of OpenGL (move out glXXX() calls but 
retained fine control & full feature set (I really like the 
viewport/window abstraction and the chunks.)
- supported GLSL properly (this wasn't easy back then)
- source code attached (need to see how things work and debug crashes 
due to me sending bad data)
- good support (OpenSG's newsgroup is amazing, many commercial SG's are 
far worse, so why pay more for less?)
- some kind of multithreading support (which we will eventually use, 
since the whole computer industry is heading that way. Currently, we do 
multithread our physics calculations, but not the rendering, and I am 
still wary on making almost every class we have a FieldContainer and 
collecting change-lists, so we have our own lightweight aspect-system 
and do things a bit more manually, for now.)
- low price (it was intended for just one small project in the beginning)

OpenSceneGraphs's website was too messy and I couldn't get my head 
around their design (the whole thing didn't look 'serious' enough, I 
think my impression was). I didn't make a thorough check of this, since 
I originally was recommended OSG but ended up looking at OpenSG and 
choosing that. After going back and looking at OSG, I still think I made 
the right choice at the time.

Coin's (or other companies, such as TGS/Mercury) OpenInventor clones 
suffered from OpenInventor's way of handling GL state (nodes' state 
affect their siblings, not just their children. I don't agree with doing 
that and shuddered at the bugs it could give, given I'm not used to 
working with that model.)

Performer had lousy support and had a rather arcane architecture (which 
I'm sure worked nicely on SGI-systems back in the 80's or early 90's). 
Also, most of their features do not work on Windows.

Optimizer/Cosmo3D has just gone out of business. Their field-binding is 
a bit odd as well, and there are some remaining memory leaks which 
cannot be fixed.

WildMagic is nice (I used that to teach games programming for a couple 
of years), but is failing on support and new development, since the 
author keeps quite strict control over it and his original book is not 
selling by heaps and bounds anymore. It is also more of a research 
system which demonstrates concepts nicely (and has an amazing 
math-library), but has been a bit slow in adopting performance-critical 
features needed for real-world apps.

NVSG is pretty new, might have potential, but was not really mature and 
the support was lousy (no newgroup/form what I could see). But at least 
I got a response four weeks later apologizing that my e-mail got lost (I 
didn't get much of an answer either). Also, it is controlled by Nvidia, 
so I had no idea what kind of commitment there would be over long term 
(since they didn't advertise it much, nor could I find a proper license.)

Cheers,
/Marcus

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