Hello,

On Thursday 14 September 2006 04:21, Dirk Reiners wrote:
>     Hi guys,
>
> Vaibhav Saxena wrote:
> > Basically it is a Cosmo3D/Optimizer based application targeted for
> > CAx Industry which needs to be ported to some other SceneGraph API
> > and OpenSG seemed to be one of the choices for this. Currently the
> > application uses CSB as the storage format but when going to
> > OpenSG, these CSB files need to be converted to OSB and hence the
> > question of how good/stable OSB is as the data storage format.
>
> Well, CSB is not much better defined than OSB. It just has the
> advantage of being dead, so it doesn't change any more. ;)

As Andreas has already explained things in a more technical manner I'd 
like to add some words from a business point of view. Most of our 
software does heavily depend on OSB as storage format, because OSB is 
really a nice fast loading, compact and easily expandable format that 
is forward and backward compatible and platform independent. Without 
such a format OpenSG would be pretty much useless from our point of 
view, dealing with conversions may be possible for several scenarios, 
but if you want to unleash the full potential of the rendering engine 
you will not find any standard format that would fit. So you can be 
assured that we will do everything to ensure that it will stay 
compatible in the future. Besides other reasons this is one of the most 
important reasons to use OpenSG.

> > However this brings up another question, which I am sure, must have
> > come to anybody switching from Optimizer to OpenSG. In the CAx
> > Industry, there are many existing CSB files out there. What is the
> > best way of converting these CSB files to OSB format ? I know there
> > are couple of ppl in the mailing list who also went from Optimizer
> > to OpenSG, I would really appreciate if somebody could tell me how
> > they are converting/converted their existing CSB files to OSB. Is
> > there any CSB to OSB converter somewhere ?
>
> Andreas and Matthias have a commercial product, based on Optimizer
> AFAIK, you need to talk to them about this one.

Dirk is right, we have a CSB Loader that is available as a submodule of 
our commercial software VRED. We had to put quite a lot of time into it 
to achieve a high level of quality.

> > With OpenSceneGraph, this conversion seems to be easier, because
> > one could just use Performer's converter to convert CSB files to
> > performer's pfb and load it inside OpenSceneGraph. I just don't
> > know what is the best way with OpenSG.
>
> You can use the PerformerLoader in Contrib. For most CSB-style things
> it should be fairly complete, I'd think. I never tried it with CSB
> (no testfiles), and on my curent box I can't run Performer any more
> (x64), so somebody else would have to try that.
>
> Akos Balazs wrote:
> > As for OSB, I don't think I would like to have an underdocumented
> > and fairly often changed binary format as main storage format, but
> > then again I really have no good idea what format should one take.
> > OSG is pretty much unusable, and there aren't that many formats
> > OpenSG loads... I think OSB is a good choice for caching data, but
> > you'd better make sure that you can regenerate your OSB files if
> > necessary... I've also heard Andreas was working on maintaining
> > backwards compatibility in OSB, but I have no idea how far that
> > got...
>
> He has been pretty good about it, and OSB is fairly robust. You might
> see some warnings when it tries to load stuff that is not supported
> in your version of OpenSG, but unless something major changes
> compatibility is pretty good.

IMHO the OSG Format is pretty much useless because you cannot really 
use your favourite editor to change things, mostly the loader barks 
after trying to attempt.

Furthermore it should not be possible to load files from application a 
that has own extensions within application b.

> Akos Balazs wrote:
> > Oops, those bloody acronyms again... :( By OSG I meant the ascii
> > (XML actually) format of OpenSG, that's supposed to be back- and
> > forwards compatible, human readable, etc., but the files tend to be
> > rather big (e.g. your textures are inlined as hexdumps or something
> > like that :) and reading/writing them is unbearably slow.
>
> Actually because .osg files are enormous and slow, the loader has not
> gotten a lot of care lately. It is less portable than .osb right now
> and primarily useful for debugging, honestly.

I agree, it is only useful for debugging.

Regards

Matthias 
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