Marcus Lindblom wrote:

>Nice writeup.
>
>The whole FieldContainers framework 
>(factory/serialization/aspect/reflection/plugins) seems to be worthy to 
>mention. (I'm almost thinking of switching to that for our entire app, 
>esp physics thread aspect handling.) Pluggable Image/Scene loaders might 
>be nice to mention, although it's pretty standard for any scene graph 
>system.
>
>This has me thinking that it should be possible to adapt fcdProcess to 
>emit boost::python bindings for Fields, so that we get something really 
>spiffy that handles a lot of stuff for free (with this framework not 
>having to belong to a graphics system).
>  
>
I hadn't really thought about using fcdProcess to do this.  It may work, 
but what I was really hoping was that with OpenSG2 we could put a 
framework in place with the fc's (once they stabalize) to just use the 
reflective interface to automatically discover and create the python 
class definitions at run-time.

Right now what I am doing is much more brute-force and uses py++ to 
generate bindings for everything using the "user API".   (see: 
https://realityforge.vrsource.org/view/PyOpenSG/WebHome)

In other words I don't interface to the fields at all.  I think it would 
be possible but it doesn't seem to be the "real" interface for OpenSG 
and after talking with Dirk I realized that there are places in the code 
where using only the field container interface will not work because the 
code needs the side-effects that happen as a result of calling the 
user-api interface instead.

>As a minor nitpick, I sort-of bounce on the mentioning of 10 fps being a 
>performance threshold, but I suppose it's different when running cluster 
>(of which I have no experience). We use OpenSG to render 60 fps solid 
>(that is, over 100 fps with vsync diabled) in our simulator, so the 
>mentioning of 10 fps might deter a lot of people who want to use it on a 
>single system (it would make me a bit wary if I didn't know what I knew 
>:)..  because it certainly holds its own pretty good there as well  :)
>  
>
Agreed.  10fps sounds very slow to me.  It makes it sound like OpenSG is 
slow, which it is not.  The current scenes I am playing with are 
rendering at 400+ fps or at least that is what the statistics say. :)

-Allen

>Cheers,
>/Marcus, always generalizing. :)
>
>Dirk Reiners wrote:
>  
>
>>      
>>      Hi folks,
>>
>>I've been working on writing some text about OpenSG's features. I'm 
>>about halfway done, I would appreciate if somebody could take a look at 
>>http://opensg.vrsource.org/trac/wiki/Features and give me some feedback 
>>about the parts that are there (or just fix typos, of which I'm sure 
>>there are numerous ;).
>>
>>Thanks
>>
>>      Dirk
>>
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