Scrive Rafael Sabbagh Armony <[EMAIL PROTECTED]>:

> 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 <[EMAIL PROTECTED]>:
> >
> > 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

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