Rafael Sabbagh Armony wrote: > 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.
If you want to do it the OpenSceneGraph way, you can just use the DrawFunctorCore contrib (see Source/Contrib/DrawFunctorCore). This will work very well on a single machine but it will not cluster because the functor will not exist on the other nodes in the cluster. There has been some talk in the past about how to make OpenSG more flexible to handle this, but that last I know, nothing has really been resolved here. If you really wanted to make it work in the cluster there are a couple of options: 1- If your functor does not depend on data outside the scene-graph you may be able to compile a slave renderer that has the cluster functors as well. Then you would have to monitor the changes coming across the cluster and when you see a new DrawFunctorCore change or be created you would need to look up the correct functor to attach to it for renderng on the slave node. This could probably be done using an attachment like the name attachment (name string attached to the core) to hold an index to lookup the functor. 2- If on the other hand you functor depends upon data that is not in the scenegraph then you are going to have more problems. In this case you would need to cluster all your application data and keep it in sync. What I normally do in these cases is just suck it up and make my code create geometry cores to draw the "custom" pieces of the scene. Then I let OpenSG distribute these for me automatically. It works very nice and is very robust. -Allen > > > 2007/1/25, Rafael Sabbagh Armony <[EMAIL PROTECTED] > <mailto:[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? > > > > Thanks a lot, > Rafal > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ------------------------------------------------------------------------ > > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users > ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
