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
>
>
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