Hi Rafael,

sorry for the late response, things have been very busy this week.

Rafael Sabbagh Armony wrote:
> 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?

In addition to what everybody else has said:

There is a NodeCore (DrawFunctorCore) that essentially gives you callback 
capability from the scenegraph to use your own OpenGL code. It's currently not 
part of the core, and I'm a little reluctant to make, because it doesn't play 
well with clustering. There's a principal problem that doesn't allow it to, and 
that is that the cluster servers are independent from the app, so they just 
don't have the code, not to talk about all the data it might depend on.

If you want to do clusters you need to keep the data you need in a 
FieldContainer. Which is not a trivial thing to do, but it's not as hard as it 
sounds either. In this case it's fully integrated into the system and works 
with 
cluster and everything (including the binary file format). An example for this 
is the Cubes code in the Examples folder that Akos mentioned.

So the answer: you can, but if you want to do cluster you have to go the 
'legal' 
route.

Hope it helps

        Dirk





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