Hi,
I have been reading OpenSG docs and source codes all these days, and tried
some demo programs at the same time.
However, I think it is very complicated for me to understand it, and master
it in a short period.
It heavily relied on C++ template features and is grounded in pattern design
concepts. -- that really confuses me a lot~
I can write some simple codes according to examples, but in most cases, I
can not figure out what my application is really doing...
Finally, would anyone like to tell me, how RenderAction takes effect?
When I check the example program, Without_ssm.cpp (without simple scene
manager), the scene is organized in this way:
[Node: Scene Root]
|
|
[Node: Light] ----> NodeCores: DirectionalLight ----> NodeCores: diffuse,
ambient, specular...
| |
| |----> Member Attribute: SField
LightBeacon ----> NodeCores: Transformations (Position and Direction?)
|
|
|
[Node: Geometry] ----> NodeCores: Torus
where LightBeacon is a NodePtr. However it is not added to the scene graph
as a child node, but as the member attribute of DirectionalLight...Weird!
--
Jie Liu
Visualization Research Group
Center for Information Science, School of EECS,
Room 2104, Science Building No.2,
Peking University, Beijing 100871, China
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