Wow, thanks, that's some great information indeed. The OSG community seems really great, and is a huge selling point.
I guess I'm going to have to write a prototype of my engine using both OSG, and Magnum, http://mosra.cz/blog/magnum.php They both seem like great choices, but with different philosophies, going to have to try both to see which ones a better fit. Thanks again for all the great info! > On Jun 23, 2017, at 11:44 AM, Chris Hanson <xe...@alphapixel.com> wrote: > > Man, there was some really great material written here. > >> On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield <robert.osfi...@gmail.com> >> wrote: >> Hi Andy, >> >> I would have thought the OSG would work fine for your task, you have >> happily mix and match 3D and 2D subgraphs (2D is just 3D in a single >> plane.) Portability is excellent as most of the code is pure C++ and >> OpenGL. >> >> As for for Tom Forsythe's blog, I can only guess he's never used a >> professional grade scene graph that is well designed. >> >> Long term future of the OSG is tied to OpenGL as it's designed from >> the ground up as an OpenGL scene graph. If were to try and generalize >> it to handle multiple back-end API's we'd have to radically change >> large parts of the API and implementation, backwards compatibility >> would be lost and with it we'd bificate the community between the >> OSG/GL version and the OSG/MultipleAPIs. >> >> Apple have been moving away from cross platform standards towards >> their own proprietary standards. Metal probably doesn't have a great >> future, if Apple drop the ball on the iPhone and it looses market >> share it'll be histoy. I suspect Direct3D is also tied to Microsoft >> remaining relevant, they've lost the phone market and desktop isn't >> growing. Personally I think the API best placed for the future is >> Vulkan as it's cross platform and provides good threading and low >> level control support. >> >> Long term I see a Vulkan scene graph as being a successor to the OSG, >> and on the OSG community part I think the best route would be such a >> scene graph be developed to fit in with OSG in such a way that >> existing OSG users can migrate across without having to dump on API >> completely and start a fresh. I've discussed my thoughts on this >> topic extensively over the last two years, have done quite a bit >> design work, but alas haven't had the time get the next OSG stable >> release out so I have clear run at starting a new scene graph. >> >> Quite a bit of my work on the OSG in the last year has taken ideas >> that I came up with for the new scene graph so cross pollination has >> already started. My plan for the OSG is for it's API to be evolved >> whilst avoiding major API breaks, so it'll be a stable base for >> application for years to come. My expectation is the new dev work on >> the OSG should start to slow down with the majority of work being >> maintenance. The OSG is already 18 years old, users still pop up from >> time to time about porting from OSG versions a decade old, so my guess >> is that the OSG will be still be relevant to many users for quite a >> few years to come. >> >> Robert. >> >> >> Robert. >> >> On 22 June 2017 at 23:33, Andy Somogyi <andy.somo...@gmail.com> wrote: >> > Hi All, >> > >> > We're evaluating using OSG as a possible graphics backend for our >> > real-time physics simulation project, and I've got a few questions: >> > >> > * We suport Mac, Windows and Linux, how good is cross-platform support >> > with OSG? >> > >> > * It looks like it’s pretty easy is it to hook up Magnum to an existing >> > native window, just would like to confirm. Say on Windows, I create a new >> > Win32 window, or on Mac I create a Cocoa window, is it possible to hook up >> > OSG to that window. I know that I'll have to grab the window events >> > (mouse, resize, etc...) in my app and forward them to OSG, that's not a >> > big deal. We'll be using the native toolkit on each platform for the gui, >> > i.e. WPF on Windows, Cocoa on Mac and GTK on Linux, so it's important that >> > we can hook up our rendering code to native windows. >> > >> > * Much of our application will entail displaying highly dynamic deformable >> > elastic surfaces and particle systems with programmatically generated >> > textures, do you thing OSG is a good fit? Does OSG have mesh node types >> > where it’s easy from the CPU side to update vertex positions and >> > add/remove vertices? >> > >> > * We also plan to do a bit of 2D drawing (objects in a tree structure), >> > How easy would it be to also use OSG for 2D trees? >> > >> > * I think a scene graph approach would be a good fit for us, as I’ve >> > worked a lot with open inventor in the past. Part of what we'll be doing >> > will be constructive solid geometry, similar to OpenSCAD, >> > http://www.openscad.org, and a scene graph we think is a good way to >> > represent this kind of geometry. There are however some criticisms of >> > scene graphs, namely Tom Forsythe’s blog: >> > http://tomforsyth1000.github.io/blog.wiki.html#%5B%5BScene%20Graphs%20-%20just%20say%20no%5D%5D >> > >> > I would tend to disagree with Jon, as I conceptualize things in space as >> > all relative to the original, and things relative to each other (I worked >> > with robotic arm manipulation before, so I tend to think in terms of >> > transforms). How would you guys respond do Jon’s issues? >> > >> > * It would appear that Apple, in their infinite wisdom (sarcasm) is slowly >> > deprecating OpenGL in favor of metal. In the future, do you think OSG >> > could have different backends (metal, directx)? >> > >> > Thanks, >> > -- Andy >> > _______________________________________________ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com > http://www.alphapixel.com/ > Training • Consulting • Contracting > 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • > GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL > Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain > • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • > Android > @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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