Hi, Stephen
  Sorry for late responds, I was also busy in the last week. :)

  I'm glad to hear about your working to integrate eqOgre to the project.

  I'v tried to add new scene manager like kd-tree data structure into ogre,
but it seems too difficult, because it need to do many work to change the
source of the engine just like Ogre, for the scene management and cull,
that's part of the core of the engine.

   Maybe it is the reason for Boesh not using Ogre?:) Do you think it's
common to do such work to integrate equalizer with some 3D engine just like
Ogre?
    Good luck.

rick

2007/12/3, Stefan Eilemann <[EMAIL PROTECTED]>:
>
> Hi Rick,
>
> apologies for the late answer. I have started integrating it into
> the source tree, but I am not yet finished.
>
>
> On 26. Nov 2007, at 5:59, 常辉 wrote:
>
> LGPL? I think it's ok, Is that means I just need to add the license text
> to each source file?
>
>
> If it's ok with you, I'll just add the example to the tree, which
> 'defaults' to LGPL.
>
> I think we can add DB surport firstly after the source included into
> source tree, the mesh data need to be extended, Do you have any advises
> about that, maybe eqOgre can share the data structure you'v used in eqPly?
>
>
> I have to refresh my knowledge of Ogre to answer this fully. I was
> hoping to get there last week, but haven't found the time.
>
> It should be solved in a generic way by partitioning the scene graph,
> independent of the source format. One would assign ranges to each
> leaf node. Parent nodes hold the union of all child ranges. The cull
> traverser is then extended to cull also against the current range. In
> a way, this whole thing is very similar to view frustum culling, except
> for the usage of a range instead of a bounding sphere.
>
>
> HTH,
>
> Stefan.
>
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>
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