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David Megginson wrote:
> What are the issues with OSG around dynamic scenery (trees, non-static
> randomly-placed buildings, 3D clouds, etc.)?  Is it just a matter of
> spending a few hours coding, or is there something in the OSG APIs
> that makes dynamically-generated scenery difficult?
> 
Trees and other random objects are not hard and will fall out of the work I'm 
doing
on real OSG database paging. Our clouds are a different matter because their 
rendering
is done using OpenGL features that require some reworking for OSG's framework.

Tim
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