James Turner schreef:
> Yeah, that's an absolute non-starter, same as the OpenGC code - low  
> level OpenGL will not be flexible enough, or efficient in the OSG  
> scene-graph, is my perception. I hope Tim Moore will pitch in with his  
> opinion on the best way to do the OSG integration, separate camera  
> feels like the best choice to me, but I need to think about the details.
>
> James
>   
I fear, though, that in some way you are going to have to fall back to 
the rendering of very basic geometry (points, lines, rectangles) because 
they are the basic make-up of a 2D vector display.

I am thinking about a small 'dumb' GL rendering application that takes 
in geometry data in some sort of byte-code from stdin, a file or a 
socket, and outputs GL frame buffer data into a block of memory. If it 
would be possible to offer that block of memory to OSG as a texture and 
tell it to map it onto some surface, we pretty much get what we're 
looking for, including the degree of flexibilty required by deck builders.
This tiny app could have other uses as well, as the Blender crew might 
be interested into an app that generates pixel data from a raw geometry 
stream, maybe incorporating GPU-accelerated rendering.


The layout might be similar to a VM, with high-level instructions to 
represent points, lines, rectangles, text, etc. The advantage of this is 
that it will set a predefined interface for displaying geometry but not 
define the low-level implementation. One might map the instructions 
one-on-one to OpenGL API calls, or one may not and decide to import the 
incoming geometry into the existing scene graph. After all, no low level 
operating system calls (such as creating and manipulating rendering 
contexts) will be made through the instruction set.

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