Hi Justin

> That said, if you understand the basic math behind the rendering, it is
> not that hard to convert stuff. All you loose is a bit of frame rate. I

As I said depends. If you need special access to get it work. For example
stencil buffer things and you don't have them it's hard to get arround
these things. Or tell me how would you show for example overdrawing
without stencil buffer? And if your frame rate drops from interactive rate
to non-interactive rate (because readbacks from gfx buffers to memory are
to pain slow but you can't get passed them because you just need that
special thing which J3D or any other scenegraph API doesn't support) I
would consider it rather useless.

That's basically the reason why game developer seldom use a scenegraph API
but rather build their own loose one on top of low level APIs to gain
access to these things if they need them.

> took about 7. SGI-specific extensions and nobody really cared because
> they were the only game in town. Know what your target platform is and
> you can adjust things accordingly.

Well 7 years ago SGI told everyone what you should have and what not. If
you weren't satisified build your own software render. That's mostly how
it went. Mostly the interest of cheap 3d hardware in game markets
broke this domain. And nowadays unfortunately game manufacturing is the
driving force behind hardware improvements.

EOF,
 J.D.

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