Hi Allen,
On Wed, 2005-07-20 at 08:49 -0500, Allen Bierbaum wrote:
> Why not use a lazy allocation method like they use in that other
> Open-Source-Scene-Graph-Who-Must-Not-Be-Named? :)
>
> I think they just have a concept of a dirty object that needs an id
> allocated for it. Then the next render pass each render context
> allocates new ids on depend for each GL object per context. It seems to
> work very well and the design seems very clean.
The problem is that its different for every OpenGL context, and
therefore they-who-should-not-be-named (that's a nice name, we should
suggest that to them ;) need to keep multiple IDs for each object, which
doesn't seem so clean to me, IMHO.
We could add support for glGenLists via another indirection, and I might
just do that. It's just not a very common problem, most people only use
OpenSG and don't try to use their own OpenGL code on top of it.
> And here I thought that was one of the main selling points of OpenSG.
> It uses OpenGL so you can mix it with anything else using OpenGL that
> you would like. :)
Nope, sorry. That was just in the flyer, and we blame Marketing for
that. ;)
> This won't work for the OpenGL libraries and routines I use though
> because they are designed to be used with only OpenGL (ie. without
> OpenSG in the mix at all). For example I may want to use them in a pure
> OpenGL application or in combination with a different OpenGL-based scene
> graph.
I think I need to take a closer look at what you're doing, I'm getting a
little worried now.
> Darn, that is what I thought. So that means all my OpenSG applications
> where I mix OpenGL code must start by manually allocating some huge
> number of display lists, texture objects, shaders, etc. I guess as long
> as I know how to work around this problem I can get everything to work.
For now, yes.
Dirk
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