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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