Hello Johannes,

Johannes Brunen wrote:
> Hi,
> I have a couple of questions about the OpenSG framework and the 2.0
> branch especially:
> 
> 1. Is the semantic part of the light cores implemented? I.e. does a
> light core carrying node only influence its childrens graphs?

yes.

> In OpenSG
> 1.8 lights seems to be always global, which is quite unfortunate.

have you tried RenderAction::setLocalLights(true) ?

> 2. Is it possible to build hierarchies of materials with botton
> materials inheriting the top materials values on default or by
> respecting some user installable policy?

In 2 there is a ChunkOverrideGroup which allows overriding a specific 
chunk of a material.

> 3. Does the scons based build system of OpenSG 2.0 work the same way as
> the 1.8 one did? I.e. can I continue doing "scons compiler=msvc=71
> type=opt contrib_ply=yes" from my shell?

there are different options and the names vary, scons --help should give 
you a list of what is available.

> 4. I have had problems with the "--jobs=4" switch of the scons system.
> Is this a known problem? Is it supported by OpenSG at all?

honestly I usually build 1.x with configure/make, but for 2 I use -j4 
all the time and it works fine. What problems did you have ?

> 5. Should I switch to OpenSG 2.0 framework or should I wait further? Any
> opinions are appreciated? Actually, I'm eager to switch since I'm
> fearing the transition work and because of what I have read it seems
> that OpenSG 2.0 will be more fun. Additionally, if point 1 and 2 are
> tackled in 2.0 I'm expecting a change of my scene layout which I would
> like to do sooner than later.

hm, hard question to answer for a code base/deadlines/feature 
requirements I don't know ;)
The generic answer is something like this: If you don't need any of the 
features that 2 lacks compared to 1, I'd go for 2 as it really 
simplifies object handling a lot IMHO. One exception is perhaps if you 
have some cores that do complicated stuff for rendering, but I guess 
that is not a very common case.

> 6. Does anyone have thougth about a LOD node which does perform database
> paging of the branches currently not rendered?

hm, sounds interesting, but IIRC nobody has talked/asked about something 
like this.

> 7. Is it possible to build multiple build types (opt,dbg)
> simultaneously? I tried "type=dgb,opt" but that doesn't work.

probably not. Personally I'm not a big fan of this type of thing, 
because it makes the build system (even more) complicated and you can 
easily get the same thing by opening two consoles.

> 8. Could there be a third build type "dbgopt" for optimized debug
> libraries? This would be very handsome for me?

I don't see why not. I understand this is somewhat common on windows, 
for linux I'm not sure how useful it is -- I hear gcc produces pretty 
bad debug info for -O2 -g. Anyways, I certainly don't mind having this :)

> 9. Would it be of interest to support custom memory management handlers?
> I have a speacial memory manager which I use for different parts of my
> application. It has special debug support and is multithreaded
> optimized.

Sounds interesting as well. How does it integrate and how do you control 
which mem management is used ? OpenSG basically uses new/delete, so to 
affect it those would have to be replaced (globally).
Does this mem management give you performance benefits ? In OpenSG 
object creation is a rather expensive operation because of the multiple 
aspect and registration stuff that happens.

> For OpenSG 1.8 I have successfully done point 8 and 9 for the windows
> (msvc) platform. For this I changed the file SConstruct in the
> distributions main directory. If there is any interest I could post this
> file to the list.

yes, please. Even if I don't get around to integrate it right away we 
have it in the archives and perhaps someone finds it interesting enough 
to make similar changes for linux/os x ;)

        Hope it helps,
                Carsten

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