These are all good topics and most are planned for inclusion into the future
OSG Programming Guide. They will certainly be included in the intermediate
to advanced OSG courses that Bob and I teach:
http://www.skew-matrix.com/training.asp

(Shameless plug: only a couple slots left in the Alabama course.)
   -Paul


> 1) How does OpenSceneGraph deal with performance issues ? --> 
> explain the multithread configurations (how their divide 
> CULL/DRAW), the synchronization issues, in a sythetic and 
> comprehensible way...
> 2) How are OpenSceneGraph internals designed for the culling issues ?
> 2') How are OpenSceneGraph internals designed to attack OGL 
> pipeline (draw
> calls) ? --> like developped above context 
> push/pop/inheritance ; constitution of the rendering list ; 
> orders of drawing for developpers of SFX with transparency 
> (bins, and so on) ; maybe also a word about the default 
> lighting equation using materials when no shader are set for 
> newbies to SFX development (example things like the use of 
> emissive, manners to set blending operation ie TexEnv vs or 
> plus TexEnvCombine, even if the latter is more here an OpenGL 
> problem)...

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