Yes, that's me ;-) I took a look at OSG some years ago and just came back for a second look recently. It has come a long way, and I'm adopting it as part of my developer arsenal. I haven't traditionally be a huge fan of Open Source projects (no flames please ;-). OSG however seems to be the best documented and well supported project of it's kind (better than at least one commercial engine I've licensed in the past). There is a rich set of sample code, "real" (in my book, that just means support for OS X instead of just Linux ;-) multi- platform support, and plenty of reasonably well written Wiki entries and tutorials. For a total newbie, I've been able to boot strap myself pretty quickly.
As for the "Bible"... yeah, I get a lot of that too. Way way back in the day, there was a whole series of "Bibles" from Waite Group press. They were regurgitated SDK documents... The "Super Bibles" were reference plus a tutorial. Of all the SuperBibles of 10-15 years ago, only mine remains, and is now in the Addison Wesley camp (for which I feel somewhat humbled). I have also encountered at least one individual who thought the book was about accounting! Paul Martz by-the-way from this list was one of my tech reviewer's last time around, and really did a lot to raise the quality of the fourth edition. I also had two excellent co-authors who contributed heavily to the "New Testament" section. Richard On Nov 12, 2007, at 9:37 AM, Jeremy L. Moles wrote: > Aren't you the author of the OpenGL SuperBible? :) Welcome to OSG, > woot. > I bet a great deal of us own that book... > > Anyways, a funny story: > > A few years ago when I still lived at home my grandmother saw my > copy of > that book and got real suspicious. She's very religious and thought > that > OpenGL was some kind of "cult" I was in, since the title contained the > word "bible" in it. :) Funny stuff... > > On Mon, 2007-11-12 at 08:48 -0500, Richard S. Wright Jr. wrote: >> Stephane, >> >> I am fairly new to OSG, but I understand your problem quite well. I >> developed (and continue to maintain) a commercial solar system >> simulator. The scale runs from far flung trans-neptunian objects, to >> flying up and almost touching the ISS. Even without going to the >> stars, you simply cannot achieve this level of detail in a single >> coordinate system with OpenGL, regardless of your calculated >> precision. Instead of a brute force approach, you will need to >> partition your universe by scale. When flying between stars, you do >> not need the same frustum as when you are orbiting a planet. When >> visiting the space shuttle, you do not use the same frustum as when >> drawing the planet. Render the large scale universe first (but scale >> it down to smaller numbers). Then the intermediate, etc. >> >> I've done this myself "manually"... I would be interested in hearing >> how to achieve this with OSG from other members. I imagine you will >> need to create more than one scene graph and "superimpose" them. >> >> Richard >> >> On Nov 12, 2007, at 4:55 AM, Stephane Lamoliatte wrote: >> >>> Dear mister Osfield, >>> >>> I currently develop a space simulator working with very hight >>> dynamic >>> range data. >>> During the development I met multiple floatting point number >>> precision >>> problems. >>> >>> For now, I try to solve one of these that come from OpenSceneGraph : >>> For my scene, I need to use Matrices, Vectors and Quaternions with a >>> very big accuracy. (I detail an exemple of osg accuracy problem >>> below). >>> I wrote a Matrixr, a matrix of real, wich is a Matrix using the GMP >>> library. >>> The problem is that I can't simply replace all matrices in the >>> code of >>> OpenSceneGraph by my Matrixr. >>> I try to change the "typedef Matrixd Matrix" by "typedef Matrixr >>> Matrix" >>> in osg/Matrix, but It does not work because some class don't use the >>> Matrix but Matrixd or Matrixf. >>> Another solution would be to develop new osg::Transform and >>> osg::MatrixTransform using the real type and the Matrixr class. >>> But I >>> don't know how to make osg considers them as transform node without >>> inherit them from the original osg::Transform node. >>> By the way, I want to know if someone have already try to do this >>> kind >>> of thing, and/or if there is an accuracy node kit in development to >>> help me. >>> >>> Best regard. >>> >>> >>> >>> >>> Here is a detailed example of my problem : >>> There is a star far far away from the center of the universe. >>> For some reasons I MUST have this scene graph : >>> [rootNode : osg::Group] -> [starTransform : osg::MatrixTransform] -> >>> [starModel : osg::Geode] -> ... >>> The Matrix in the osg::MatrixTransform is a Matrixd that contains a >>> very >>> big translation vector, for example at (x=10^20, y=0, z=0) from the >>> center of the universe. >>> I want to move in the universe, close to this star at (x=10^5, y=0, >>> z=0) >>> from the star and then at (x=10^20 + 10^5, y=0, z=0) from the center >>> of >>> the universe. >>> To compute the MODELVIEW matrix, osg implicitly compute (x=10^20 + >>> 10^5, >>> y=0, z=0) - (x=10^20, y=0, z=0) . >>> But in fact, osg works like if the camera is in the center of the >>> universe at (x=0, y=0, z=0). >>> Why ? Because osg computes matrix transforms with float and double >>> values. In double : 10^20 + 10^5 = 10^20. >>> So I can't freely move in my universe using Matrixd and that's why I >>> need more accuracy. >>> >>> >>> >>> -- >>> Lamoliatte Stephane. >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

