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
>>
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>
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