Hi, did you miss the osgModeling project from Wang Rui?
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/34981/match=osgmodeling http://code.google.com/p/osgmodeling/ El Sábado 08 Noviembre 2008ES 02:09:42 Simon Hammett escribió: > 2008/11/7 <[EMAIL PROTECTED]> > > > Thanks Simon, > > > > A CSG library would be a great idea to work on. I needed one of those > > for some work I did with Northrop Grumman. The generalized extrusion > > function is cool too, maybe for a single student or as a feature of the > > CSG library. I didn't look too deeply, but does the gts library work > > with OSG? > > > > -- Rick > > Err, I don't think so. > > I only did a really quick look (read: google search) to see if there > was a suitable library > for my particular needs that would feed OSG, but drew a blank. > > Taking the output of GTS and feeding that into OSG is probably trivial, > but I think writing the mesh generators that input to GTS in a nice way, > with good LOD support and decent documentation would be a fair amount of > work. > > I'm working on a CAD related library for work purposes which has an end > of year deadline, so I can't afford to get bogged down with an immature > project. > > For my needs I'm just going to write the small sub set of generators > (e.g. cylinder, box, polyline/contour extruder) I need that output > directly into OSG even though > I'm just going to be duplicating stuff that's almost certainly been > done many times before. > > >From a style point of few, I'd like to see a CSG library that emulates > > boost, > > more than OSG. OSG needs to support a more restricted compiler environment > than boost aims for; as such it has to avoid the special template tricks > that boost makes > extensive use of. > > Mind you a proper boost style template library is probably far beyond > most students. > > >From your other email: > > Like I mentioned, I would really like to start off with OpenGL and then > > show how OSG helps. > > Thinking back on my computing related education I think if I wanted to > teach computer graphics myself I would do it the other way round to you. > > I would start off by playing TF2 for half an hour with them and > then firing up the source:sdk and Hammer and showing them the level > design and the > model editors. > > Then go back from that to show how OSG can make those things > happen and then tag on a bit of the lower level OpenGL stuff right at the > end. > > For the really bright students it doesn't matter which way round you do it, > but for the less interested boring them to death with low level details > isn't going to help them. :) > > Good luck with the course. > > -- > The truth is out there. Usually in header files. > _______________________________________________ > 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

