did you miss the osgModeling project from Wang Rui?



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
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

osg-users mailing list

Reply via email to