Hi Cory,

On Wed, Feb 25, 2009 at 5:44 PM, Cory Riddell <[email protected]> wrote:
>I don't understand how anybody can think being OS agnostic is
> good, but renderer agnosticism is bad (ideologically). I do understand
> however, that development resources are scarce and the programmers get
> to work on whatever they want to work on.

Being rendering agnostic is not ideal in terms of providing a thin
layer ontop of the underlying functionaliy, being rendering agnostic
requires you to abstract the interface from the implementation and in
doing so you loose the direct mapping which can help with both
performance and exposing underlying features in a flexible and
convenient way.   The OSG has so far embraced the approach of this
very close mapping between OpenGL and equivalent OSG structures right
down to modes being direct pass through from osg::StateSet to OpenGL.

By going rendering agnostic we loose this convenience and if we aren't
careful performance with it.   It's really hard to get a good
rendering agnostic API that doesn't loose performance and drop
features to ensure a common denominator between APIs.  Being rendering
agnostic is not free from cost, so it should be at all surprising that
one might be very wary of going rendering API agnostic.

Once you do embrace being rendering API agonostic you carry the
overheads of this design approach for all time going forward, and
unless you really do need multiple rendering API's at the backend that
are going to be properly maintained they the costs of going agnostic
are far higher than that of sticking with the thin layer that the OSG
has right now.   For us to make the move we have to ensure that we
both have a design that will work well, and we have the resources to
implement it and maintain it going forward.  We also have to make sure
that we can carry the existing community with us on this journey.

Robert.
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