Hi Robert,

Reading your post, I'm thinking that if we forsee a failure in having an API 
agnostic OSG, then we may then change our mind and keep having a "close-to 
OpenGL" scenegraph, as for OSG 2. A good "OpenGL only" would be better than a 
bad "everything allowed". I hope we'll succeed in this "API agnostic OSG", but 
we should not be obstinated if we see it is not possible with our goals of 
having a good toolkit.
In the case of the failure, maybe we could consider having an intermediate 
solution by supporting, for example, OpenGL-ES or OpenCL only (in addition to 
OpenGL).

Causes of the failure could be, as you mentioned:
- Noticeable loss of performance
- Noticeable loss of features
- Unconvenient API

And about the forecast: "Better sooner than later"... If we see it when 
planning or when in a prototyping phase, that would be - of course - much 
better.
Thoughts?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 25 Feb 2009 21:33:27 +0100, Robert Osfield <[email protected]> a 
écrit:

> 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.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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