Hi Paul,

I'm still open to suggestions on the make up of what your are looking,
but I don't yet think you have the right design combination to avoid
pitfalls of it's own.  Though discussion perhaps we can arrive at a
better solution, be it OSG intrusive or done externally.

On Fri, Dec 11, 2009 at 4:46 PM, Paul Martz <[email protected]> wrote:
> I think I've already addressed the performance and maintenance concerns in
> my first post. To recap, by default, OpenGL calls would go directly into
> OpenGL. As for maintenance issues, I'd argue that we already have them, and
> a system like I'm proposing would actually make it easier to add new OpenGL
> features and extensions, as well as add them in a unified and consistent
> way.

Having a single class is not extensible by end users - something which
is essential for authors of external NodeKits.

Using an optional compile between macro's/inline functions and the
modified versions to avoid performance degradation will lead to binary
in-compatibility between the code with diagnostics and one without.
If one did keep binary compatibility then use need to use a template
method design pattern with an extra if (callback) callback(data..)
else glFunction(data...) which while binary compatible will introduce
a performance hit.

--

I don't know if this might help, but Don Burns wrote a parser of the
gl.h to automatically produce a wrapper library that allowed you that
calls GL for you, and you just link to the Don's OglDump library.  For
more details:

   http://www.andesengineering.com/OglDump/ogldump.html

It's written for unix, using lex/yacc, so one would need to do some
more work to get it working under Windows, but it might give one a leg
up.

Cheers,
Robert.
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