Thanks Robert for taking the time to reply.  Also, I want to say thanks to you 
and other main developers of OSG, because I have found OSG quite easy to work 
with so far.  I haven’t had to post to the forum thus far because of the 
learning environment that the forum content has provided, along with all the 
various code examples and tutorials available.  I hope as my knowledge builds 
that I can provide additional useful forum and example content.  Back to the 
post’s thread.

Scaleform does convert Flash swf files to OpenGL calls.  One of the other 
important reasons that we chose to use Scaleform was that it has a C++ code 
interface to Action Script (Flash programming language) so we can talk directly 
to the Flash content to update state information and we have significant 
amounts of Flash content that we can reuse in our project.  Here is a bit more 
background on Scaleform for reference.  Scaleform is a product that was 
recently taken over by Autodesk.  It has been used in many games for rendering 
interactive flash screens into a 3D world, but more often for developing the 
game setup/information HUD.  It is a third party vendor product so there is a 
cost involve for our project, but it has the capabilities we need.  The product 
has SDK builds for OpenGL, Direct3D, PS2, and several other game platforms so 
we are able to integrate Scaleform into OSG with the OpenGL build.  Scaleform 
also manages thread synchronization between the render thread and 
 the thread that updates the Flash content state through its own snapshot 
buffer, so we can easily hook in our network interface to the simulation 
program that provides system state content updates.

I would appreciate it if you would review my previous description on the use of 
the FBO camera and provide any suggestions you might have.

Thanks!
Glen

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http://forum.openscenegraph.org/viewtopic.php?p=40117#40117





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