Hi Mike,

in respect to vao you might look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt
to add it.

with this you get a core profile,

>Are scenegraphs in general suited for games?

yes, not all games use scenegraphs but most I know - do.

>scenegraphs are too expensive for games.

it depends,  but due to extensive use, scenegraphs like OSG are quite
optimized  for minimizing state changes, and thus there are games on
smartphones and PCs which are based on OSG.

>I only know that Ogre3d is using an scenegraph too.

that is correct, and Ogre3d is used in many games. the difference is though
with OSG - that Ogre3d rendering pipeline is not thread safe, so only one
core is used for all graphics operations ( while OSG can use one or more
threads),  Ogre3d is just somehow more popular among those who develops
games, because it has additional features which are useful when developing
games, but OSG is more powerful in respect to rendering flexibility

>I also saw that there are many different implementations of scenegraphs,
like BSP octree etc.

OSG is not about octree of BSP thought there are use samples see *
"OpenSceneGraph* 3 Cookbook" for octree and also
there are examples for BSP use in osgBullet and Delta3D which are related
to OSG. Also  OSG has KdTree implementation

You might want to look at
http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book?tag=ns/openscene-abr4/0211book
to get more details.

as for 'non' scene graph games  - in fact almost all are using rendering
library of some sort, it is just that they could be less general than
proper scenegraph to make some features to run faster, but I'm not a
specialist in non scene graphs games, so could not elaborate on it much.



Regards
Sergey
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