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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