On 10/2/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Don,
<snip>
Perhaps w.r.t to viewers one can talk about divergence of approaches, as I presume you are thinking about make Producer a scene graph and dropping CameraNode etc.
Not at all. One of the very valuable things about OSG is its optional use. One can use it without having to use all of it (I'm talking about the core osg library here, of course). Currently there are at least four places I can think of within OSG where a Projection matrix is held. The projection matrix contains a great deal of valuable information that can be passed along to the rest of the scene graph and utilities that use the scene graph. The objection I have is that information is obtained/and set in these different classes. For example, the near-far clipping planes are copied in SceneView and CullVisitor. This is an attribute that belongs in a single class: Camera. It should be set and retrieved from a Camera interface.
But you and I have been down this road and we know good and well where that conversation will end up. If I want a visualization system that uses Cameras as a precedent class, then I must write that and provide the pieces that support that functionality. My only alternative is to do it _your_ way. What I want is to be able to encapsulate those attributes that belong to a Camera in a Camera class and not have overlapping functionality of SceneViews, CameraNodes and even CullVisitors. As mistaken as I may be in my point of view, that, to me is a better design and one that is better understood. I may not be alone in my thinking. But if I am alone in this way of thinking, then no one will use Producer, but no one is hurt. It shouldn't ruffle your feathers.
-don
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