Hi Robert,

  Is your app event driven or frame driven?
Event driven

  Does your app have one scene graph, one view, one window?
Yes

  Does your app have one scene graph, one view but multiple windows?
Yes (for applications like video walls/ off-axis projections)

  Does your app have one scene graph, multiples views and one or more
windows?
Yes

  Does your app have multiple scene graphs, multiples views and one or
more windows?
Yes

  Do you open and close windows regularly in the life of your
application?
Yes (where a window is a viewport in a full-screen application)

  Do you need to integrate the OSG viewer functionality into existing
windows?
Yes
  Do you need to integrate the OSG viewer functionality into 3rd party
windowing
  toolkits/applications(i.e. IE/Firefox)?
Yes

  Do you need support for distortion correction/compositing?
No (Done in hardware)

  Do you have availability of multiple/wish to use CPU cores?
Yes (all our h/w uses multiple CPUz or cores)

  Do you have availability of/wish to use multiple GPU?
Yes (the viewer must be able to run on the available single, Dual SLI
and Quad SLI configurations)

Other viewer related issues:

The ability to frame lock multiple GFX cards together (like the nVidia
G-sync cards).

We often configure the size, FOV, Frame buffer, etc. of our
views/windows based on the available hardware (like switching from
single screen to a render wall). So a configuration file like the one in
Producer is a requirement.

Currently about 90% of our visual simulators run in full-screen (multi
display) mode because of the VR type of applications. Resolutions range
from 1k to 4k (Horizontal).

Because we use more than the standard keyboard/mouse input devices and
want to have support for these devices outside of osg we started to use
OIS. So any event mechanism/ support for keyboard/mouse devices should
be made optional.


Cheers,
Robbert

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