Re: [osg-users] Object oriented coding

2009-04-01 Thread Tomas Lundberg
Thank you. I will check it out. 

Can you please edit the replies and remove my name and email? I have chosen the 
settings not to publish name and email, but they still appear just before 
quoted text it seems.

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Re: [osg-users] Object oriented coding

2009-04-01 Thread Tomas Lundberg
Thanks for the reply.

That's an interesting article. It does make sense when thinking about it, 
although the object oriented stucture is deeply rooted in many programmers' 
heads (mine included) :)

Anyway, I think my question applies to objects and components alike... How does 
adding data to the scene graph (and drawing it) fit in to objects and 
components? 

Staying with object thinking for a while, do people generally create an 
AddToSceneGraph() member function for sub objects that are to be rendered? With 
this approach I suppose there is no Draw() member function in sub objects, as 
this does not go along with drawing the entire scene graph once every frame. Am 
I right?

I know I should probably read some good literature on this, but for now I just 
want to test the concept and get a not-in-depth general understanding. Is there 
any small example out there using an object oriented approach together with 
real OSG code? 

I know this must sound like a real newbie question, but when it comes to games 
and scene graphs I'm still a newbie :)


By the way, is there a way for me to not publish name and email in this forum? 
I saw that it is included near the quoted text in the reply. I don't make good 
friends with spammers  :?

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[osg-users] Object oriented coding

2009-04-01 Thread Tomas Lundberg
Hi,

I have done some small test  projects for fun in OSG, without really learning 
it correctly. Now I have a very general question:

How do I structure my code to make it more object oriented together with OSG?

Let's say I want to visualise an airport with planes coming and leaving. I 
would like to write this program in an object oriented manner, where the 
airport has a number of planes, where each plane has a number of parts etc. A 
plane should of course have properties such speed and engine thrust. Same thing 
goes for parts of a plane. For instance a wing should have a number that 
represents the drag, and also a number for its weight. It should also have 
visual information (shape, position, material etc).

How do I combine this visual information with non-visual information in an 
object oriented manner? I guess visual information should go into the scene 
graph where as the rest does not. Yet, I want all the information about the 
wing to go into the same C++ wing object. Is there any good example showing how 
to manage this? I would love to see simple code examples showing these 
principles as they are easier to understand.

Thank you.

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