Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-29 Thread Vassilii Khachaturov
I once proposed a compatible ssg extension : http://frbouvi.free.fr/plib/nsssg.html I was able to use it with flightgear without code change except to support the new features ( like multi texturing and environment mapping ). The code still exist but stalled after it was ignored by the plib

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-29 Thread Frederic Bouvier
Vassilii Khachaturov wrote : I once proposed a compatible ssg extension : http://frbouvi.free.fr/plib/nsssg.html I was able to use it with flightgear without code change except to support the new features ( like multi texturing and environment mapping ). The code still exist but stalled

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-29 Thread Mathias Fröhlich
On Saturday 29 July 2006 14:28, Frederic Bouvier wrote: Vassilii Khachaturov wrote : I once proposed a compatible ssg extension : http://frbouvi.free.fr/plib/nsssg.html I was able to use it with flightgear without code change except to support the new features ( like multi texturing and

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Vassilii Khachaturov
FWIW, the current precipitation rendering code is raw-gl-based as well, not even done with proper branching via ssg; we just have a special call to its rendering from within the renderer. I am currently working on texturing-based precipitation which needs multitexturing, and naturally it can't be

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Frederic Bouvier
Selon Mathias Fröhlich : Hi, On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote: We had talked about abstracting out the raw gl-commands into just one file, and then to use plib wrappers to plug the HUD into the scene graph. The plib wrappers could eventually get replaced by osg

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Melchior FRANZ
* Frederic Bouvier -- Thursday 27 July 2006 08:30: I agree with Mathias : doing raw ogl call outside the scenegraph requires lots of costly state save and restore And as I said: the HUD doesn't do many state changes. if you don't want to see your screen screwed. OSG is extensible and

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-27 Thread Melchior FRANZ
* Mathias Fröhlich -- Wednesday 26 July 2006 22:49: Because it is not a limitation but rather a gain. A *well* *done* and *well* *supported* scenegraph will help you some much more than you probably can imagine now. You completely miss the point: we are using ssg! There was no decision made

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-27 Thread Mathias Fröhlich
Melchior, On Thursday 27 July 2006 09:58, Melchior FRANZ wrote: * Mathias Fröhlich -- Wednesday 26 July 2006 22:49: Because it is not a limitation but rather a gain. A *well* *done* and *well* *supported* scenegraph will help you some much more than you probably can imagine now. You

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-27 Thread Melchior FRANZ
* Mathias Fröhlich -- Thursday 27 July 2006 18:15: I believe that you miss the point. That may be ... The point is that we can, without loosing features, with a sensible design, prepare getting rid of ssg. As allmost allways, building sensible structures is a win even if no switch will

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-27 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 27 July 2006 18:31: (A) discussion, (B) decision, (C) branching, (D) entering the shiny world of osg. BTW: I would check this branch out, test it, and try to help, although I'm afraid that I can't do much. The whole scene graph thing isn't my thing, as you may have

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-26 Thread Robin van Steenbergen
Melchior FRANZ schreef: We had talked about abstracting out the raw gl-commands into just one file, and then to use plib wrappers to plug the HUD into the scene graph. The plib wrappers could eventually get replaced by osg wrappers. The abstraction is still a goal, and so is plugging the HUD

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-26 Thread Melchior FRANZ
* Robin van Steenbergen -- Wednesday 26 July 2006 19:43: Rendering to texture would allow us to use those glass displays inside virtual cockpits This possibility has already been dismissed, with good arguments. Render-to-texture support isn't guaranteed on all graphics cards. And, frankly,

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-26 Thread Mathias Fröhlich
Hi, On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote: We had talked about abstracting out the raw gl-commands into just one file, and then to use plib wrappers to plug the HUD into the scene graph. The plib wrappers could eventually get replaced by osg wrappers. The abstraction is