Re: [osg-users] Questions about OSG

2013-04-23 Thread Robert Osfield
Hi Maik,


On 21 April 2013 18:09, maik klein  wrote:

> Are scenegraphs in general suited for games? Yesterday my professor said
> that scenegraphs are too expensive for games. (because of many state
> changes)


Your professor is rather out of touch.  One of the key points about using a
good scene graph is that is sorts on state and has lazy state updating to
specifically avoid state changes.  The OSG has been sorting and state and
using lazy state updating for over a decade.

Robert.
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Re: [osg-users] Questions about OSG

2013-04-22 Thread Terry Welsh
OSG works fine for my game so far:
http://www.reallyslick.com/retrobooster/I'm making heavy use of model
loading, textures, shaders, nodemasks, render
bins, and deriving Drawables. The linear math classes are very useful
outside of the scenegraph as well. The only serious rendering task I'm not
using OSG for is particles. OSG has osgParticles, but I haven't looked at
it for a few years. It might have more of what I require now.

I'm also using SDL and SDL_mixer. Together with OSG, these libraries
reliably provide most of the heavy lifting of other game engines.
--
Terry Welsh
www.reallyslick.com


>
> Is OSG suited for a game engine?
>
>
>
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Re: [osg-users] Questions about OSG

2013-04-22 Thread Jan Ciger

On 04/22/2013 11:24 PM, Sergey Kurdakov wrote:

 >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.


The "scene graphs are too expensive for games" is one of the urban 
legend "wisdoms", unfortunately. This was true maybe back in the 90's 
when scene graph meant Performer or something VRML ... The paradox is 
that most game developers that refuse to use scene graphs end up 
reinventing them in their own code at some point. Or the 
middleware/engine they are using does it for them.




 >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


Also if you need/want OpenGL, forget Ogre3D. The OpenGL renderer in Ogre 
is horrid (put nicely). I did profile it (we are using Ogre3D at work 
too) and it is basically wasting 90% of frame time doing state changes 
that are redundant and have no effect - reloading and rebinding textures 
and shaders, recreating display lists for no reason, duplicating 
textures, etc. It is a very naively written renderer. The Direct3D one 
is better, it shows that the developers were more interested in that API.


Also the OSG API is much cleaner and more orthogonal than what is in 
Ogre3D, but I guess that is a personal opinion.




 >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


BSP and octree are actually data structures, not scene graphs. Scene 
graph can use those, but doesn't have to - there are different ways to 
organize things and optimize traversals and culling.


Regards,

Jan


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[osg-users] Questions about OSG

2013-04-22 Thread Sergey Kurdakov
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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Re: [osg-users] Questions about OSG

2013-04-22 Thread Paul Martz
Core profile requires use of vertex array objects, and currently OSG
doesn't support VAO. As a result, OSG can't currently use core profile.
This may change in the future, when someone submits a patch that adds VAO
support.


On Sun, Apr 21, 2013 at 11:09 AM, maik klein wrote:

> I am studying computer graphics at my university and I have a few
> questions about OSG.
>
> Does OSG use the core profile?
>
> Are scenegraphs in general suited for games? Yesterday my professor said
> that scenegraphs are too expensive for games. (because of many state
> changes) Unfortunately he didn't mention an alternative. I also couldn't
> find any information about this topic. I only know that Ogre3d is using an
> scenegraph too. I also saw that there are many different implementations of
> scenegraphs, like BSP octree etc.
>
> Is OSG suited for a game engine?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=53714#53714
>
>
>
>
>
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>



-- 
Paul Martz
Skew Matrix Software LLC
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[osg-users] Questions about OSG

2013-04-22 Thread maik klein
I am studying computer graphics at my university and I have a few questions 
about OSG.

Does OSG use the core profile? 

Are scenegraphs in general suited for games? Yesterday my professor said that 
scenegraphs are too expensive for games. (because of many state changes) 
Unfortunately he didn't mention an alternative. I also couldn't find any 
information about this topic. I only know that Ogre3d is using an scenegraph 
too. I also saw that there are many different implementations of scenegraphs, 
like BSP octree etc. 

Is OSG suited for a game engine?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53714#53714





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