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Much of OGL++ was a combination of ideas from earlier SGI projects in the same vein, namely [[Open Inventor]] which offered ease-of-use, and [[OpenGL Performer]] which was written separately from Inventor to deliver a system that optimized scene graphs for increased performance and exploited scalable architectures. It was later intended that a new design could get the best of both worlds while forming the underlying framework for several projects including [[Computer Aided Design|CAD]], [[image processing]], [[flight simulator|visual simulation]], [[scientific visualization]] and user interfaces or 3D manipulators allowing them to interoperate, thereby offering both rapid development and high performance.
SGI has recently been involved in a similar effort in partnership with [[Sun Microsystems]] that was intended to produce a scene graph for the [[Java (programming language)|Java programming language]]. This project eventually failed, and led to the separation of Sun and SGI's efforts, Sun releasing theirs as [[Java3D]]. SGI packaged some of their developments into the [[Cosmo3D]] produce suite, which as a sort of marketing name for a wide variety of semi-related products. By then a CAD/"Large Model Visualization" layer of functionality called OpenGL Optimizer had already been implemented on Cosmo3D and then released as a product. Other "front end" packages like, Cosmo Code, a [[VRML]] authoring tool, were produced by a different division, it ran on OpenGL directly. OGL++ was intended to be a cleaned up and more flexible version of Cosmo3D, most of the Cosmo3D team started work on OGL++ and a lot of the effort was aimed at a specification and implementation that could deliver on the promise of a truly powerful yet generic scene graph.
==At the end==
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