Content deleted Content added
No edit summary |
No edit summary |
||
Line 5:
OpenGL++ (OGL++) was intended to offer a selection of routines and standardized data structures to dramatically simplify writing "real" programs using OpenGL. Instead of the programmer having to keep track of the objects in the 3D world and make sure they were culled properly, OpenGL++ would include its own [[scene graph]] system and handle many of the basic manipulation duties for the programmer. In addition, OGL++ included a system for modifying the scene graph on the fly, re-arranging it for added performance.
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, simulation, scientific visualization and user interfaces allowing them to interoperate, thereby offering both rapid development and high performance.
SGI had already almost completed one effort to merge the functionality of scene graphs[[Cosmo 3D]], Cosmo 3D was in fact the spinoff from an earlier collaboration with Sun which was supposed to produce a scene graph for Java with SGI's new scene graph, Sun and SGI went their separate ways with Java3D and Cosmo3D. When SGI announced the OGL++ effort, they halted development of Cosmo3D when it had just reached a beta release.
In the end, there is
Today, no such standardized scene graph exists, and SGI has all but exited the API world. SGI has released the earlier Open Inventor code into [[open source]], but the source to OGL++ was never completed to any satisfactory degree. No specification exists and as with OpenGL the spec and idea behind such an open platform would have been what lent it it's lasting value, not a single implementation of a scene graph idea.
|