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'''OpenGL++''' was intended to be a powerful layer above the [[OpenGL]] 3D graphics system written in [[C++]] that supported [[object-oriented]] data structures. The project started as the result of a partnership between [[Silicon Graphics|SGI]], [[IBM]] and [[Intel]] (and later [[Digital Equipment Corporation]] as well) to provide a higher level [[API]] than the "bare metal" support of OpenGL, as well as being an implementation for [[Java3D]].<ref>[http://www.sdsc.edu/~nadeau/Talks/NASA_EOSDIS/3djava4.htm 3D Java APIs, OpenGL++]</ref>
==Development==
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During this period SGI started work on their [[Cosmo3D]] suite, which was a marketing name for a wide variety of semi-related products. Much of the effort revolved around the [[VRML]] standard, which would live on beyond the Cosmo3D project. In order to make VRML something more than a paper standard, SGI also provided the Cosmo products that use VRML natively, including a scene graph system that read and wrote VRML and rendered it using a custom OpenGL stack, CosmoGL. A CAD/"Large Model Visualization" layer of functionality called OpenGL Optimizer was implemented on Cosmo3D and released as a product. Other "front end" packages like, Cosmo Code, a VRML authoring tool, were produced by a different division and did not use the Cosmo scene graph at all.
Cosmo's scene graph was by no means a unique solution at the time, and a number of other graphics companies were working on similar ideas at about this time. At the August
While the work on OpenGL++ continued, Sun and SGI had also been working on a 3D standard suitable for Java. These efforts eventually broke down, and Sun went on to release Java3D. SGI suggested their Cosmo work was a sample Java3D implementation, and as this work evolved into OpenGL++ these plans moved with it. During the definition of OpenGL++, Sun stated that they were not interested in working on the effort as they were focussed on their Java3D work.<ref name=ARB/> Comparatively, Java3D spans two layers of the 3D stack, the scene graph and the visual interface and its widgets.
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* [http://www.mrpowers.com/Papers/OpenGLPlus/Layers/layers.html OpenGL++ (OpenGLPlus) Possible Layers]
{{DEFAULTSORT:Opengl++}}
[[Category:OpenGL]]
[[Category:3D scenegraph APIs]]
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