[osg-users] Questions about using OSG.
Ravi Mathur
ravidavi at utexas.edu
Fri Oct 12 20:33:59 PDT 2018
Answers to all of your questions below.
On Fri, Oct 12, 2018 at 8:49 PM A Z <poweruserm at live.com.au> wrote:
> To whom it may concern,
>
> I have a group of basic startup questions about use of the OSG
> C++ 3D graphics library.
>
> *-Is it compatible with Windows, Android, Max, Linux?*
>
Yes.
http://lmgtfy.com/?q=openscenegraph+operating+systems
Also, the plural of "Mac" is "Macs", not "Max".
>
> *-Are prebuilt 64 bit Windows .dlls available for download?*
>
No, but there are plenty of build instructions online.
>
> *-It it easily compatible with WXWidgets?*
>
Yes. I've done it.
>
> *-Can I use it to load and display/manipulate my model objects*
> *from Blender 3D?*
>
Blender outputs tons of different formats, many of which OSG can import.
http://lmgtfy.com/?q=openscenegraph+model+format+blender
>
> *-IS OSG a low level C functions library like OpenGL, or is*
> *it a higher level C++, one like Java 3D for example,*
> *where everything is clearly named?*
>
C++.
http://lmgtfy.com/?q=is+openscenegraph+c%2B%2B
"clearly named" sounds pretty subjective, but yes OSG objects are "clearly
named".
>
> *-Can I avoid use of Shaders quite entirely*
> *and systematically, all whatsoever, when programming*
> *via OSG?*
>
Sure, I don't see why not. You can even use OpenGL immediate mode for
everything if you want to.
>
> Yours truly,
>
> poweruserm.
>
I think you're overselling yourself with that name.
http://lmgtfy.com/?q=am+I+a+power+user
>
>
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>
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