Working on a common scenegraph for OSG and VSG #1587
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Vulkan is available on all major platforms for quite a few years, going through the massive extra complexity of supporting OpenGL let alone having two scene graphs is crazy. I strongly suggest you just focus on Vulkan, OpenGL & OSG are not being developed and only exists for backwards compatibility for old applications. Keeping things simple and just focusing on one hardware API and one scene graph API will make your life far, far more productive. I can't stress this enough, it's insanity to try and juggle two scene graphs and two underlying hardware abstractions layers. If there was any sense in doing what you are suggesting I wouldn't have created the VulkanSceneGraph project, it would have made sense to add Vulkan support to the OpenSceneGraph. I tried to figure out how to do this and came away that it just couldn't be done in any practical way and performance would have been worse for both OpenGL and Vulkan usage. It only made sense to start afresh and create a modern scene graph, with modern C++, with a modern and supported hardware abstraction layer. The VSG is far cleaner and faster than the OSG. |
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As a general comment, glTF is the closest thing we have to a standardized scene graph file format. It's a poor substitute for a native serialization but at least you can multiple modelling tools and scene graphs/engines that support it. |
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Hi,
I am working on an application which can render using opengl or vulkan for compatibility. Here for opengl I will use OSG and for Vulkan use VSG. I am going through the osg2vsg codebase now to learn more about, but before I start, I would like to know if I am headed in right direction, this is what I want to achieve:
I have following doubts here:
I am also thinking of documenting all the nodes and their purpose as well as part of this project. This will surely help other who want to get started.
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