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RE: [pygame] OpenGL



Just came across "open scene graph", which appears to have most bits you'd
want and a fairly clean structure.  I don't think it's been mentioned
before, so here's the pointer:

http://www.openscenegraph.org/

Enjoy all,
Mike

-----Original Message-----
From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
Behalf Of Jan Ekholm
Sent: July 17, 2001 05:25
To: pygame-users@seul.org
Subject: RE: [pygame] OpenGL


On Fri, 13 Jul 2001, Mike C. Fletcher wrote:

>As to the diff between the two libs.  No real clue, I'm an old VRML user,
so
>reading the source for Inventor it seems like it would be "natural" to me,
>never tried either system though.

Inventor is quite complex to really use, and not too much OO. Mainly
something like "struct programming". Fill in a struct and pass it to a
"method" somewhere.

>Someone will need to be a SWIG guru to do the wrapping of Inventor (it's
>huge and looks complex), not sure about how hard ssg would be.

I don't think it's worth it. Something that builds on SDL would be ideal.
ssg from Plib could be used as an example, as it seems to be quite good.
Games with much data like Flight Gear use it. It uses Plib however, so it
can't be drectly used.

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