Re: Streamlining the OpenGL visualisation work...

Leopold Palomo Avellaneda <[email protected]>
Newsgroups gmane.science.robotics.orocos.user
Message-ID <[email protected]>
A Diumenge 26 Octubre 2003 22:15, Herman Bruyninckx va escriure:
[...]

> > The interface is clear by now. Coin can work with OpenVrml files, with
> > the OI way. So, the you have only to connect your output (encoder,
> > simulator ...) to the engine (OI terminology) that move the model.
>
> This is exactly what I eman by "old": it's just one-way interaction.

Well, you have also interaction with the model. There's some ways (with 
callbacks) that the model gives you information.

> That is, OI is good for simulating things that you calculate somehwere
> else, but it's not easy to use OI itself to program in, to build robot
> models, etc. 

I don't agree. OI is very easy to program. You can do very complex this very 
easy. Howeber, it's a bit complicate to understand how it works. But it's a 
question about graphics, not OI itself.

> The games projects are much better at that. And they use
> modern widget sets (GTK, QT, Java,...) natively; much different from
> Motif... I personally do not think this is too important, but OI
> definitely lacks sex appeal towards most developers...

I agree that the games projects has a lot of features that OI lacks. But OI 
it's only a library to manage 3D models (also OpenGL). You need a widget to 
draw it. There are bindings for Qt, Win32,  GTK+ and  Xt/Motif. Not only 
Motif. About the sex appeal towards the developers ... not all the developers 
are equal ;-)


Leo
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