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