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Re: [Gzz] Vobs and scene graphs
From: |
B. Fallenstein |
Subject: |
Re: [Gzz] Vobs and scene graphs |
Date: |
Sun, 23 Jun 2002 19:02:39 +0200 |
User-agent: |
Mozilla/5.0 (X11; U; Linux ppc; en-US; rv:0.9.9) Gecko/20020414 Debian/0.9.9-6 |
Tuomas Lukka wrote:
Re the recent discussion on the jyu list about vobs and Berlin/Fresco
(www.fresco.org). This made me think about the applicability of vobs to
scene graph systems, again.
In a sense a VobScene represents a scene graph. A vob system could be
implemented in which each VobScene is basically a scene graph with keys
from the model being attached at each node.
Vobs need some more thinking: in the end it turned out that the key
paradigm made PP actually more *DIFFICULT* to implement; the key paradigm
currently doesn't allow enough fine-tuning. For PP, we want to take more
control, say "animate X to Y", i.e. the particular view that was clicked
should be the one to animate to the center.
Yes, but wasn't that clear before? I mean, not even the simplest Zz
views (repeating row/col) are implementable in the key paradigm
painlessly. Or think about dimension lists and flobpaths.
What exactly do we need to do that the current system can't?
Another comment: I don't think Fresco supports connections between two
different branches in the scene graph, from what I read. This is very
important to us-- and could be interesting to them? But I would not know
how to implement that in their architecture.
Actually, I see two ways. If there's a connection between B and C, both
inside A, the connection could be a child of A and somehow try to find B
and C inside A, or it could be a child of *both* B and C, but this would
break the Fresco paradigm that if X is a child of Y and Z that's exactly
the same thing as if there were two copies of X in Y and Z.
Or maybe, two objects inside B and C which have pointers to each other...
True, this is important; vital to get performance tuned right for PP.
What does it have to do with performance?