Summary

This chapter explained how to create geometry entities simply with vertices and the drawing primitives defined with OSG. These geometries are stored in osg::Geode objects, which are recognized as the leaf nodes of a scene graph. All scene managements and updates in the 3D world serve the purpose of modifying geometry behaviors and transmitting vertex data and geometry primitives, in order to gain different rendering results.

In this chapter, we specially covered:

  • The basic concepts of OpenGL immediate mode, display lists, and vertex arrays, and their implementations in OSG.
  • How to render simple shapes for quick tests by using the osg::ShapeDrawable class.
  • How to create and render various shapes in a more efficient way by using the osg::Geometry ...

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