Chapter 11. Developing Visual Components

In the past 10 chapters, we have introduced the history and installation of OSG, and the concepts and tutorials of geometries, scene graph nodes, rendering states, cameras, animations, interactions and the file I/O mechanism. However, there are still many aspects of a complete 3D rendering API, including text display, particles, shadows, special effects, volume rendering, and a lot more modules that are collectively called NodeKits. It is impossible to explain all of them in this or any book, but it is worth showing you how to make use of some typical visual components and get the ball rolling by providing a list of practical NodeKits at the end of this chapter.

In this chapter, we will learn:

  • How to create ...

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