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OpenGL++
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==Cosmo3D== The Inventor and Performer teams had already realized that there was no particular reason the two systems could not be combined into one, offering both ease-of-development and high-performance. This led to the [[Cosmo3D]] system, basically, a standardized high-performance scene graph that sat on top of OpenGL. Cosmo3D introduced a new [[file format]] that could be used to store entire scenes and all the data needed to reconstruct them, the [[VRML]] format that is still in use.<ref name=ARB/> SGI produced a number of products that used Cosmo3D. Among these were a variety of VRML tools, and a large model visualization system for [[Computer-aided design|CAD]] purposes called OpenGL Optimizer. Oddly, Cosmo Code, a VRML authoring tool, was produced by a different division and did not use the Cosmo scene graph at all. Cosmo's scene graph was by no means a unique solution at the time, and a number of other graphics companies were working on similar ideas at about this time.
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