   OpenSceneGraph vs. Direct X with Maya
  I am currently developing a software application and deciding whether to work in OpenSceneGraph or DirectX.  My biggest difficulty is working with my 3D models and animations.  I am working with Maya 7.0 and unsure of what my best bet is for exporting my files and using them within my OSG or DX software.  Any recommendations???  Thanks.   
  OpenSceneGraph is a scene graph and kitchen sink on top of OpenGL. However, whether your application uses OpenGL or DirectX (or both) should not have any influence on your modelling and vice versa (you don't pick your printer based on your word processor, there is a level of abstraction in between right?). The file format is there to store data, not to display it. I'm not sure what exact formats Maya supports, but you will be able to export to a number of formats, and use a plugin for other formats (optionally, if the format is really obscure, you might have to write the plugin yourself).Edit: about the best bet, it depends on what kind of geometry you want to use and what info you need to keep track of.   ;  There are certain things that OSG does (and scenegraphs in general for that matter) that improve on certain things on the graphics pipeline. Basically, it sorts the stack of objects that need to be drawn based on similar things, this way the pipeline doesn't have to be flushed each time a new color is called. However, it also adds some code overhead. However, the biggest problem with OSG is the complete lack of documentation. Furthermore, the resources online for it are next to nothing. If you are not already familiar with a graphics API, I would not try to use OSG. They really need to get someone to just put together some documentation and nehe like tutorials for using it!Also, as the previous poster said, the model format isn't that important. Both support various model types and if need be, you can always write your own file loader.   