Re: [osg-users] 3.0 or 2.10?

2009-02-07 Thread Sukender
Hi Paul and JS,

I was just wondering... not saying that we should try some ugly things like 
supporting deprecated features! :)
The forward-compatible context seem an interesting thing though...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Fri, 06 Feb 2009 21:27:30 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Sukender,

 OpenGL 3 specs says that nothing has been removed (just features that become 
 deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without 
 new features)... isn't it?

 Relying on deprecated features is bad practice, since by definition
 deprecated features may be removed at any time. So I think the goal is
 to move forward in order to eventually use no deprecated features in the
 core OSG and main nodekits.

 Luckily, there is now (in OpenGL 3) a way to create a
 forward-compatible context where the deprecated features are disabled.
 This makes testing that you are not relying on deprecated features easy
 (and OSG 2.x would of course totally fail on this).

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-06 Thread Sukender
Hi Robert,

OpenGL 3 specs says that nothing has been removed (just features that become 
deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without new 
features)... isn't it?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Fri, 06 Feb 2009 10:22:20 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 HI Adrian,

 Writing the core scene graph is something that is likely to be
 required to handle multiple backends, so rather than just OpenGL 2.0,
 we'd need OpenGL 3.0 and OpenGL-ES and a mixture of OpenGL/OpenCL.
 Currently we only map to OpenGL + extensions, we can't handle
 wholesale changes to the API being used at the backend.

 Another issue is that current scene graph API is built around fixed
 function pipeline, with a few tweaks to be able to handle shader, but
 it's still fundamentally a design for a fixed function pipeline.  With
 a pure OpenGL 3.0 or OpenGL ES 2.0 implementation there is no fixed
 function pipeline at all, so the way we manage state w.r.t.
 uniforms/vertex attributes + shader composition will have to change.

 Now it may be possible to evolve the current API gradually to meet the
 above challenges, but... we have to entertain the possibility that at
 some point we have to make a large leap to be able to meet these
 challenges.  It might be that we can evolve some parts of the API but
 not others.  In an ideal world we'd be able make the leap to the new
 way of doing things without too much re-factoring of end users
 application code, but would such an ideal compromise that underlying
 scene graph in the process.

 Right now nothing is set in stone.  The OSG.2.x has lots of life left
 in it yet.  The idea behind an API breaking OSG-3.x series is just
 that, an idea, not a single line of code has been written on it, no
 white papers have been written proposing what a new scene graph
 structure would be like.  All I can say for sure is that there are
 some big challenges ahead if we wish to make the most of new API's and
 new hardware technologies.

 Robert.

 On Thu, Feb 5, 2009 at 7:59 PM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
 Hi all,

 i don't understand why we should rewrite the whole openscenegraph core? Is
 the good old openGL and openscenegraph that faraway from openGL CL/openGL
 ES/.. How long does it take to port the whole greate functionality from osg2
 to osg3? And how would it be possible to port the application form osg2 to
 osg3 or should we restart our development once we get osg3 because the
 osg2's API so different
 from osg3? I don't understand all of the problem. is the openGL close to
 death and we have to restart the greate osg2 lib. rewrite the core means,
 what will happen with osg2 applications, new features will no longer be
 added to the API (in long term view) and than the osg based application have
 to die, and the new application has to become new written. or what will the
 graphic industry do in near and long term future. i am not as close as some
 of the community are in the graphic community, i am closer to computer
 vision :-( :-)

 I undestand that we may have to overthink some part of the core to support
 new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But
 openscenegraph is one of the best graphic engine currently in the world of
 computer graphics render engine.

 /sorry that i don't really understand the question and the problem we will
 get with osg2

 adrian


 2009/2/5 Cedric Pinson morni...@plopbyte.net

 Anyway i will help to host if it helps

 Cheers,
 Cedric

 Sukender wrote:

 Hi JS and Cédric,

 I'm a bit more in favor of what JS says. I agree that when the Forge is
 down it's really annoying, but centralizing all OSG related projects seem
 worth using a kind of forge (or something else). We really should avoid 
 them
 dying by helping people maintaining them.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay
 jean-sebastien.g...@cm-labs.com a écrit:



 Hi Cedric,



 In theory the idea is cool but if people dont fill the current wiki why
 they will take energy to fill a forge ?


 I think it requires no more energy than hosting your project on your own
 site, or a site like SourceForge or Google Code. The difference is that
 it would be centralized, with an easy way to add maintainers, to
 generate interest in projects, to search, etc.

 A list of nodekits on the wiki, where links become broken and there is
 no way of knowing if a project is actually any good, doesn't help at
 all.



 And personnally if there is no support
 for git/mercurial i prefer to host the project where i can use those
 tools.


 You could always host your own version control repository, and use the
 forge's version control as a mirror. Plus I think some of the software
 supports Mercurial at least (mozdev does, why not others?)



 I think the main problem 

Re: [osg-users] 3.0 or 2.10?

2009-02-06 Thread Jean-Sébastien Guay

Hi Sukender,


OpenGL 3 specs says that nothing has been removed (just features that become 
deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without new 
features)... isn't it?


Relying on deprecated features is bad practice, since by definition 
deprecated features may be removed at any time. So I think the goal is 
to move forward in order to eventually use no deprecated features in the 
core OSG and main nodekits.


Luckily, there is now (in OpenGL 3) a way to create a 
forward-compatible context where the deprecated features are disabled. 
This makes testing that you are not relying on deprecated features easy 
(and OSG 2.x would of course totally fail on this).


J-S
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] 3.0 or 2.10?

2009-02-06 Thread Paul Martz
OpenGL 2.x apps will run unmodified on OpenGL 3.0. However, the 3.1 spec
will be released shortly, and I bet you'll see all 3.0-deprecated
functionality removed in 3.1. An OSG 3 will have to avoid use of all
deprecated functionality.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: Friday, February 06, 2009 1:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3.0 or 2.10?

Hi Robert,

OpenGL 3 specs says that nothing has been removed (just features that become
deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without
new features)... isn't it?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Fri, 06 Feb 2009 10:22:20 +0100, Robert Osfield
robert.osfi...@gmail.com a écrit:

 HI Adrian,

 Writing the core scene graph is something that is likely to be 
 required to handle multiple backends, so rather than just OpenGL 2.0, 
 we'd need OpenGL 3.0 and OpenGL-ES and a mixture of OpenGL/OpenCL.
 Currently we only map to OpenGL + extensions, we can't handle 
 wholesale changes to the API being used at the backend.

 Another issue is that current scene graph API is built around fixed 
 function pipeline, with a few tweaks to be able to handle shader, but 
 it's still fundamentally a design for a fixed function pipeline.  With 
 a pure OpenGL 3.0 or OpenGL ES 2.0 implementation there is no fixed 
 function pipeline at all, so the way we manage state w.r.t.
 uniforms/vertex attributes + shader composition will have to change.

 Now it may be possible to evolve the current API gradually to meet the 
 above challenges, but... we have to entertain the possibility that at 
 some point we have to make a large leap to be able to meet these 
 challenges.  It might be that we can evolve some parts of the API but 
 not others.  In an ideal world we'd be able make the leap to the new 
 way of doing things without too much re-factoring of end users 
 application code, but would such an ideal compromise that underlying 
 scene graph in the process.

 Right now nothing is set in stone.  The OSG.2.x has lots of life left 
 in it yet.  The idea behind an API breaking OSG-3.x series is just 
 that, an idea, not a single line of code has been written on it, no 
 white papers have been written proposing what a new scene graph 
 structure would be like.  All I can say for sure is that there are 
 some big challenges ahead if we wish to make the most of new API's and 
 new hardware technologies.

 Robert.

 On Thu, Feb 5, 2009 at 7:59 PM, Adrian Egli OpenSceneGraph (3D) 
 3dh...@gmail.com wrote:
 Hi all,

 i don't understand why we should rewrite the whole openscenegraph 
 core? Is the good old openGL and openscenegraph that faraway from 
 openGL CL/openGL ES/.. How long does it take to port the whole greate 
 functionality from osg2 to osg3? And how would it be possible to port 
 the application form osg2 to
 osg3 or should we restart our development once we get osg3 because 
 the osg2's API so different from osg3? I don't understand all of the 
 problem. is the openGL close to death and we have to restart the 
 greate osg2 lib. rewrite the core means, what will happen with osg2 
 applications, new features will no longer be added to the API (in 
 long term view) and than the osg based application have to die, and 
 the new application has to become new written. or what will the 
 graphic industry do in near and long term future. i am not as close 
 as some of the community are in the graphic community, i am closer to 
 computer vision :-( :-)

 I undestand that we may have to overthink some part of the core to 
 support new ideas in the graphic world. RealTimeRayTracer, ... ,... 
 ,.. ,.. But openscenegraph is one of the best graphic engine 
 currently in the world of computer graphics render engine.

 /sorry that i don't really understand the question and the problem we 
 will get with osg2

 adrian


 2009/2/5 Cedric Pinson morni...@plopbyte.net

 Anyway i will help to host if it helps

 Cheers,
 Cedric

 Sukender wrote:

 Hi JS and Cédric,

 I'm a bit more in favor of what JS says. I agree that when the 
 Forge is down it's really annoying, but centralizing all OSG 
 related projects seem worth using a kind of forge (or something 
 else). We really should avoid them dying by helping people maintaining
them.

 Sukender
 PVLE - Lightweight cross-platform game engine - 
 http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:



 Hi Cedric,



 In theory the idea is cool but if people dont fill the current 
 wiki why they will take energy to fill a forge ?


 I think it requires no more energy than hosting your project on 
 your own site, or a site like SourceForge or Google Code. The 
 difference

Re: [osg-users] 3.0 or 2.10?

2009-02-06 Thread Paul Martz
Will there be (or should there be) an OSG-3 branch in svn to allow
development to commence?

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] 3.0 or 2.10?

2009-02-06 Thread Robert Osfield
Hi Paul,

On Fri, Feb 6, 2009 at 8:37 PM, Paul Martz pma...@skew-matrix.com wrote:
 Will there be (or should there be) an OSG-3 branch in svn to allow
 development to commence?

I think this is premature.  I'd rather see us highlight areas that
need research and then have a set of mini projects that go out scoping
these areas.  Once we've scoped out a bit more, perhaps written a few
white papers outlining what approach would be an ideal modern scene
graph then we could start discussing what exact should be in this next
gen scene graph and how we might work towards this, either evolving
the current code base or setting up a new sister project for an OSG-3
branch.

If we do go the OSG-3 branch route then we need to look at how to
maintain the two projects, for instance helping evolve the OSG-2
branch in such a way as in closes the gap to OSG-3 to make the leap
easier so that appliication developers currently working with OSG-2
won't be stuck.

Another approach all together would be to say just start a new next
gen scene graph project and not care what so ever about backwards
compatibility with the existing code base, and look for new users and
contributors to coalesce around it.  Such an approach would see a lot
of re-inventing the wheel, stuff like loaders and viewers that
constitute a great deal of effort and knowledge would be lost.

Personally I think a lot of the existing OSG code base can be carried
across to a next gen scene graph. There is also the community that is
one of our key assets is crucial - if you split the community between
existing and next gen scene graph efforts both would suffer.   The
easier porting from OSG-2.x to OSG-3.x is the quicker you'd be able to
migrate the community across to the new API, a challenge will be
marrying the needs of a next gen scene graph and ease of porting.

For starters I'd like to have a fair idea of what an ideal next gen
scene graph would look like so we can all subscribe to our final
destination, so we can all a tune to the same north barring.  Once we
get this common baring then when we start heading out along the
uncharted path with each daily engineering decisions we make from here
on out guided by this barring so that each day we get near to this
goal.

Lots of arm waving... of course... but now it's time to start thinking
about what we feel should go into this next gen scene graph - what
problems (i.e. what types of software/hardware) should it address,
then how might one address this disparate set of problems, what
existing examples can we learn from.

Perhaps we need to instigate a poll of the wider graphics community of
what they want from scene graphs in the next ten years, what software
they see being needed to be developed, what hardware/OS's they expect
to be of importance.  Once polled one could look for themes that can
be distilled into key deliverables that we can sign up to.

There is also scratching the itch - we just have to find things that
just are so compelling that we can't help ourselves - we just have to
tackle it, because it's fun to do and because in the end we can see it
being useful.  The OSG just started with a little itch... then kinda
got out of hand over the next decade.. :-)

I guess this last paragraph is suggesting to me that perhaps over
analysing this stuff is not what will get it done, it's going to be a
handful of engineers that just get to it and create the beginnings of
something beautiful.

Robert.
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Robert Osfield
HI Paul,

My thoughts for OSG-3.x would be that it would be major rewrite of the
core scene graph and many of the additional components, and as such
would take a great deal of down time before anything near to level
functionality with OSG.2.x would be achieved.  OSG-3.x is rather blue
sky thinking right now, so open for discussion about exactly what we
should attempt and how.  I tend to think of OSG-3.x as a placeholder
for what a scene graph will need to be like to be relevant for the
next decade of graphics software.

One thing is for sure is that the OSG-2.x series will have to run in a
parallel with this OSG-3.x development, and I see quite a few
additional features that we could add to the OSG-2.x series that offer
real value to OSG-2.x users, audio, physics, emphasis models, better
effects management, better volume rendering, etc. etc.  As a basis for
graphics app development OSG-2.x is really strong.  It's here now, it
works, it's one of the best scene graphs ever written, with plenty of
active users.  It's be project suicide to not keep pushing forward
with the OSG-2.x series, and this will inevitably mean, a 2.10, 2.12.
I expect the focus to move from additional core scene graph features
to add ons like the osgAnimation/osgWidget/osgVolume additions.  This
is what has already happened over the last year - there are few and
fewer new additions to the core because it's now pretty complete.

What OSG-2.x can't do without major surgery is tackle wholesale
changes in the underlying graphics API. OSG-2.x is an OpenGL 2.x scene
graph through and through.  The tight binding makes it great vehicle
for OpenGL 2.x app development, but this is also it's Achilles heel
when it comes to considering fundamentally different API's and
approaches.  OpenGL 3.x, OpenGL ES, OpenCL are all disruptive
technologies, as are the new breed of 3D enabled embedded devices.  We
could just stick with OpenGL 2.x style development, and try to hack
these other technologies into the mix, but we won't be able to expose
them in a elegant and efficient way that will keep us relevant for the
needs of graphics programmers two to ten years out from now.

How we tackle this new technologies is not obvious, taking the bold
step of rewriting the scene graph is high risk strategy for the short
term to mid term, but not rewriting likely render the OpenSceneGraph
an annex of future graphics development.  The OpenSceneGraph even
without a rewrite would probably still be usable in ten years time,
much like Performer was still quite widely used in it's grandfather
days, not because the technology was best around, but simply it takes
a lot of work to port to a new scene graph.  With this in mind OSG-2.x
could well be useful in this time frame for a number of current users.

We do have a bit of responsibility to the graphics industry to remain
relevant.  The OSG community has collected many of the worlds top
scene graph users - together we've kept vis-sim, GIS and VR
technologies up to date and relevant with a unique set of experience
that knows about hight end features such as paging, threading and
multi-channel graphic, all this experience is largely missing from
graphics technologies developed by game centric companies/communities.
 If we don't keep up to date and pushing the technology I fear that
game centric API's will drown out the needs of real high end graphics
developers, and we'd end up having to make do with sub OS's and API's
that don't address our needs - graphics for us will start taking steps
backwards.

So I believe as communities go, we have what it takes to come up with
a new core scene graph technology that keeps pushing things forward,
we are well placed to do the job properly - but just saying this is
the easy part  Maintaining and developing OSG-2.x is crucial to
present and new users over the next year or two.  Taking advantage of
this existing community on a new OSG-3.x that will require major
rewrite of it and applications that use OSG-2.x presently is not
straight forward - how would we manage this transition?  If we don't
get users transitioning then you end with a permanent fork in the
road, new users go the OSG-3.x route, existing user stick on the
OSG-2.x forever.

We have our own history and that of other projects to learn from w.r.t
transistion.  We moved from OSG-1.x to OSG-2.x that typically involved
a refactor of application code to use the viewer library, this
transition although not really that massive in terms of code changes,
has meant that even now we still have OSG-1.x users that haven't made
the transition.  My expectation is the moving to an new OSG-3.x would
be a far greater API change, so the transition period would be far
longer.  Elements like viewers would probably be able to map across
between OSG-2.x and OSG-3.x quite easily, but the scene graph and
NodeKits are likely to be different.

Due to the transition costs for application development I would have
thought that new projects and new users 

Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Marco Fiocco
Hi all,as an example of a concrete project for shaping OSG 3.0 I suggest
developing a ray tracing backend for meshes and point clouds (not only
volume rendering), probably using OpenCL.
Is there anyone else interested in this?

Marco
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Robert Osfield
HI Marco,

On Thu, Feb 5, 2009 at 11:11 AM, Marco Fiocco marco.fio...@gmail.com wrote:
 as an example of a concrete project for shaping OSG 3.0 I suggest developing
 a ray tracing backend for meshes and point clouds (not only volume
 rendering), probably using OpenCL.
 Is there anyone else interested in this?

This would be an interesting project for sure, it would exercise
OpenCL usage, and wouldn't need to test out OpenGL 3.x/ES migration.
One might even be able to spawn OpenCL support for OSG-2.x from such
an initiative as well.

One thing that might help would be to make sure the exploration phase
consisted of several small tasks that were doable in a couple of weeks
of development.  The outcome would be small demo and the key part -
knowledge about this new domain.  Such projects could easily by
managed as separate projects, or perhaps as a collection of
experimental projects that act as a scratch pad.

Robert.
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Robert,


One thing that might help would be to make sure the exploration phase
consisted of several small tasks that were doable in a couple of weeks
of development.  The outcome would be small demo and the key part -
knowledge about this new domain.  Such projects could easily by
managed as separate projects, or perhaps as a collection of
experimental projects that act as a scratch pad.


I know Jose Luis is busy right now with the website stability issues. 
But this begs for OSGForge to become fully open, i.e. have users be able 
to register new projects and have automatic access to an SVN, a wiki and 
a bug tracker for their project, all from a single central site which is 
OSG branded (as opposed to having OSG-related projects scattered on 
SourceForge, Google Code, authors' personal sites, and who knows how 
many other places).


I seem to remember seeing that SourceForge's server software was open 
source and could be used to create similar sites. If this is true, or if 
something similar exists, perhaps this would be a better choice than 
Tracs for an OSGForge type of site? We could keep Tracs for the main OSG 
site though (but maybe upgrade it to the latest version so that users 
can register accounts instead of all using the osg account for wiki edits).


I've offered my (part-time) help in maintaining the OSG site to Jose 
Luis in the past, but he said since the server belonged to his school 
they would be reluctant to let an outsider get access to one of their 
servers. Perhaps when the server is moved to a virtual server, this 
issue would be less important since the server would be isolated from 
their own network, and I could lend a hand.


I think getting a distributed infrastructure and letting users register 
(both for accounts to edit the wiki and for OSGForge projects) is of 
vital importance for OSG's surrounding ecosystem, especially since we 
are talking more and more about nodekits being important for OSG 2.x and 
new API support/tests being important for OSG 3.x.


J-S
--
__
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Amen!... ;)
Joking aside, I agree but have a few comments/questions:

  If we don't keep up to date and pushing the technology I fear that
 game centric API's will drown out the needs of real high end graphics
 developers

1. True! IMHO, OSG 3 should address *some* (not *all*) aspects of game API to 
grab a potion of the market shares. Just developping OSG 3 with the question 
Is that okay if I develop a game? in mind should be enough though.

2. I'm definitely convinced that OSG 3 *must* stick to the newest technologies 
and OSG 2 to stick to OpenGL 2. I just wanted to emphasize on this :)

3. OSG 3 soon = many more users
I was thinking that if we manage to get soon a quite useable OSG 3 (even if 
still in alpha state), then we would grab *many* OpenGL 3 users (or future 
users). If I project myself in such a user, I would say Okay, I need to build 
something on top of OpenGL 3. So what are the existing toolkits? OSG 3 alpha? 
Hmmm... Worth trying, especially knowing the quality of OSG 1 and 2. And I 
would try using and developping OSG 3 instead of libXYZ.

4. Transition
Transition from OSG 2 to OSG 3 will of course be harder than 1-2, as you say. 
Do you think this is worth trying to create some bridges between the two? I 
mean, we may:
- Develop some portions of OSG 2 to look like what's in OSG 3
- Create some plugins/nodekits/etc. to have OSG 3-like behaviors in OSG 2
- etc.

Your thoughts?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 11:01:58 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 HI Paul,

 My thoughts for OSG-3.x would be that it would be major rewrite of the
 core scene graph and many of the additional components, and as such
 would take a great deal of down time before anything near to level
 functionality with OSG.2.x would be achieved.  OSG-3.x is rather blue
 sky thinking right now, so open for discussion about exactly what we
 should attempt and how.  I tend to think of OSG-3.x as a placeholder
 for what a scene graph will need to be like to be relevant for the
 next decade of graphics software.

 One thing is for sure is that the OSG-2.x series will have to run in a
 parallel with this OSG-3.x development, and I see quite a few
 additional features that we could add to the OSG-2.x series that offer
 real value to OSG-2.x users, audio, physics, emphasis models, better
 effects management, better volume rendering, etc. etc.  As a basis for
 graphics app development OSG-2.x is really strong.  It's here now, it
 works, it's one of the best scene graphs ever written, with plenty of
 active users.  It's be project suicide to not keep pushing forward
 with the OSG-2.x series, and this will inevitably mean, a 2.10, 2.12.
 I expect the focus to move from additional core scene graph features
 to add ons like the osgAnimation/osgWidget/osgVolume additions.  This
 is what has already happened over the last year - there are few and
 fewer new additions to the core because it's now pretty complete.

 What OSG-2.x can't do without major surgery is tackle wholesale
 changes in the underlying graphics API. OSG-2.x is an OpenGL 2.x scene
 graph through and through.  The tight binding makes it great vehicle
 for OpenGL 2.x app development, but this is also it's Achilles heel
 when it comes to considering fundamentally different API's and
 approaches.  OpenGL 3.x, OpenGL ES, OpenCL are all disruptive
 technologies, as are the new breed of 3D enabled embedded devices.  We
 could just stick with OpenGL 2.x style development, and try to hack
 these other technologies into the mix, but we won't be able to expose
 them in a elegant and efficient way that will keep us relevant for the
 needs of graphics programmers two to ten years out from now.

 How we tackle this new technologies is not obvious, taking the bold
 step of rewriting the scene graph is high risk strategy for the short
 term to mid term, but not rewriting likely render the OpenSceneGraph
 an annex of future graphics development.  The OpenSceneGraph even
 without a rewrite would probably still be usable in ten years time,
 much like Performer was still quite widely used in it's grandfather
 days, not because the technology was best around, but simply it takes
 a lot of work to port to a new scene graph.  With this in mind OSG-2.x
 could well be useful in this time frame for a number of current users.

 We do have a bit of responsibility to the graphics industry to remain
 relevant.  The OSG community has collected many of the worlds top
 scene graph users - together we've kept vis-sim, GIS and VR
 technologies up to date and relevant with a unique set of experience
 that knows about hight end features such as paging, threading and
 multi-channel graphic, all this experience is largely missing from
 graphics technologies developed by game centric companies/communities.
  If we don't keep up to date and pushing the technology I fear that
 game centric API's will drown out 

Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Nick,

GForge was created by some of the original SF team and is really good - 
free to open source projects.


http://gforge.org/gf/


Yeah, that's what I meant, not exactly the same software but it looks 
like it's exactly what we'd need to make an open OSGForge.


J-S
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http://whitestar02.webhop.org/
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Hi JS,

I confirm that:
- SourceForge is open source
- Can be installed on a custom server
- Can contain Trac ( :) )

That would be a _*VERY*_ nice idea, even for OSG 2.x.
I'm definitely in favor of that idea.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 15:14:02 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Robert,

 One thing that might help would be to make sure the exploration phase
 consisted of several small tasks that were doable in a couple of weeks
 of development.  The outcome would be small demo and the key part -
 knowledge about this new domain.  Such projects could easily by
 managed as separate projects, or perhaps as a collection of
 experimental projects that act as a scratch pad.

 I know Jose Luis is busy right now with the website stability issues.
 But this begs for OSGForge to become fully open, i.e. have users be able
 to register new projects and have automatic access to an SVN, a wiki and
 a bug tracker for their project, all from a single central site which is
 OSG branded (as opposed to having OSG-related projects scattered on
 SourceForge, Google Code, authors' personal sites, and who knows how
 many other places).

 I seem to remember seeing that SourceForge's server software was open
 source and could be used to create similar sites. If this is true, or if
 something similar exists, perhaps this would be a better choice than
 Tracs for an OSGForge type of site? We could keep Tracs for the main OSG
 site though (but maybe upgrade it to the latest version so that users
 can register accounts instead of all using the osg account for wiki edits).

 I've offered my (part-time) help in maintaining the OSG site to Jose
 Luis in the past, but he said since the server belonged to his school
 they would be reluctant to let an outsider get access to one of their
 servers. Perhaps when the server is moved to a virtual server, this
 issue would be less important since the server would be isolated from
 their own network, and I could lend a hand.

 I think getting a distributed infrastructure and letting users register
 (both for accounts to edit the wiki and for OSGForge projects) is of
 vital importance for OSG's surrounding ecosystem, especially since we
 are talking more and more about nodekits being important for OSG 2.x and
 new API support/tests being important for OSG 3.x.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi,


http://gforge.org/gf/


Yeah, that's what I meant, not exactly the same software but it looks 
like it's exactly what we'd need to make an open OSGForge.


Hmmm, I just noticed that GForge only supports CVS? Is that true? 
Perhaps there's an SVN plugin or something?


Anyways, I'll investigate more when/if I get the go ahead from Jose 
Luis... No use putting time into this if it's not going to lead anywhere.


J-S
--
__
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Hi Robert, hi all,

Do you think it could be worth trying a kind of sandbox server built on 
SourceForge? This would help us to check what could be the future issues with 
such a system. I don't have a true server (just my main machine with a 
bandwith that fits for personnal usage, and that is not online all the time), 
but I can do it...
Moreover, we could run a CDash on it, so that we would not be limited to 50 
warnings :)
Comments?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 15:30:56 +0100, Sukender suky0...@free.fr a écrit:

 Hi JS,

 I confirm that:
 - SourceForge is open source
 - Can be installed on a custom server
 - Can contain Trac ( :) )

 That would be a _*VERY*_ nice idea, even for OSG 2.x.
 I'm definitely in favor of that idea.

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 15:14:02 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:

 Hi Robert,

 One thing that might help would be to make sure the exploration phase
 consisted of several small tasks that were doable in a couple of weeks
 of development.  The outcome would be small demo and the key part -
 knowledge about this new domain.  Such projects could easily by
 managed as separate projects, or perhaps as a collection of
 experimental projects that act as a scratch pad.

 I know Jose Luis is busy right now with the website stability issues.
 But this begs for OSGForge to become fully open, i.e. have users be able
 to register new projects and have automatic access to an SVN, a wiki and
 a bug tracker for their project, all from a single central site which is
 OSG branded (as opposed to having OSG-related projects scattered on
 SourceForge, Google Code, authors' personal sites, and who knows how
 many other places).

 I seem to remember seeing that SourceForge's server software was open
 source and could be used to create similar sites. If this is true, or if
 something similar exists, perhaps this would be a better choice than
 Tracs for an OSGForge type of site? We could keep Tracs for the main OSG
 site though (but maybe upgrade it to the latest version so that users
 can register accounts instead of all using the osg account for wiki edits).

 I've offered my (part-time) help in maintaining the OSG site to Jose
 Luis in the past, but he said since the server belonged to his school
 they would be reluctant to let an outsider get access to one of their
 servers. Perhaps when the server is moved to a virtual server, this
 issue would be less important since the server would be isolated from
 their own network, and I could lend a hand.

 I think getting a distributed infrastructure and letting users register
 (both for accounts to edit the wiki and for OSGForge projects) is of
 vital importance for OSG's surrounding ecosystem, especially since we
 are talking more and more about nodekits being important for OSG 2.x and
 new API support/tests being important for OSG 3.x.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Robert Osfield
Hi JS,

Jose is actually setting up a virtual server for us, this should allow
us to add external users to have admin rights for helping maintain the
server.  Once the server is set up, and the dust has settled after
2.8.0 we can look at exact what services we want to provide from the
sever.

Robert.

On Thu, Feb 5, 2009 at 2:14 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 One thing that might help would be to make sure the exploration phase
 consisted of several small tasks that were doable in a couple of weeks
 of development.  The outcome would be small demo and the key part -
 knowledge about this new domain.  Such projects could easily by
 managed as separate projects, or perhaps as a collection of
 experimental projects that act as a scratch pad.

 I know Jose Luis is busy right now with the website stability issues. But
 this begs for OSGForge to become fully open, i.e. have users be able to
 register new projects and have automatic access to an SVN, a wiki and a bug
 tracker for their project, all from a single central site which is OSG
 branded (as opposed to having OSG-related projects scattered on SourceForge,
 Google Code, authors' personal sites, and who knows how many other places).

 I seem to remember seeing that SourceForge's server software was open source
 and could be used to create similar sites. If this is true, or if something
 similar exists, perhaps this would be a better choice than Tracs for an
 OSGForge type of site? We could keep Tracs for the main OSG site though (but
 maybe upgrade it to the latest version so that users can register accounts
 instead of all using the osg account for wiki edits).

 I've offered my (part-time) help in maintaining the OSG site to Jose Luis in
 the past, but he said since the server belonged to his school they would be
 reluctant to let an outsider get access to one of their servers. Perhaps
 when the server is moved to a virtual server, this issue would be less
 important since the server would be isolated from their own network, and I
 could lend a hand.

 I think getting a distributed infrastructure and letting users register
 (both for accounts to edit the wiki and for OSGForge projects) is of vital
 importance for OSG's surrounding ecosystem, especially since we are talking
 more and more about nodekits being important for OSG 2.x and new API
 support/tests being important for OSG 3.x.

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Robert Osfield
Hi Sukender,

As I just mentioned in a reply to JS, the new virtual server should
give us a bit more flexibility w.r.t. setting up new services.  I'll
not dive in any more on this topic right now as the release has to be
be primary focus.

Robert.

On Thu, Feb 5, 2009 at 2:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Do you think it could be worth trying a kind of sandbox server built on 
 SourceForge? This would help us to check what could be the future issues with 
 such a system. I don't have a true server (just my main machine with a 
 bandwith that fits for personnal usage, and that is not online all the time), 
 but I can do it...
 Moreover, we could run a CDash on it, so that we would not be limited to 50 
 warnings :)
 Comments?

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 15:30:56 +0100, Sukender suky0...@free.fr a écrit:

 Hi JS,

 I confirm that:
 - SourceForge is open source
 - Can be installed on a custom server
 - Can contain Trac ( :) )

 That would be a _*VERY*_ nice idea, even for OSG 2.x.
 I'm definitely in favor of that idea.

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 15:14:02 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:

 Hi Robert,

 One thing that might help would be to make sure the exploration phase
 consisted of several small tasks that were doable in a couple of weeks
 of development.  The outcome would be small demo and the key part -
 knowledge about this new domain.  Such projects could easily by
 managed as separate projects, or perhaps as a collection of
 experimental projects that act as a scratch pad.

 I know Jose Luis is busy right now with the website stability issues.
 But this begs for OSGForge to become fully open, i.e. have users be able
 to register new projects and have automatic access to an SVN, a wiki and
 a bug tracker for their project, all from a single central site which is
 OSG branded (as opposed to having OSG-related projects scattered on
 SourceForge, Google Code, authors' personal sites, and who knows how
 many other places).

 I seem to remember seeing that SourceForge's server software was open
 source and could be used to create similar sites. If this is true, or if
 something similar exists, perhaps this would be a better choice than
 Tracs for an OSGForge type of site? We could keep Tracs for the main OSG
 site though (but maybe upgrade it to the latest version so that users
 can register accounts instead of all using the osg account for wiki edits).

 I've offered my (part-time) help in maintaining the OSG site to Jose
 Luis in the past, but he said since the server belonged to his school
 they would be reluctant to let an outsider get access to one of their
 servers. Perhaps when the server is moved to a virtual server, this
 issue would be less important since the server would be isolated from
 their own network, and I could lend a hand.

 I think getting a distributed infrastructure and letting users register
 (both for accounts to edit the wiki and for OSGForge projects) is of
 vital importance for OSG's surrounding ecosystem, especially since we
 are talking more and more about nodekits being important for OSG 2.x and
 new API support/tests being important for OSG 3.x.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Nick Bryan




GForge was created by some of the
original SF team and is really good - free to open source projects.

http://gforge.org/gf/

Nick

Jean-Sbastien Guay wrote:
Hi
Robert,
  
  
  One thing that might help would be to make
sure the exploration phase

consisted of several small tasks that were doable in a couple of weeks

of development. The outcome would be small demo and the key part -

knowledge about this new domain. Such projects could easily by

managed as separate projects, or perhaps as a collection of

experimental projects that act as a scratch pad.

  
  
I know Jose Luis is busy right now with the website stability issues.
But this begs for OSGForge to become fully open, i.e. have users be
able to register new projects and have automatic access to an SVN, a
wiki and a bug tracker for their project, all from a single central
site which is OSG branded (as opposed to having OSG-related projects
scattered on SourceForge, Google Code, authors' personal sites, and who
knows how many other places).
  
  
I seem to remember seeing that SourceForge's server software was open
source and could be used to create similar sites. If this is true, or
if something similar exists, perhaps this would be a better choice than
Tracs for an OSGForge type of site? We could keep Tracs for the main
OSG site though (but maybe upgrade it to the latest version so that
users can register accounts instead of all using the osg account for
wiki edits).
  
  
I've offered my (part-time) help in maintaining the OSG site to Jose
Luis in the past, but he said since the server belonged to his school
they would be reluctant to let an "outsider" get access to one of their
servers. Perhaps when the server is moved to a virtual server, this
issue would be less important since the server would be isolated from
their own network, and I could lend a hand.
  
  
I think getting a distributed infrastructure and letting users register
(both for accounts to edit the wiki and for OSGForge projects) is of
vital importance for OSG's surrounding ecosystem, especially since we
are talking more and more about nodekits being important for OSG 2.x
and new API support/tests being important for OSG 3.x.
  
  
J-S
  



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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Art Tevs
Hi folks,


 
 I've offered my (part-time) help in maintaining the OSG site to Jose 
 Luis in the past, but he said since the server belonged to his school 
 they would be reluctant to let an outsider get access to one of their 
 servers. Perhaps when the server is moved to a virtual server, this 
 issue would be less important since the server would be isolated from 
 their own network, and I could lend a hand.
 


Guys, if there is a problem with a server, I could also offer one for 
particular projects, maybe also for main osg. The same one on which osgForum is 
currently running. It is true, that the main osg server has very bad connection 
times, at least here at my ISPs ;)


 
 I think getting a distributed infrastructure and letting users register 
 (both for accounts to edit the wiki and for OSGForge projects) is of 
 vital importance for OSG's surrounding ecosystem, especially since we 
 are talking more and more about nodekits being important for OSG 2.x and new 
 API support/tests being important for OSG 3.x.
 


This was also my main point, which I tried to point out in another thread. The 
problem is, that there exists now a lot of nice nodekits, but nodekits, which 
are not happy to be included into main core, could not survive in the future, 
becasue they just don't get notified by users (yes, I am afraid of osgPPU too 
;) )
Hence some kind of other nodekit system is required, so that the users still 
get enough information, what happens outside of the main core.


Best regards,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5962#5962





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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Okay.
BTW, I don't find where to download SourceForge... I said it is open source... 
or *WAS* is?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Le Thu, 05 Feb 2009 15:41:29 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Sukender,

 As I just mentioned in a reply to JS, the new virtual server should
 give us a bit more flexibility w.r.t. setting up new services.  I'll
 not dive in any more on this topic right now as the release has to be
 be primary focus.

 Robert.

 On Thu, Feb 5, 2009 at 2:38 PM, Sukender suky0...@free.fr wrote:
 Hi Robert, hi all,

 Do you think it could be worth trying a kind of sandbox server built on 
 SourceForge? This would help us to check what could be the future issues 
 with such a system. I don't have a true server (just my main machine with 
 a bandwith that fits for personnal usage, and that is not online all the 
 time), but I can do it...
 Moreover, we could run a CDash on it, so that we would not be limited to 50 
 warnings :)
 Comments?

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 15:30:56 +0100, Sukender suky0...@free.fr a écrit:

 Hi JS,

 I confirm that:
 - SourceForge is open source
 - Can be installed on a custom server
 - Can contain Trac ( :) )

 That would be a _*VERY*_ nice idea, even for OSG 2.x.
 I'm definitely in favor of that idea.

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 15:14:02 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:

 Hi Robert,

 One thing that might help would be to make sure the exploration phase
 consisted of several small tasks that were doable in a couple of weeks
 of development.  The outcome would be small demo and the key part -
 knowledge about this new domain.  Such projects could easily by
 managed as separate projects, or perhaps as a collection of
 experimental projects that act as a scratch pad.

 I know Jose Luis is busy right now with the website stability issues.
 But this begs for OSGForge to become fully open, i.e. have users be able
 to register new projects and have automatic access to an SVN, a wiki and
 a bug tracker for their project, all from a single central site which is
 OSG branded (as opposed to having OSG-related projects scattered on
 SourceForge, Google Code, authors' personal sites, and who knows how
 many other places).

 I seem to remember seeing that SourceForge's server software was open
 source and could be used to create similar sites. If this is true, or if
 something similar exists, perhaps this would be a better choice than
 Tracs for an OSGForge type of site? We could keep Tracs for the main OSG
 site though (but maybe upgrade it to the latest version so that users
 can register accounts instead of all using the osg account for wiki edits).

 I've offered my (part-time) help in maintaining the OSG site to Jose
 Luis in the past, but he said since the server belonged to his school
 they would be reluctant to let an outsider get access to one of their
 servers. Perhaps when the server is moved to a virtual server, this
 issue would be less important since the server would be isolated from
 their own network, and I could lend a hand.

 I think getting a distributed infrastructure and letting users register
 (both for accounts to edit the wiki and for OSGForge projects) is of
 vital importance for OSG's surrounding ecosystem, especially since we
 are talking more and more about nodekits being important for OSG 2.x and
 new API support/tests being important for OSG 3.x.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Sukender,


Okay.
BTW, I don't find where to download SourceForge... I said it is open source... 
or *WAS* is?


In the GForge documentation it says that the public CVS repository for 
SourceForge had not been updated for more than a year, so they made a 
fork of it (which is GForge). It's possible that since that 
documentation was made, the public SourceForge CVS has just been removed 
and the software has been made proprietary... Though I would think that 
would be bad for a site that promotes open source development...


J-S
--
__
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Paul Martz
 Hi all -- I've seen a couple of posts now implying that the next 
 stable release after 2.8 will be called 3.0. I wanted to open a 
 discussion on this so that we can get some clarification.
 
 I don't think this is the case. Robert has only referred to 3.0 when
talking
 about introducing an OpenGL 3.0-only pipeline, i.e. not relying on the
fixed
 pipeline at all. This will probably not happen in the next stable release
after
 2.8, thus there will surely be a 2.10, 2.12, etc. before we see 3.0.

That's what I thought. Reaching the extent of the single-digit number space
for the minor revision doesn't force a major revision increment. I wanted to
make sure the community was on the same page regarding this.

Thanks,
   -Paul

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Robert,


Jose is actually setting up a virtual server for us, this should allow
us to add external users to have admin rights for helping maintain the
server.  Once the server is set up, and the dust has settled after
2.8.0 we can look at exact what services we want to provide from the
sever.


That's good news. I also get your point about the 2.8 release being our 
focus, but on our side we don't have much to do now that we have 
automatic nightly builds and there are few submissions to test, so I 
don't think there's any harm in discussing it. I've offered my help in 
any case, so I'd like to plan ahead a bit to be ready when the time comes.


J-S
--
__
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi,


Okay.
BTW, I don't find where to download SourceForge... I said it is open 
source... or *WAS* is?


In the GForge documentation it says that the public CVS repository for 
SourceForge had not been updated for more than a year, so they made a 
fork of it (which is GForge). It's possible that since that 
documentation was made, the public SourceForge CVS has just been removed 
and the software has been made proprietary... Though I would think that 
would be bad for a site that promotes open source development...


Yep:

The GForge project is a continuation of the SourceForge project, which 
was close-sourced by VA Linux in 2001.


Weird... They host open source software but their own software is closed 
source. I'll look for something else that's similar.


J-S
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Cedric Pinson

Hi,
I own a server with 100Mb where i host some vserver, i could help to 
host a back up or any other services for osg related stuff.


About the osg forge, i am not sure i would want it, i explain why:
- more of them has no service for decentralized version control like 
mercurial / git
- It constraint you to use specified tools, using source forge is a 
pain, it's always slow. when it's down, nothing is available.
- It takes more energy to maintain it, than editing the current wiki 
page to reference projects.


In theory the idea is cool but if people dont fill the current wiki why 
they will take energy to fill a forge ? And personnally if there is no 
support

for git/mercurial i prefer to host the project where i can use those tools.
I think the main problem is to reference project, not to host them Maybe 
we just need to improve the reference of project on osg trac or a better 
categories...


It's just an opinion

Cheers,
Cedric

Art Tevs wrote:

Hi folks,


  
I've offered my (part-time) help in maintaining the OSG site to Jose 
Luis in the past, but he said since the server belonged to his school 
they would be reluctant to let an outsider get access to one of their 
servers. Perhaps when the server is moved to a virtual server, this 
issue would be less important since the server would be isolated from 
their own network, and I could lend a hand.






Guys, if there is a problem with a server, I could also offer one for 
particular projects, maybe also for main osg. The same one on which osgForum is 
currently running. It is true, that the main osg server has very bad connection 
times, at least here at my ISPs ;)


  
I think getting a distributed infrastructure and letting users register 
(both for accounts to edit the wiki and for OSGForge projects) is of 
vital importance for OSG's surrounding ecosystem, especially since we 
are talking more and more about nodekits being important for OSG 2.x and new API support/tests being important for OSG 3.x.






This was also my main point, which I tried to point out in another thread. The 
problem is, that there exists now a lot of nice nodekits, but nodekits, which 
are not happy to be included into main core, could not survive in the future, 
becasue they just don't get notified by users (yes, I am afraid of osgPPU too 
;) )
Hence some kind of other nodekit system is required, so that the users still 
get enough information, what happens outside of the main core.


Best regards,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5962#5962





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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Cedric,

In theory the idea is cool but if people dont fill the current wiki why 
they will take energy to fill a forge ? 


I think it requires no more energy than hosting your project on your own 
site, or a site like SourceForge or Google Code. The difference is that 
it would be centralized, with an easy way to add maintainers, to 
generate interest in projects, to search, etc.


A list of nodekits on the wiki, where links become broken and there is 
no way of knowing if a project is actually any good, doesn't help at all.



And personnally if there is no support
for git/mercurial i prefer to host the project where i can use those tools.


You could always host your own version control repository, and use the 
forge's version control as a mirror. Plus I think some of the software 
supports Mercurial at least (mozdev does, why not others?)


I think the main problem is to reference project, not to host them Maybe 
we just need to improve the reference of project on osg trac or a better 
categories...


No, I think the main problem is generating interest and ensuring a 
project stays alive. A dumb project list does not help there.


As it is now, a project is one person's pet and if that person stops 
maintaining it, it dies. Handing over project ownership does not happen 
when a project is one person's pet. Unless the project is on SourceForge 
or Google Code, but then we have the problem of having lots of projects 
on different systems using different tools to maintain them.


I think we need a better balance between consolidation and distribution. 
Being too decentralized is not good either.


Anyways, we'll see.

J-S
--
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Hi JS and Cédric,

I'm a bit more in favor of what JS says. I agree that when the Forge is down 
it's really annoying, but centralizing all OSG related projects seem worth 
using a kind of forge (or something else). We really should avoid them dying by 
helping people maintaining them.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Cedric,

 In theory the idea is cool but if people dont fill the current wiki why
 they will take energy to fill a forge ?

 I think it requires no more energy than hosting your project on your own
 site, or a site like SourceForge or Google Code. The difference is that
 it would be centralized, with an easy way to add maintainers, to
 generate interest in projects, to search, etc.

 A list of nodekits on the wiki, where links become broken and there is
 no way of knowing if a project is actually any good, doesn't help at all.

 And personnally if there is no support
 for git/mercurial i prefer to host the project where i can use those tools.

 You could always host your own version control repository, and use the
 forge's version control as a mirror. Plus I think some of the software
 supports Mercurial at least (mozdev does, why not others?)

 I think the main problem is to reference project, not to host them Maybe
 we just need to improve the reference of project on osg trac or a better
 categories...

 No, I think the main problem is generating interest and ensuring a
 project stays alive. A dumb project list does not help there.

 As it is now, a project is one person's pet and if that person stops
 maintaining it, it dies. Handing over project ownership does not happen
 when a project is one person's pet. Unless the project is on SourceForge
 or Google Code, but then we have the problem of having lots of projects
 on different systems using different tools to maintain them.

 I think we need a better balance between consolidation and distribution.
 Being too decentralized is not good either.

 Anyways, we'll see.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Cedric Pinson

Anyway i will help to host if it helps

Cheers,
Cedric

Sukender wrote:

Hi JS and Cédric,

I'm a bit more in favor of what JS says. I agree that when the Forge is down 
it's really annoying, but centralizing all OSG related projects seem worth 
using a kind of forge (or something else). We really should avoid them dying by 
helping people maintaining them.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

  

Hi Cedric,



In theory the idea is cool but if people dont fill the current wiki why
they will take energy to fill a forge ?
  

I think it requires no more energy than hosting your project on your own
site, or a site like SourceForge or Google Code. The difference is that
it would be centralized, with an easy way to add maintainers, to
generate interest in projects, to search, etc.

A list of nodekits on the wiki, where links become broken and there is
no way of knowing if a project is actually any good, doesn't help at all.



And personnally if there is no support
for git/mercurial i prefer to host the project where i can use those tools.
  

You could always host your own version control repository, and use the
forge's version control as a mirror. Plus I think some of the software
supports Mercurial at least (mozdev does, why not others?)



I think the main problem is to reference project, not to host them Maybe
we just need to improve the reference of project on osg trac or a better
categories...
  

No, I think the main problem is generating interest and ensuring a
project stays alive. A dumb project list does not help there.

As it is now, a project is one person's pet and if that person stops
maintaining it, it dies. Handing over project ownership does not happen
when a project is one person's pet. Unless the project is on SourceForge
or Google Code, but then we have the problem of having lots of projects
on different systems using different tools to maintain them.

I think we need a better balance between consolidation and distribution.
Being too decentralized is not good either.

Anyways, we'll see.

J-S



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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Thank you very much Cédric.
However, I respect your point of view, and think that discussing a bit when 
having different ideas avoids many mistakes. We may finally find an 
intermediate or altered solution that fits most needs. I'm not really in favor 
of building a fully custom server, as it will need a lot of maintenance. But we 
may find an all-in-one solution that does 95% of our objectives. Maybe we could 
start looking at pages like:
http://en.wikipedia.org/wiki/Comparison_of_free_software_hosting_facilities
http://www.dmoz.org/Computers/Software/Project_Management/Open_Source/
and such...

About GForge: it supports SVN, but there are different versions with different 
limitations, depending on how much you want to pay! The free edition seems 
quite good (at first sight), as the open source edition (but the features are 
different).

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 19:17:25 +0100, Cedric Pinson morni...@plopbyte.net a 
écrit:

 Anyway i will help to host if it helps

 Cheers,
 Cedric

 Sukender wrote:
 Hi JS and Cédric,

 I'm a bit more in favor of what JS says. I agree that when the Forge is down 
 it's really annoying, but centralizing all OSG related projects seem worth 
 using a kind of forge (or something else). We really should avoid them dying 
 by helping people maintaining them.

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:


 Hi Cedric,


 In theory the idea is cool but if people dont fill the current wiki why
 they will take energy to fill a forge ?

 I think it requires no more energy than hosting your project on your own
 site, or a site like SourceForge or Google Code. The difference is that
 it would be centralized, with an easy way to add maintainers, to
 generate interest in projects, to search, etc.

 A list of nodekits on the wiki, where links become broken and there is
 no way of knowing if a project is actually any good, doesn't help at all.


 And personnally if there is no support
 for git/mercurial i prefer to host the project where i can use those tools.

 You could always host your own version control repository, and use the
 forge's version control as a mirror. Plus I think some of the software
 supports Mercurial at least (mozdev does, why not others?)


 I think the main problem is to reference project, not to host them Maybe
 we just need to improve the reference of project on osg trac or a better
 categories...

 No, I think the main problem is generating interest and ensuring a
 project stays alive. A dumb project list does not help there.

 As it is now, a project is one person's pet and if that person stops
 maintaining it, it dies. Handing over project ownership does not happen
 when a project is one person's pet. Unless the project is on SourceForge
 or Google Code, but then we have the problem of having lots of projects
 on different systems using different tools to maintain them.

 I think we need a better balance between consolidation and distribution.
 Being too decentralized is not good either.

 Anyways, we'll see.

 J-S


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

i don't understand why we should rewrite the whole openscenegraph core? Is
the good old openGL and openscenegraph that faraway from openGL CL/openGL
ES/.. How long does it take to port the whole greate functionality from osg2
to osg3? And how would it be possible to port the application form osg2 to
osg3 or should we restart our development once we get osg3 because the
osg2's API so different
from osg3? I don't understand all of the problem. is the openGL close to
death and we have to restart the greate osg2 lib. rewrite the core means,
what will happen with osg2 applications, new features will no longer be
added to the API (in long term view) and than the osg based application have
to die, and the new application has to become new written. or what will the
graphic industry do in near and long term future. i am not as close as some
of the community are in the graphic community, i am closer to computer
vision :-( :-)

I undestand that we may have to overthink some part of the core to support
new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But
openscenegraph is one of the best graphic engine currently in the world of
computer graphics render engine.

/sorry that i don't really understand the question and the problem we will
get with osg2

adrian


2009/2/5 Cedric Pinson morni...@plopbyte.net

 Anyway i will help to host if it helps

 Cheers,
 Cedric


 Sukender wrote:

 Hi JS and Cédric,

 I'm a bit more in favor of what JS says. I agree that when the Forge is
 down it's really annoying, but centralizing all OSG related projects seem
 worth using a kind of forge (or something else). We really should avoid them
 dying by helping people maintaining them.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:



 Hi Cedric,



 In theory the idea is cool but if people dont fill the current wiki why
 they will take energy to fill a forge ?


 I think it requires no more energy than hosting your project on your own
 site, or a site like SourceForge or Google Code. The difference is that
 it would be centralized, with an easy way to add maintainers, to
 generate interest in projects, to search, etc.

 A list of nodekits on the wiki, where links become broken and there is
 no way of knowing if a project is actually any good, doesn't help at all.



 And personnally if there is no support
 for git/mercurial i prefer to host the project where i can use those
 tools.


 You could always host your own version control repository, and use the
 forge's version control as a mirror. Plus I think some of the software
 supports Mercurial at least (mozdev does, why not others?)



 I think the main problem is to reference project, not to host them Maybe
 we just need to improve the reference of project on osg trac or a better
 categories...


 No, I think the main problem is generating interest and ensuring a
 project stays alive. A dumb project list does not help there.

 As it is now, a project is one person's pet and if that person stops
 maintaining it, it dies. Handing over project ownership does not happen
 when a project is one person's pet. Unless the project is on SourceForge
 or Google Code, but then we have the problem of having lots of projects
 on different systems using different tools to maintain them.

 I think we need a better balance between consolidation and distribution.
 Being too decentralized is not good either.

 Anyways, we'll see.

 J-S



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 --
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 http://www.plopbyte.net


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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Sukender,

About GForge: it supports SVN, 


Yes, I saw that the document I was reading was quite out of date. It 
also supports a wiki, and 4.7 (which is in RC right now) has support for 
MySQL (I would prefer the server to run only one database engine, and 
I'm more familiar with MySQL than PostGreSQL...)



but there are different versions with different limitations, depending on how much you 
want to pay! The free edition seems quite good (at first sight), as the open 
source edition (but the features are different).


It seems to me the Open Source edition is sufficient, but I'll look in 
more detail later.


J-S
--
__
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Hi Adrian,

Simply beacuse OSG 2 == OpenGL 2, and OSG 3 == OpenGL 3 (and such). That's 
certainly an awful shortcut, but globally, that was Robert said. OSG 2 will 
still live, and you may have your applications use OSG 2.26 (if such a version 
exists), even when OSG 3 is out. But you would not be able to take advantages 
of the newest technologies.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

Le Thu, 05 Feb 2009 20:59:15 +0100, Adrian Egli OpenSceneGraph (3D) 
3dh...@gmail.com a écrit:

 Hi all,

 i don't understand why we should rewrite the whole openscenegraph core? Is
 the good old openGL and openscenegraph that faraway from openGL CL/openGL
 ES/.. How long does it take to port the whole greate functionality from osg2
 to osg3? And how would it be possible to port the application form osg2 to
 osg3 or should we restart our development once we get osg3 because the
 osg2's API so different
 from osg3? I don't understand all of the problem. is the openGL close to
 death and we have to restart the greate osg2 lib. rewrite the core means,
 what will happen with osg2 applications, new features will no longer be
 added to the API (in long term view) and than the osg based application have
 to die, and the new application has to become new written. or what will the
 graphic industry do in near and long term future. i am not as close as some
 of the community are in the graphic community, i am closer to computer
 vision :-( :-)

 I undestand that we may have to overthink some part of the core to support
 new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But
 openscenegraph is one of the best graphic engine currently in the world of
 computer graphics render engine.

 /sorry that i don't really understand the question and the problem we will
 get with osg2

 adrian


 2009/2/5 Cedric Pinson morni...@plopbyte.net

 Anyway i will help to host if it helps

 Cheers,
 Cedric


 Sukender wrote:

 Hi JS and Cédric,

 I'm a bit more in favor of what JS says. I agree that when the Forge is
 down it's really annoying, but centralizing all OSG related projects seem
 worth using a kind of forge (or something else). We really should avoid them
 dying by helping people maintaining them.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com a écrit:



 Hi Cedric,



 In theory the idea is cool but if people dont fill the current wiki why
 they will take energy to fill a forge ?


 I think it requires no more energy than hosting your project on your own
 site, or a site like SourceForge or Google Code. The difference is that
 it would be centralized, with an easy way to add maintainers, to
 generate interest in projects, to search, etc.

 A list of nodekits on the wiki, where links become broken and there is
 no way of knowing if a project is actually any good, doesn't help at all.



 And personnally if there is no support
 for git/mercurial i prefer to host the project where i can use those
 tools.


 You could always host your own version control repository, and use the
 forge's version control as a mirror. Plus I think some of the software
 supports Mercurial at least (mozdev does, why not others?)



 I think the main problem is to reference project, not to host them Maybe
 we just need to improve the reference of project on osg trac or a better
 categories...


 No, I think the main problem is generating interest and ensuring a
 project stays alive. A dumb project list does not help there.

 As it is now, a project is one person's pet and if that person stops
 maintaining it, it dies. Handing over project ownership does not happen
 when a project is one person's pet. Unless the project is on SourceForge
 or Google Code, but then we have the problem of having lots of projects
 on different systems using different tools to maintain them.

 I think we need a better balance between consolidation and distribution.
 Being too decentralized is not good either.

 Anyways, we'll see.

 J-S



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 --
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 http://www.plopbyte.net


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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Sukender
Great thing! I'm also more used with MySQL. Could be interesting...
And yes, the open source seem sufficient to mee too.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 21:10:31 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Sukender,

 About GForge: it supports SVN,

 Yes, I saw that the document I was reading was quite out of date. It
 also supports a wiki, and 4.7 (which is in RC right now) has support for
 MySQL (I would prefer the server to run only one database engine, and
 I'm more familiar with MySQL than PostGreSQL...)

but there are different versions with different limitations, depending on how 
much you want to pay! The free edition seems quite good (at first sight), as 
the open source edition (but the features are different).

 It seems to me the Open Source edition is sufficient, but I'll look in
 more detail later.

 J-S

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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Adrian,

i don't understand why we should rewrite the whole openscenegraph core? 
Is the good old openGL and openscenegraph that faraway from openGL 
CL/openGL ES/.. 


OpenGL ES and OpenGL 3.0 will drop the fixed pipeline. So OSG's core 
functionality (state attributes for each fixed pipeline state) will have 
to be replaced with a shader-based architecture.


I guess most of the API could be the same (nodes, groups, geodes, 
parents, children, etc.) but the rendering back-end will have to be 
almost totally different.


Anyways, it's still a ways off.

J-S
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Adrian Egli OpenSceneGraph (3D)
Ok, i see. The OpenGL 3 API will completly change. And for this, we will
have to rewrite the OpenSceneGraph core. But the scene graph it selfs could
(may) be the same or very similar. that would be greate. i thought the we
will to rewrite the whole code, this would be much much much work, and even
for debugging ...

/thanks for the short answer

2009/2/5 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Adrian,

  i don't understand why we should rewrite the whole openscenegraph core? Is
 the good old openGL and openscenegraph that faraway from openGL CL/openGL
 ES/..


 OpenGL ES and OpenGL 3.0 will drop the fixed pipeline. So OSG's core
 functionality (state attributes for each fixed pipeline state) will have to
 be replaced with a shader-based architecture.

 I guess most of the API could be the same (nodes, groups, geodes, parents,
 children, etc.) but the rendering back-end will have to be almost totally
 different.

 Anyways, it's still a ways off.

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Jean-Sébastien Guay

Hi Adrian,

Ok, i see. The OpenGL 3 API will completly change. And for this, we will 
have to rewrite the OpenSceneGraph core. 


Well, the API will change but the old API will be deprecated, not 
totally removed. The problem is that we don't know when the fixed 
pipeline will be removed, once it's deprecated.


See
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenGL/OpenGL3Notes
which are some notes I took at the OpenGL BOF at Siggraph 2008, where 
the final specs for OpenGL 3.0 were announced.


But the scene graph it selfs 
could (may) be the same or very similar. that would be greate.


As I said, I think most of the API should be possible to keep... But 
anyways, we'll see.


J-S
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Re: [osg-users] 3.0 or 2.10?

2009-02-05 Thread Paul Martz
If you had a GKS- or PHIGS-based application, you might still be able to
find some computers that support it, and your application might still run.
Similarly, you have the option of freezing development on your OSG
application and continuing to ship on OSG 2.8 for as long as there is OpenGL
2.x support on your target platforms.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Thursday, February 05, 2009 12:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3.0 or 2.10?


Hi all, 

i don't understand why we should rewrite the whole openscenegraph core? Is
the good old openGL and openscenegraph that faraway from openGL CL/openGL
ES/.. How long does it take to port the whole greate functionality from osg2
to osg3? And how would it be possible to port the application form osg2 to
osg3 or should we restart our development once we get osg3 because the
osg2's API so different 
from osg3? I don't understand all of the problem. is the openGL close to
death and we have to restart the greate osg2 lib. rewrite the core means,
what will happen with osg2 applications, new features will no longer be
added to the API (in long term view) and than the osg based application have
to die, and the new application has to become new written. or what will the
graphic industry do in near and long term future. i am not as close as some
of the community are in the graphic community, i am closer to computer
vision :-( :-) 

I undestand that we may have to overthink some part of the core to support
new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But
openscenegraph is one of the best graphic engine currently in the world of
computer graphics render engine. 

/sorry that i don't really understand the question and the problem we will
get with osg2 

adrian 



2009/2/5 Cedric Pinson morni...@plopbyte.net


Anyway i will help to host if it helps

Cheers,
Cedric 


Sukender wrote:


Hi JS and Cédric,

I'm a bit more in favor of what JS says. I agree that when the Forge is down
it's really annoying, but centralizing all OSG related projects seem worth
using a kind of forge (or something else). We really should avoid them dying
by helping people maintaining them.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com a écrit:

 


Hi Cedric,

   


In theory the idea is cool but if people dont fill the current wiki why
they will take energy to fill a forge ?
 


I think it requires no more energy than hosting your project on your own
site, or a site like SourceForge or Google Code. The difference is that
it would be centralized, with an easy way to add maintainers, to
generate interest in projects, to search, etc.

A list of nodekits on the wiki, where links become broken and there is
no way of knowing if a project is actually any good, doesn't help at all.

   


And personnally if there is no support
for git/mercurial i prefer to host the project where i can use those tools.
 


You could always host your own version control repository, and use the
forge's version control as a mirror. Plus I think some of the software
supports Mercurial at least (mozdev does, why not others?)

   


I think the main problem is to reference project, not to host them Maybe
we just need to improve the reference of project on osg trac or a better
categories...
 


No, I think the main problem is generating interest and ensuring a
project stays alive. A dumb project list does not help there.

As it is now, a project is one person's pet and if that person stops
maintaining it, it dies. Handing over project ownership does not happen
when a project is one person's pet. Unless the project is on SourceForge
or Google Code, but then we have the problem of having lots of projects
on different systems using different tools to maintain them.

I think we need a better balance between consolidation and distribution.
Being too decentralized is not good either.

Anyways, we'll see.

J-S
   



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[osg-users] 3.0 or 2.10?

2009-02-04 Thread Paul Martz
Hi all -- I've seen a couple of posts now implying that the next stable
release after 2.8 will be called 3.0. I wanted to open a discussion on
this so that we can get some clarification.
 
Unless the next stable release will break lots of backwards compatibility,
I'd opt for calling it 2.10, then 2.12, etc. No need to change the major
revision number unless we break backwards compatibility, and although there
has been some discussion of that, nothing definite yet at this point as far
as I know.
 
Robert, comments?
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Cedric Pinson

I am agree with this notation.

Paul Martz wrote:
Hi all -- I've seen a couple of posts now implying that the next 
stable release after 2.8 will be called 3.0. I wanted to open a 
discussion on this so that we can get some clarification.
 
Unless the next stable release will break lots of backwards 
compatibility, I'd opt for calling it 2.10, then 2.12, etc. No 
need to change the major revision number unless we break backwards 
compatibility, and although there has been some discussion of that, 
nothing definite yet at this point as far as I know.
 
Robert, comments?
 
Paul Martz

*Skew Matrix Software LLC*
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
 



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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Sukender
Hi Paul,

This needs to be confirmed, but I think Robert's mind is to go to 3.0 to allow 
the whole community to introduce things that break backwards compatibility, 
as you say. You even posted a thing on the thread Ideas for OSG v3.0, where 
Art Tevs told about reorganizing nodekits/plugins ( 
http://osgforum.tevs.eu/viewtopic.php?p=5006#5006 ).
Of course if nothing special breaks the compatibility, or if there is not a 
huge pile of new features, I think going to 2.10 should be okay.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 05 Feb 2009 00:11:04 +0100, Paul Martz pma...@skew-matrix.com a écrit:

 Hi all -- I've seen a couple of posts now implying that the next stable
 release after 2.8 will be called 3.0. I wanted to open a discussion on
 this so that we can get some clarification.
 
 Unless the next stable release will break lots of backwards compatibility,
 I'd opt for calling it 2.10, then 2.12, etc. No need to change the major
 revision number unless we break backwards compatibility, and although there
 has been some discussion of that, nothing definite yet at this point as far
 as I know.
 
 Robert, comments?
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com http://www.skew-matrix.com/
 +1 303 859 9466

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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Art Tevs
HI,

I agree on that the next version will still be 2.x. Only if we really go for a 
completly different API (with almost no backward compatibility), then we should 
go to 3.x

The previous thread just collected some ideas about how to manage future 
releases of osg 3.x The idea was to go away from current nodekit thing and to 
separate the real main core part. Then with the help of something like 
NodeKitSuite one could add additional node kits. The main core would only have 
the real main core of a scene graph. All other suites will just provide 
functionality like ViewerSuite (whcih will include osgViewer), then 
InteractionSuite (here one could include osgWidget, osgGA, ...), then 
EffectSuite (here osgParticle, ...) and so on.

Cheers,
art

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Re: [osg-users] 3.0 or 2.10?

2009-02-04 Thread Jean-Sébastien Guay

Hi Paul,

Hi all -- I've seen a couple of posts now implying that the next stable 
release after 2.8 will be called 3.0. I wanted to open a discussion on 
this so that we can get some clarification.


I don't think this is the case. Robert has only referred to 3.0 when 
talking about introducing an OpenGL 3.0-only pipeline, i.e. not relying 
on the fixed pipeline at all. This will probably not happen in the next 
stable release after 2.8, thus there will surely be a 2.10, 2.12, etc. 
before we see 3.0.


At least that's how I understood it. The fact that Robert and Art have 
started discussions on the road to OSG 3.0 does not automatically 
imply that 3.0 will be the next stable version of OSG.


J-S
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