Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-06-01 Thread Ryan Pavlik
On Thu, May 26, 2011 at 10:15 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

   Ramping up the use of nightly builds will certainly help
 convergance so if you have machines available that might
   be suitable please consider contributing to cdash.openscenegraph.org.


I've set up my local Jenkins server that is performing continuous
(SVN-monitoring) builds of trunk and the 2.8 branch to also submit build
reports. Right now, they're showing up as Experimental since Jenkins is
taking care of the svn update so the Continuous configuration doesn't
submit information. Nevertheless, in case of a build error, the re-build
performed by ctest will reveal the error.

The site name is ISU-VRAC-VanceGroup.

I noticed that you're using cdash 1.6.2 - a new release (1.8.2) is available
and probably a worthwhile upgrade, when you get the chance.

Ryan

-- 
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu
http://academic.cleardefinition.com
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-06-01 Thread Chris 'Xenon' Hanson
  I wanted to mention that AlphaPixel's build system is currently mostly hooked 
up to
CDash and should report trunk/stable status for all three major platforms. I 
don't think
all the nightly results are up yet, since they start building late and night 
and go until
they're all done.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Robert Osfield
Hi All,

I would like to go for getting OpenSceneGraph-3.0 out the door for the
end of June, this gives us four weeks to test, debug and make ready.
This gives us a little over four weeks to all we have to do.  For a
perliminary schedule I would suggest breaking the work down into two
halves/phases.


Phase 1: Merging pending submissions, testing and debugging

   Period : Now till to Friday 17th of June :

   Dev releases tempo to be upped to two or more a week.

   I'll merge submissions except where new submissions look like they
will be a high risk to the release schedule.
   New freatures will need to be low risk to be included, and as we
move closer to the end of Phase 1 I'll
   steadily raise the bar for merging new features/feature refinements
so that only really low risk submissions will
   be considered.

   All submissions considered too risky in this phase will be bumped
to after 3.0.

   Ramping up the use of nightly builds will certainly help
convergance so if you have machines available that might
   be suitable please consider contributing to cdash.openscenegraph.org.


Phase 2: Feature freeze and release candidate testing

   Period: 18th June to end of June

   This phase will begin with the creation of the OpenSceneGrap-3.0
branch which will mark the feature for the release
   and will be used as the basis of the series of OpenSceneGraph-3.0.0
release candidates.

   Straight after making the 3.0 branch I'll tag the 3.0.0-rc1 and
will call for build and runtime testing.  Ideally binaries
   will be built and made available for testing through the rc series.

   Only documentation, build and bug fixes will be merged all new
features will be ignored till after the final 3.0.0 release
   is tagged and out of the door.

   Final release, spreading the news to online news dev sites and party ;-)


Throughout the period end user testing is absolutely and utterly
crucial to the end quality of the release.  If 3.0.0 goes out the door
and doesn't work for your application it will be *your* failure to
test and report the problems in a timely manner, so please don't hold
back till after the realse, dive in and test svn/trunk, the dev
releases and release candidates as much as you can.

I will do what I can to help fix bugs over the next month but I will
be stretched so won't be able to chase everything up - the community
scales far better than I can ever do so the bulk of hunting down bugs
and addressing them, we are all part of the commuinity so don't assume
just because you've reported a problem that there is someone out there
with the skills and time to fix it, we all will be stretched by our
own work.

If you don't feel able to contribute fixes then testing and providing
high quality bug reports that aid others in quickly reproducing and
understanding the problem is important so worth the extra effort.  If
your report a problem and then others have to keep asking your
questions about the problem just to be able to reproduce it then there
is likely something wrong in the quality of your reporting.   See how
others report problems and how much information was required to help
indentify the problem, learn from the most successful posts.  Often
even basic stuff like version of the OSG, operating system, hardware
used, how the OSG was built etc are completely ignored in reports and
right away you'll get asked these questions.  Use having to ask
questions is consuming both out and your time, this is wasted time
that would be better spent actually fixing problems, so poor reporting
direclty reduces the of the software.

The place to report problems is here on the osg-users mailing
list/forum, only actual code submissions should posted to
osg-submissions.  Also don't post reports of problems directly to
particular users, including me, as broacasting the problem to the
whole community is how we leverage the power of the community.

More inportant than anything else, test, test, test.  The earlier your
test the OSG before the release the more likely that we'll have the
time to fix the issues that you find.

Thanks in advance for you help,
Robert.
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Jean-Sébastien Guay

Hi Robert,

Good to see that the process is ramping up, it'll be great to have a new 
stable trunk release soon!



Ramping up the use of nightly builds will certainly help
convergance so if you have machines available that might
be suitable please consider contributing to cdash.openscenegraph.org.


On this subject, I've had a VC9 x86 build going for a while now (though 
it doesn't show up sometimes, I've had to babysit it a bit lately) and 
I'll be adding a VC9 x64 build today. It's just one more combination but 
every bit helps, and if others can add their own nightly builds we'll be 
able to see at a glance what the situation is for a variety of platforms 
/ compilers.


J-S
--
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http://whitestar02.dyndns-web.com/
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Farshid Lashkari
Hi Robert,

On Thu, May 26, 2011 at 3:15 AM, Robert Osfield robert.osfi...@gmail.comwrote:

   New freatures will need to be low risk to be included, and as we
 move closer to the end of Phase 1 I'll
   steadily raise the bar for merging new features/feature refinements
 so that only really low risk submissions will
   be considered.


Just curious, do you plan on including the new meta-data feature in 3.0?

Either way, I'm looking forward to using 3.0.

Cheers,
Farshid
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Robert Osfield
HI Farshid,

On Thu, May 26, 2011 at 5:21 PM, Farshid Lashkari fla...@gmail.com wrote:
 Just curious, do you plan on including the new meta-data feature in 3.0?

I'm planning to do a review of the meta-data submissions once I've
merged all the low risk submissions.  If I don't get to do this review
this week I'll do it early next week.  If the submission looks
sensible and is a low risk then I'll merge it, or call for revisions
to get in a better state for merging.  There is always a chance that
it'll just be too ambitious for the 3.0 so will need to bumped to 3.2,
once I've done the review I'll know.

Robert.
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