Vivian and all others, 

No wonder - there are only tow people really working
on implementing OSG into FGFS: Mathias and Tim. 
And if we really wanted clouds, shadows, random
objects etc. we would have them. It seems to me, that
we have a lot of people with C++- knowledge but no
people with knowledge in 3D-prgramming and GLSL....

I really like OSG, modeling wasn't so easy like that
before and with the abilities which OSG offers already
for us, it's an improvement. 

But in the moment I think, we should keep on Plib and
should hurry. The first people are asking if FGFS is
dead...

Greetings
and Bye
HHS 
 
> The problem with this plan is that OSG is simply not
> fit for purpose, at
> least not here. If you think the stuttering was a
> problem in plib, it's
> twice the problem in osg. Yes, the animations are
> better implemented, and
> the pick animation is particularly good, but frame
> rates are about 2/3rds
> that of plib, and we still lack random objects, 3d
> clouds, shadows, and the
> ordinary clouds aren't anything to write home about
> either. Even the
> much-vaunted particles are broken if you look at
> them closely.
> 
> Of particular concern is that there has been no real
> progress for 12 months
> now.
> 
> I'm sure we all know all of this, but perhaps it was
> worth restating.
> 
> Regards,
> 
> Vivian
> 
> 
> 
>
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