Hi Allen,
Allen Bierbaum wrote:
>
> I think the vision is very good. I think the goal could be a little
> more gandeous then to "be a widely used" scenegraph. I think it should
> be to be the most widely used scene graph (especially for clustering and
> advanced rendering).
I'm not so good at grandiose, but if somebody wants to take a shot feel free. ;)
> I have a couple of questions here.
>
> - What does "simplify the code" mean? Is this meant to simplify the
> implementation or simply the end user application. (personally I think
> both are needed, but what are we talking about exactly here?)
That was targeted at 1. 2 was implicit.
> - What does "build system" mean? Do you mean "Transition to an unified
> build system for all platforms and add support for build bot nightly
> builds and testing"?
That wouldn't really be a change, that's what we have already. I was more
thinking about a more integrated system than the mix of autoconf, make and
shell
scripts that we have right now.
> - I would add, "Build a larger community of OpenSG users and
> developers". We need the community to grow if we really want to make
> OpenSG the best it can be.
Hm, that's a more philosophical than technical goal, I hadn't thought about
those much. But point taken.
> A more general comment is that it doesn't look like there is a lot of
> new capabilities described here. Most of this is fixing up and making
> the current capabilities better or am I missing something?
Nope, that was my current main thrust, so that's correct. What major features
are you missing?
One thing I can think of is something you've mentioned before but I haven't
really considered, and that is moving to a fully shaderized system. Separate
discussion...
Dirk
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