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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