Hi Dan,

Daniel E. Shipton wrote:
> Excuse the top posting..

?

> I think that a better option would be to get rid of all the legacy
> code for 2.0.  Having just finished a big project that was using 2.0 I

I assume it was using 1.0 (actually I know it was ;).

> can tell you that trying to make your old 1.x code work with 2.0 is a
> huge pain...and frankly not worth the hassle.
> 
> A better option would have been to spend the few days to port
> everything to 2.0  In the end I probably spent just as much time
> fighting all the deprecated interfaces, OSG_1_COMPAT, and deprecated
> properties to make them work properly.

Can you elaborate on that a little bit? What didn't work, what problems did you 
have making it work with the compats defined?

> Having one codepath is really in everyones *best* interest.  There are
> to many permutations to test thoroughly as it stands.
> 
> So here are my suggestions:
> 1. Get rid of enable_osg1_compat
> 2. Get rid of disable_deprecated
> 3. Get rid of enable_deprecated_props

All of those should be one define, to keep things simple.

> 4. Write a GOOD porting guide that covers how to change the 1.x code
> into 2.0 code

Can you give us some hints what that means? Right now I think you're the one 
with the most experience in that regard.

> Having reflected my last project I also have some other suggestions.
> 
> 1. Get rid of the RenderAction (yet another code path)

Agreed.

> 2. Documentation for 2.0 creating,editing FC's in 2.0  (ex. FClusterLocal!)

FCClusterLocal is actually a big improvement over 1, where those were 
hard-coded 
into the Cluster lib. Why you ran into those problems is an open question (did 
you open a ticket for it BTW?).

Yours

        Dirk

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