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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