Thanks to everyone for your feedback.  It is great to see so many people 
willing to help out. :)

I went ahead and took the dive into adding a new field container that 
could act as a pool type.  For now I am just adding a container that 
will hold a list of FieldContainerPtr's.  I think it would also make 
sense to have a map version that could map from string name to Ptr.  If 
nothing else this would allow for nesting of Pools to accomplish 
something like I outlined for my case.  Unfortunately making a mapping 
version is quite a way beyond my current understanding of fields, field 
containers, and the new OpenSG 2 infrastructure.  Maybe if Gerrit is 
willing to help out we can get something like that added though. :)

The new FC is called ContainerPool.  The ContainerPool::subContainer 
method isn't implemented yet since I don't quite know how to do it, but 
the code is there if anyone wants to take a look and give some feedback.

Thanks again.

-Allen


Allen Bierbaum wrote:

>As part of the work I am doing on OpenSG2 and pyOpenSG I am working on a 
>scene editor.  It is not going to be anything as full featured as VRED, 
>but it should allow editing of basic scenes and debugging/development of 
>shaders and multi-pass rendering with OpenSG2.
>
>Are part of this effort I have run into an interesting problem.
>
>- First, it is possible to have objects (field containers) that are part 
>of the concept of a scene, but are not actually in the scene graph. 
>
>For example the user may want multiple materials in the scene so they 
>can edit things and try out new materials.  But as it stands right now 
>it would be difficult to just create a new material out of the blue 
>because this material would not be part of the scene graph and would not 
>be saved out.  For materials, I think VRED solves this by introducing 
>the MaterialPool NodeCore.  I could try to port this to OpenSG 2, but it 
>has a couple of issues.  First, a node core seems a bit heavy weight to 
>me so I think it should be an attachment that could just be added to the 
>scene root.  Second, the MaterialPool in 1.8 only supports pooling 
>materials.  I think it would be better to support holding many types of 
>objects, not just materials.
>
>One idea I have been toying with is to just use AttachmentContainers.  
>For example if I wanted to store materials and FBO objects.
>
>rootNode
>   - AttachmentContainer:"MyEditorStuff"
>      - AttachmentContainer: "Materials"
>         - Material: "Material One"
>         - Material: "Material Two"
>      - AttachmentContainer: "FBOs"
>         - FBO: "FBO_one"
>
>This may work but it has a couple of issues. 
>
>- Adding attachments and looking them up is by binding id (uint16) and 
>groupId in some way.  So I would need some way to create a unique id 
>that I could rely upon my editor always being able to use for looking up 
>"MyEditorStuff". 
>- In regards to groupId, there was a previous discussion about this and 
>I don't know what came of that
>- There is no documentation for the interface to AttachmentContainer so 
>I am not really sure if I am thinking of using it correctly.  ( I know 
>this is a nitpick, but it does cause some pain)
>- It would be *much* easier to do this if the attributes map was indexed 
>by name instead of id
>
>Anyway, does anyone have a good idea for how to deal with this in my 
>application?  Is there any other class that I should be looking at that 
>is new in OpenSG2?
>
>Thanks,
>Allen
>
>
>
>
>
>
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