Hello Marc,
Marc Hofmann wrote:
> > hmm, is there anything particular holding you back to use OpenSG 2,
> > more in a technical sense than the time/effort it will surely take
> > with deadlines to cope ?
> >
> > And yes I'm quite serious, the area you are having problems in is really
> > one of the worst parts of OpenSG 1 and a lot of effort went into
> > correcting these things for OpenSG 2. So in this situation it might be
> > really worth considering to switch if there aren't any big technical
> > hurdles.
> >
> > If there are let us know and we can address them.
> >
>
> we didn't thought about changing to OpenSG 2 yet, because our
> application is really big and it would take "too much" time to convert
> everything.
>
> I have some questions about OpenSG 2.
>
> What is the state of OpenSG 2.0 and when will it be officially released?
the one area where I expect changes before a release are the way shaders
are composed/overridden, which may have some how state/state changes are
handled.
> What features from 1.8 are missing in 2.0? We need especially cluster
> support and multithreading.
I think of the big things only the VolRen support is missing in 2.0,
cluster and multithreading are definitely ported and working. With all
the attention the ref counting got it should actually be better.
> What are your experiences converting a large application so far?
I've not ported any large applications, only small ones. Perhaps others
have experience they can share?
> How long would it approximately take? Would you advise to use it in a
> "production" system?
The group here at UL Lafayette uses it for our demos and applications we
develop and I think Gerrit does the same in Singapore. All development
effort goes into 2 these days and personally I find it increasingly
difficult to debug the details of 1.x, just because I'm not that
familiar with it anymore.
Cheers,
Carsten
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