Hi, > On the pull request, is there an offical github repo somewhere else? > I think that the official repo is at > https://sourceforge.net/p/opensg/code/ci/master/tree/
Ah thanks. Gerrit have merged my pullrequest and pushed it there. Either way seems fine, but as I already had a github fork of OpenSG, that was easiest for me. > The places I've been previously that've used OpenSG are looking for > > options, mainly because development is dropping (their/my fault too, not > > making any contribs) and OpenSG is a bit too big & complex for their > > needs and a scene-graph isn't really state-of-the-art in how one express > > a 3D scene anymore (most game engines, and Qt 3d 2.0, use an entity > > based approach instead, and an frame/render-graph for stages). > > Could you elaborate a little so that I fully understand what that mean. I don't want to pick on OpenSG too much here, I'm still kind of fond of it, of course. But forcing both transforms, materials, lights (and sometimes render-graph order) to be defined by the same hierarchy (Nodes) isn't optimal in all (most?) cases. Very few game-engines are built that way these days, as it doesn't really scale to BIG scenes. (The guys I'm working with have done optimziations to save the render tree for static geometry to avoid traversing the graph each render, as that was a performance issue for some of their data sets.) Look at Qt 3D 2.0 for an example on an Entity based system, with and explicit render graph. (One could of course re-use the fieldcontainer concept and build an entity based system on top of it.) > Btw, I've gone from Lead Dev to a consultant so I've done most of my > > hacking in C# the last two years, on various projects in various places, > > and this task was something that fit well, as I've used OpenSG for ~10 > > years. But I'm not employed here, just helping out with my previous > > C++/OpenSG2 experience. > It would be fine to have you on board for some time and hopefully you > find proper projects in the future. Yeah. Traffic seems light these days so I don't mind. My current assignment ends at end of October. (I used gmane previously to keep up with all mailing lists, boost, qt, et.al .,) /Marcus 2016-09-28 17:40 GMT+02:00 Johannes <jbru...@datasolid.de>: > Hello Marcus, > > On 28.09.2016 15:41, Marcus Lindblom Sonestedt wrote: > > Hi Johannes! > > > > On the pull request, is there an offical github repo somewhere else? > I think that the official repo is at > > https://sourceforge.net/p/opensg/code/ci/master/tree/ > > > Who picks up your patches from the mail-list? > Carsten did all the administration and merging tasks lately. I think he > is rather busy with other stuff and does not use OpenSG that much in his > daily work anymore (Carsten correct me if I'm wrong). > > > (Also, these guys don't use cygwin, so I had to fix it for windows, even > > though it was only two classes...) > You are welcome :-) > > > > > Currently I'm helping a company to move to OpenSG2 as their dataset > > requires 64-bit addressing, but I don't think they plan to do too much > > with OpenSG after that. > > This was the easiest way to get 64-bit without rewriting the entire app, > > but I don't see any needs for them to grow OpenSG outside what is there > > at the moment. > Yes I see. OpenSG 2 is working pretty fine on 64-bit Windows. > > > > > The places I've been previously that've used OpenSG are looking for > > options, mainly because development is dropping (their/my fault too, not > > making any contribs) and OpenSG is a bit too big & complex for their > > needs and a scene-graph isn't really state-of-the-art in how one express > > a 3D scene anymore (most game engines, and Qt 3d 2.0, use an entity > > based approach instead, and an frame/render-graph for stages). > Could you elaborate a little so that I fully understand what that mean. > > > > > Maybe one could revive OpenSG, but I've never used the > > aspect-over-network and I don't think many ppl will. > > Doing GL calls in a render-thread is enough, and that's doable via > > easier methods that full on aspect-copy. > Actually, we also do not use the network capabilities of OpenSG. > > > > > Btw, I've gone from Lead Dev to a consultant so I've done most of my > > hacking in C# the last two years, on various projects in various places, > > and this task was something that fit well, as I've used OpenSG for ~10 > > years. But I'm not employed here, just helping out with my previous > > C++/OpenSG2 experience. > It would be fine to have you on board for some time and hopefully you > find proper projects in the future. > > Best, > Johannes > > > > ------------------------------------------------------------ > ------------------ > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users > -- Med vänliga hälsningar, Marcus Lindblom Sonestedt *Systemarkitekt* *BIT ADDICT *- Passion för utveckling +46 (0)706 43 63 28 marcus.lindblom.sonest...@bitaddict.se www.bitaddict.se
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