Hi Mattias,

Thanks for those precisions. I didn't read all the discussion and was not aware 
of the current customization.
Well of course I can build packages by scripting, but that's too bad if I can't 
use a feature that already does 99% of the job.
Anyway, what do you think about the strictly packaging point of view? I mean, 
what are packaging targets supposed to do in debug?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 17 Dec 2008 12:47:36 +0100, Mattias Helsing <[email protected]> a 
écrit:

> Hi Sukender,
>
> On 12/17/08, Sukender <[email protected]> wrote:
>> Hi Robert,
>>
>> I understand your point of view, and you're right about saying that constant
>> testing is essential for OSG. But in another hand, if someone develop with a
>> library based on OSG (say mine ;p ), that developper may not want to get the
>> OSG sources and compile it himself when going from release to debug.
>> Moreover, from a strictly packaging point of view, it seems unnatural to
>> have releases binaries when building in debug. And if you don't compile the
>> release version before, would then the package be empty since no release
>> targets have been compiled (as explained in my previous mail)?
>>
>> So maybe ther would be a compromise? My suggestion is that online packages
>> should *all* be release ones. But the ability to build debug packages sounds
>> very interesting for me since my library is not updated as often as OSG; and
>> maybe others would also find it useful from time to time. What do you think
>> about it?
>
> Without having looked at your problems closely what you want is harder
> than saying "let's do it this way". Very much of this packaging is
> relying on cmake/cpack functionality. We just ask it to pack what we
> earlier told it to install. Making the separation of release and debug
> in packages may for example require us to revert our current
> customization (on win32) of not using "debug" and "release"
> subdirectories below the lib and bin folders.
>
> Making packages is not going to to be something you do every day. And
> most people should never have to do it. Also it is typically something
> that you script. So I guess I'm with Robert on this. Making debug
> packages is still easy. You just need to double check that the package
> you got contains what you expected, upload it and wait 2 months for
> the next major release
>
> Mattias
>
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>
>>
>> Le Wed, 17 Dec 2008 10:35:34 +0100, Robert Osfield
>> <[email protected]> a écrit:
>>
>>> Hi Guys,
>>>
>>> I'm inclined to just provide packaged binaries for the main targets
>>> rather than worry about all the various different options.  I'd even
>>> go as far as say just providing release build packages would be fine.
>>>
>>> The OSG itself isn't that difficult to build, and OSG users all should
>>> be capable of pulling down the sources and building their own version
>>> of the OSG.  The binaries of really help out with quick evaluations of
>>> the OSG and for helping redistribution of binaries/libs with
>>> applications or as part of central repositories.
>>>
>>> For day to day development we actually want osg users to be compiling
>>> from source and testing out latest versions as this is how we get
>>> people to test and debug the OSG, which in turn is how we keep the
>>> quality of our software high - this constant testing.  Over reliance
>>> on binaries during the development cycle will lead to less of the
>>> community testing the source build and runtime, which is not something
>>> we really want to encourage.
>>>
>>> Robert.
>>> _______________________________________________
>>> osg-submissions mailing list
>>> [email protected]
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>
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