I say a clean slate is best. Besides for older applications OSG 2.0
would still be around to be used.

OSG 3 = OpenGL 3 is the way I see it.

Rizzen

Paul Martz wrote:
> Good summary, Gordon.
>
> I agree, with much of the current OSG dedicated to managing a fixed function
> pipeline, starting from a clean slate would be the way to go. I'd hate to
> see the OSG community try to maintain the existing API given its such a poor
> fit for OpenGL 3.
>
> As Robert points out, this will be hard for existing OSG (and OpenGL) users.
> But these users are the ones who will ultimately decide when the move takes
> place. OpenGL 2 drivers should be available for a while, but eventually
> there will be an ISV shift towards OpenGL 3, and soon thereafter OpenGL 2
> drivers will disappear. (This will not be unlike the PEX/PHIGS/GL shift to
> OpenGL 1.x in the mid-1990s.)
>
> My main concern with moving forward with a new clean slate is that we need
> to see ISV support for that BEFORE the OpenGL 2 drivers go away, so that
> there is sufficient time and funding to develop a new OSG that integrates
> with OpenGL 3. There will be little movement in OSG towards OpenGL 3 without
> funding to back that effort.
>
> To that end, I'd like to hear from any companies that are interested in
> seeing a new OSG for OpenGL 3.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
>
>
>
>   
>> Hi Y'all
>>
>> Having attended the SIGGRAPH OpenGL Bof  the first thing you 
>> have to realize about OpenGL 3.0 is that it is NOT an 
>> extension to 2.x it's a very new beast with some cross over 
>> but the changes to OGL3.0 are very very intrusive to the way 
>> OSG or any Scenegraph works or even OpenGL program, and the 
>> scenegraph that supports OGL3.0 will be a very different 
>> beast to what we have today
>>
>> OGL 3.0 is not backwards compatible with previous versions, 
>>
>> >From what I have seen and what I understand, IMO the OSG 
>> version that 
>>     
>>> will
>>>       
>> embrace OGl3.0 will be a very new Scenegraph, the changes are 
>> simply too many and fundamental to the way things currently 
>> work. If you we don't approach this in a new clean slate way 
>> then we will spend most of our time, going down the road of 
>> this is how it used to work and we will mimic that and spend 
>> most of our time trying to replace OGL2x in OGL3.0
>>
>> Once the spec is finalized hopefully shortly and folks get a 
>> read and start to see what was talked about at the BOF and 
>> how fundamentally different OpenGL 3.0 is it will be much 
>> clearer on why any Scenegraph that supports Opengl3.0 will be 
>> different
>>
>> Simple things like glbegin() and glEnd() are dead, no clients 
>> side array's any more, only 2 draw Functions, many uniforms 
>> currently supported in Shaders are gone, a new program stage 
>> placed between Vertex and Pixel stages, many things made immutable
>>
>> Basically we have a new language to learn 
>>
>> You can see many of the bullet points ar 
>> http://www.khronos.org/library/detail/siggraph_2007_opengl_bir
>>     
> ds_of_a_feathe
>   
>> r_bof_presentation/
>>
>>
>> Just my 2 cents
>>
>> __________________________________________________________
>> Gordon Tomlinson 
>>
>> Email   : [EMAIL PROTECTED]
>> YIM/AIM : gordon3dBrit
>> MSN IM  : [EMAIL PROTECTED]
>> Website : www.vis-sim.com www.gordontomlinson.com 
>>
>> __________________________________________________________
>> "Self defence is not a function of learning tricks but is a 
>> function of how quickly and intensely one can arouse one's 
>> instinct for survival" 
>> -Master Tambo Tetsura 
>>
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf 
>> Of Robert Osfield
>> Sent: Friday, August 10, 2007 5:51 AM
>> To: [email protected]
>> Subject: Re: [osg-users] OpenGL 3 announced
>>
>> On 8/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>     
>>> someone wanted to know when will osg support opengl 3? yes 
>>>       
>> i know the 
>>     
>>> specs aren't even finalized, but i want to give the guy an 
>>>       
>> answer and 
>>     
>>> not let him pass in a forum with foul arguments against osg, 
>>> especially not at heise.de. ;)
>>>       
>> There is no way I can given a specific time to support 3.0, 
>> since it's not finalised nor any implementations available.  
>> I can say that I'm a committed supporter of OpenGL in general 
>> and the path the ARB are taking to OpenGL 3.0, so I'm 
>> following developments closely with the intention of supporting it.
>>
>> There are some major technical issues to resolve w.r.t how we 
>> go about integration.  In some ways a clean slate, OSG 3.0 
>> mapping to OGL 3.0 would be ideal, with the both general 
>> hardware, OSG and OGL all becoming ever more multi-threaded, 
>> and with new object models that perhaps suit a different 
>> means of encapsulation at the scene graph end.  With a clean 
>> slate OSG 3.0/OGL3.0 would be trim down the scene graph 
>> substantially too.  Perhaps also an opportunity to improve 
>> the scriptability of the scene graph too.
>>
>> A clean slate approach is not good for existing users, not 
>> good for getting out version of the OSG with OGL3.0 in a 
>> timely manner.  Right now we need to support the latest OGL 
>> extensions, then look at how one might integrate OGL3.0 
>> features in a relative non intrusive way.  The OSG has 
>> already coped surprisingly with evolution from OGL1.1 to 
>> OGL2.1, so we can probably handle OGL3.0 too given a 
>> willingness to refactor parts that need it.  Maintaining 
>> backwards compatibility with older versions of OGL is what 
>> will complicate things, I see its part of the OSG's role to 
>> hide this complexity of managing multiple OGL versions so I'd 
>> like to see a graceful way of handling the new object model.
>>
>> Robert.
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
>>     
> negraph.org
>   
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
>>     
> negraph.org
>
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>
>   

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