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Rizzen wrote:
> 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.
> 

You obviously do not have to maintain large application compatibility.
If somebody told me now that I have to remove OSG and change to another
scene graph in our application, I would shoot him on the spot. There is
too much time and resources invested in this. I am tracking the OSG
development because incremental changes are easier to make, but starting
over, no thanks.

Regarding the OSG 2.x long-term viability in parallel with a separate
OSG 3 branch - I do not think that that is realistic. There simply
aren't resources to maintain it. Good example is osgProducer - it was
removed only recently and it doesn't work already because it is out of
sync with Producer. This is not a complaint, just a fact - once
something is deprecated, it will slowly die. Nobody is going to put more
energy and effort in something like that.

Regards,

Jan

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