Jan Ciger wrote:
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> Hello,
> 
> Robert Osfield wrote:
>> Hi Jan,
>>
> ..
>> I wonder if it would be possible for use to write some analysis tools
>> to find out what OSG API's users are using, to try and get some
>> profile for what parts will be the most problematic to migrate.
>> Perhaps one can take an evolutional approach.
> 
> I certainly hope so. Otherwise the migration to OpenGL 3.0 will be a
> really slow one (or not happen at all). I think that this is not
> OSG-specific issue, though - if the driver vendors will support one
> version or the other, but not both on most hardware, there will be a
> mess - all commercial OpenGL applications need to be supported/migrated
> too.
> 
>> This is a real issue, splitting user base can be a killer, with
>> neither branch having sufficient critical mass to make a successful
>> project.
>>
>> In general I'm trying to consolidate the user base onto
>> classes/libraries that everybody users so that these classes get more
>> testing and debugging, and avoid supporting disparate
>> classes/libraries.  For instance CMake is largely about consolidation.
>>  Making it easier for users to track the SVN and dev releases again is
>> trying to bring more people on to the same version.
> 
> This is certainly appreciated, even though I didn't have a problem
> building OSG before CMake (but I am not Windows user :-p)
> 
>> Evolving OSG 2.x to support GL3 should be possible, the question is
>> how much will you compromise the use of GL3 in the process, and how
>> will you complicate management of the project with multiple GL
>> backends.
>>
>> There is another element to throw into the GL mix, and that is support
>> for OpenGL ES in its various incarnations.
> 
> Personally, I do not think that OpenGL ES should be the focus. First, it
> is a moving target. Second, what would be the goal? To run OSG-based
> applications on a cell phone? Realistically, do you (or anybody) think
> that it
> a) makes sense
> b) is even technically possible?
> 
> E.g. my new Nokia N95 has accelerated OpenGL ES support. I have three
> nice 3D games with it. However, if I wanted to develop *anything* for
> it, I would have to pay a crazy amount of money to Nokia/Symbian to have
> my applications signed to be even able to run it on the device. And it
> gets worse - I have bought my phone unbranded and paid in full. If you
> buy it from an operator with a subscription, very often the phone will
> not allow installation of anything except what was approved (read bought
> from) the operator. DRM everywhere ... Again, you as a developer would
> need to pay through the nose to get through that. Unless you are a big
> software house, this is not a viable path, IMHO - Symbian has lost
> plenty of freeware and small-time developers over this recently.
> 
> Moreover, the hardware (brand new, latest whiz-bang phone, btw) has only
> a 1GB of flash disk total and a very little RAM available. The CPU is
> not too powerful neither. I can't imagine what I would need OSG for on
> this platform. On the other hand, if Nokia pays somebody to do it ...
> 
> 
> Regarding OGL 3.x - I think that the way to go would be in abstraction.
> If sufficient amount of detail, such as OpenGL states, is abstracted and
> packaged in utility classes, the user doesn't have to even notice unless
> he or she is using OpenGL commands directly somewhere (custom drawables,
> for example).
> 
> For example, I have spent the last weekend working on a quake-like
> console for debugging of my application. I needed to implement text
> rendering in a better way than current osgText which seems to choke my
> laptop's graphic card with the deluge of glyph textures on each start
> (ATI mobile FireGL card, it sucks, I know). I have made a custom node
> using Cairo and Freetype and basically didn't need to touch "raw" OpenGL
> except for things such as blending, lighting and depth tests - state
> management. If this can be packed into classes which will either use
> fixed functionality if running on OpenGL 2.x platform or some provided
> default shaders on OpenGL 3.0, great - then my code will work with few
> changes and I could accommodate it easily.
> 
> On the other hand, if I will need to rewrite major parts of my code to
> set the shaders up myself to handle these issues, I am not going to be
> too happy (or even to bother to port it - my university is paying me for
> research and teaching, not for coding, unfortunately).
> 
>> osgProducer is open source, and I'm still merging submissions when
>> they come in, so if there are fixes required then please just send
>> them in.  Alternatively others could have write permission and handle
>> this as well, personally this would work well for me as I'm just plain
>> overloaded.
> 
> Robert, I wasn't complaining about this - I have migrated my application
>  away from Producer for exactly these reasons and I am not dependent on
> it anymore. I am glad that you are still willing to maintain it, though.
> 
> The specific issue I had was something with removal of tablet support in
>  Producer. osgProducer still needs some classes which are missing from
> Producer that is on the web site. However, I wasn't able to access
> Producer's CVS to see what exactly was done and why (it was reporting a
> repository error :( ) or whether this was only temporary breakage, so I
> do not have a patch at the moment.
> 
> Regards,
> 
> Jan
> 


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-- 

Robert Penn Taylor
Graduate Research Assistant
Department of Mechanical Engineering
Iowa State University
(515) 294-5311
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