Hi Paul,

How big is osgOQ?  I am wondering if its small enough it could be
integrated into another NodeKit.  Thoughts?

Robert.

On Dec 8, 2007 4:19 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Hi Robert -- I'm happy to help with integrating osgOQ into the core
> distribution. At this point, .ive support needs to be added, but this should
> be trivial. Then it'd be nice to have a solution for cleaning up query IDs
> (discussed recently); I can easily use the existing framework if the
> OcclusionQueryNode is added to the osg library.
>
> I'm getting some testing from ISU (who funded the project), but nothing
> other than "run the demo" testing from others. It'd be nice to see more
> testing.
>
> I am investigating one bug at this time, but it is only in non-osgViewer
> usage, so this shouldn't be a showstopper for 2.4 integration.
>    -Paul
>
>
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf
> > Of Robert Osfield
> > Sent: Saturday, December 08, 2007 7:08 AM
> > To: OpenSceneGraph Users
> > Subject: [osg-users] Looking towards 2.4, and what might go into it.
> >
> > Hi All,
> >
> > After a two month break I'm now doing a purge of the
> > submissions backlog.  I doubt I'll get all the way through
> > before Monday, but on Monday I'll tag the first dev release
> > since 2.2 stable was made.  This dev release will be 2.3.0
> > and be the first concrete step towards the final 2.4.  This
> > leads me on to asking the question - what features should we
> > aim to integrate with 2.4?
> >
> > My own short list for contenders for integration are:
> >
> >   osgOQ - Occlusion Querry support
> >   osgCal - Cal3D integration
> >   osgAL - OpenAL integration
> >
> > I'm not personally familiar with these libraries, but do know
> > that they are known to work with the latest OSG so should be
> > relatively straight forward to integrate.  Thoughts for the
> > authors, maintainers?
> >  What extra work would be appropriate before integration?
> > Would you be happy with integration?
> >
> > My own inclination towards integration is to make it a bit
> > easier for OSG users to assemble their application without
> > chasing down lots of different nodekits all of which are
> > maintained in different places with different build system
> > and different release schedules.  The downside for me is
> > there is more work involved at my end at least initially
> > while we get the build systems working well across the range
> > of platforms that the OSG supports.  Long term I'd hope that
> > this will diminish and it'll be less support work associated
> > with helping end users get things working at there end.  It
> > should also be possible to make the overall OSG dev
> > experience for end users slicker as we should be able
> > properly test and get areas like multiple
> > window/multi-threaded usage properly excercised.
> >
> > I would also like to see the core OSG have support for
> > scripting out of the bag, as well as integration with the
> > main browsers.  One has to gauage what is doable in what time
> > frame so should be considered in terms of 2.4 or 2.6 etc versions.
> >
> > I'd like to see scripting supported out of the box to enable
> > us to develop applications purely from scripting languages,
> > so developers in this realm would just need the binaries to
> > the OSG installed, and no need for C++ dev environment.
> > There are limits to how much functionality you can expose in
> > this direction, but my guess is it should be possible to
> > write reasonable useful apps, and especially
> > good for prototyping and cross platform portability.   One has to ask
> > which scripting languages to go for - Lua and/or Python?  Lua
> > would be the easiest to integrate in terms of being very self
> > contained i.e.
> > which could stick the whole of the lua interpreter into the
> > core OSG distribution and one would hardly notice as its so tiny.
> >
> > Thoughts?
> > Robert.
> >
> > ps. I'm still very busy with other on going work so please
> > don't expect me to be able to dive into this stuff right
> > away.  Come 2008 I should start become a bit more available
> > and able to start looking at progressing some of the above,
> > so opening this stuff off for discussion now will help us
> > mesh gears better when the time comes.
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
> negraph.org
>
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