It is one Node, OcclusionQueryNode, derived from Group. This node has a few
supporting classes that aren't exported. It also has a handful of small
NodeVisitors for utility purposes.

If we put this Node in a NodeKit rather than the osg library, how would it
delete the query IDs? In our previous discussion on this subject, you
outlined a new design for deleting OpenGL objects; I don't have the cycles
to contribute to this development.
   -Paul




> 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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> > 
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> > org
> >
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