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.
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