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-openscenegraph.org

