Hi Rick,

I'm sorry that you are struggling but so are everyone else, even the
developers of the software, software engineering is hard, keeping on
top of development, debugging, testing, releases, websites, support,
documentation etc.  Given there is only a limited amount of time in
the day we do the best we can, and actually I think the community
hasn't done too bad - there is quite a bit of docs, examples, books
and tutorials available, but still there are holes, and still peoples
expectations of just how much they can get for free can be mismatched
with there own expectations and demands.

So... please be patient.  You won't get all the answers laid out on
plate for you, but... put the effort in and you'll be rewarded.  There
are the osg-users archives, and there is the osg-users mailing, they
are goldmine that if used properly will help you a great deal.  Also
try the source code itself, have a look at the headers, the names
should tell you a lot.

Robert.

On Mon, Jun 16, 2008 at 8:46 AM, Forum Dude <[EMAIL PROTECTED]> wrote:
> Hi,
>
> in the last few days, I've been getting into OSG programming and I
> repetedly feel that the code needs a lot more documentation. Maybe
> this has been said before, I don't know. Crucial classes and functions
> just lack any explanation about what they do and how to use them.
> Often times, there are no tutorials and even if there is one, it's as
> sparse as the doxygen-generated docs.
>
> Example: The Optimizer. This is what the class description says:
>
> "Traverses scene graph to improve efficiency. See OptimizationOptions.
> For example of usage see examples/osgimpostor or osgviewer."
>
> When I check the OptimizationOptions, I can see them but there's no
> precise explanation what they actually do. I can only guess. Then I
> check osgimpostor and the code never even uses the Optimizer. Great.
> Then I check osgviewer and all it does is this:
>
> optimizer.optimize(loadedModel.get());
>
> No Optimizer tutorial was found. Hmm... It doesn't make it easy for
> OSG beginners to get into it. Anyways, here's my question then:
>
> -I want to completely flatten my scene so there are no transforms anymore.
> -This also means that if there are mutiple Geode instances but with
> different transforms, they need to be duplicated.
> -Every vertex should be in its final place.
> -Ideally, it should all be one Geode (if that's possible at all).
>
> I have a feeling (!) that some of these OptimizationOptions may
> achieve that but I can never be sure. Can anybody let me know if that
> is so? And if it is, what are the options I have to use?
>
> Rick
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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