Hi all -- Just catching up on my email, and so I finally have a chance to
read this thread. Unfortunately, it's not at all what I thought I would be
about!

I'm in favor or re-organizing OSG into a clearly-defined core plus
additional and optional projects, modules, file support, etc. (Call them
"plugins" or "nodekits" if you want -- just optional libraries containing
additional functionality.) If we simply reorganize the source code into
separate repositories, that'd be great.

I reiterate Robert's comments that taking something out of the core and
giving it its own separate management structure and development path is
almost certainly doomed to failure, as we've seen with many projects in the
past. That's just something to keep in mind. While we all wish we could
unburden Robert of some OSG management, few of us have the time and
commitment to actually take this on.

But when I think about a future "OSG 3.0" release, something that breaks
backwards compatibility, what comes to mind is a lightweight shader-and
object-based scene graph with the deprecated functionality removed. _This_
is what I expected this thread to be about. :-)

(Additionally... Just like OSG 2.0 was an opportunity to eliminate a
confusing window interface and replace it with osgViewer, easier to use and
integrate, "OSG 3.0" might be a good time to tackle rewriting other
confusing or difficult-to-use functionality, such as the entire system of
controlling render order, for example.)

But the move to fully shader- and object-based OpenGL is something we'll
have to bite off at some time in the future if OSG is to remain relevant.
The pace of OpenGL's change seems slow; an initial big splash at SIGGRAPH
07, then a much less dramatic re-presentation at SIGGRAPH 08. This might
fool us into believing we have a lot of time. My fear is that this is coming
sooner than we think, possibly too fast for OSG to keep pace?

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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