Acknowledged. Added information on 
http://www.openscenegraph.org/projects/osg/wiki/Community/PackageMaintainers 
accordingly. We may (later) put the same kind of info on the download page.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 12 Feb 2009 11:34:07 +0100, Robert Osfield <[email protected]> a 
écrit:

> Hi Guys,
>
> Mattias's thoughts on the this issue chime with my own pretty exactly.
>  The core libopenscenegraph and openscenegaph packages are for libs +
> plugins (built from 3rd party dependencies), examples are in their own
> separate package, and additional plugins like dcmtk, vrml, inventor
> etc. are all separate packages with their own separate dependencies.
>
> Robert.
>
> On Thu, Feb 12, 2009 at 10:25 AM, Mattias Helsing <[email protected]> wrote:
>> Hi Paul,
>>
>> Good question. I must admit that my mind has touched but blocked this issue.
>>
>> To clarify. Sorry if I'm repeating someone. openscenegraph-x.y.z
>> contains the applications. libopensceneggraph-x.y.z is the runtime
>> libraries including built standard plugins,
>> libopenscenegraph-dev-x.y.z is headers (and .lib on win32),
>> openscenegraph-examples-x.y.z is all built examples (again depending
>> on deps)
>>
>> Sukenders proposal to make the 3rdParty dependencies be the definition
>> of standard plugins is sound and I second that for now.
>>
>> In the longterm the ideal solution is that package maintainers (such
>> as me) build all plugins. This is possible now of course but very time
>> consuming for package maintainers. However - we may eventually have a
>> better solution for managing 3rdParty dependencies. Perhaps we can
>> have 3rdParty dep maintainers, e.g a COLLADA maintainer, DCMTK
>> maintainer. We have touched this topic a few times on this list so I
>> know that Robert has pondered a bit around this and will eventually
>> initiate a discussion. Anyway - then package maintainers won't have to
>> maintain all 3rdParty dependencies but just check it out from repo.
>>
>> Mattias
>>
>> On 2/12/09, Paul Martz <[email protected]> wrote:
>>> I'm aware that plugins, and the windowing system examples, don't get built
>>> if CMake doesn't find the dependencies.
>>>
>>> My question is specifically aimed at the contents of the binaries that will
>>> be posted to the OSG Wiki Web page for users to download. Someone usually
>>> builds them and posts them, so I'm just wondering if there is some
>>> organization behind this, some minimum contents requirement, so that the
>>> binaries for different platforms all have the same set of plugins and
>>> examples.
>>>
>>> I think it would be a bad thing if someone decided to build a set of
>>> binaries for distribution on the OSG Wiki, but failed to get the necessary
>>> dependencies, and posted a set of binaries for download that was missing
>>> some functionality available in the binaries for other platforms.
>>>
>>> Paul Martz
>>> Skew Matrix Software LLC
>>> http://www.skew-matrix.com
>>> +1 303 859 9466
>>>
>>> -----Original Message-----
>>> From: [email protected]
>>> [mailto:[email protected]] On Behalf Of Sukender
>>> Sent: Wednesday, February 11, 2009 5:44 PM
>>> To: OpenSceneGraph Users
>>> Subject: Re: [osg-users] 2.8.0-rc5 VC8 packages available + questions
>>>
>>> Hi Paul,
>>>
>>> Yes, pakages contain examples.
>>> And as far as I know, plugins depend on what you selected in CMake. So if
>>> you disable everything (or if CMake doesn't find the dependencies), then
>>> your package will have no plugins.
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>>
>>>
>>> Le Wed, 11 Feb 2009 21:03:59 +0100, Paul Martz <[email protected]> a
>>> écrit:
>>>
>>>> Just a question regarding the contents of the binary packages... I
>>>> assume they contain:
>>>>  * All of core OSG (osg, osgUtil, osgDB, osgViewer)
>>>>  * All the NodeKits (osgShadow, osgSim, osgGA, etc.)
>>>>  * All the applications (osgviewer, osgconv, etc.)
>>>>
>>>> Questions:
>>>>  * Do the binaries also contain all the examples?
>>>>  * What about viewer examples for the various windowing systems (wx,
>>>> qt, etc.)?
>>>>  * And which (if any) plugins were excluded?
>>>>
>>>> This info is for the new Quick Start Guide. Thanks.
>>>>
>>>> Paul Martz
>>>> Skew Matrix Software LLC
>>>> http://www.skew-matrix.com
>>>> +1 303 859 9466
>>>>
>>>> -----Original Message-----
>>>> From: [email protected]
>>>> [mailto:[email protected]] On Behalf Of
>>>> Sukender
>>>> Sent: Wednesday, February 11, 2009 8:59 AM
>>>> To: OpenSceneGraph Users
>>>> Subject: Re: [osg-users] 2.8.0-rc5 VC8 packages available + questions
>>>>
>>>> Hi JS,
>>>>
>>>> Well, the 'all' package was just for me. As package maintainers, I
>>>> think we should provide separate packages as you say, or averything
>>>> ('all' + separated).
>>>>
>>>> Sukender
>>>> PVLE - Lightweight cross-platform game engine -
>>>> http://pvle.sourceforge.net/
>>>>
>>>>
>>>> Le Wed, 11 Feb 2009 14:39:52 +0100, Jean-Sébastien Guay
>>>> <[email protected]> a écrit:
>>>>
>>>>> Hi Sukender,
>>>>>
>>>>>> 1. Both debug and release packages contain generated documentation
>>>>>> (So
>>>> you have a "Overwrite file?" prompt from the unarchiver une unziping
>>> both).
>>>> Do you think we should disable the inclusion (or building) of the doc
>>>> when in debug, or is it safer to keep as it is?
>>>>>
>>>>> I would vote for a different approach: upload separate packages
>>>>> instead of the -all package. That way people can download what they
>>>>> need, and "automatically" the documentation will not be there twice.
>>>>>
>>>>> But if we really want to keep the -all package as the official one,
>>>>> then I would say that only the debug package should contain the docs.
>>>>> To do any development on Windows you need both the release and debug
>>>>> packages, but if you only want to run osgviewer you will only
>>>>> download release, and in that case the docs are of no use to you.
>>>>>
>>>>>> 2. I saw that "Cygwin" and "nmake" sections on
>>>> http://www.openscenegraph.org/projects/osg/wiki/Community/PackageMaint
>>>> ainers ... Is there any difference between *binaries* generated from
>>>> MinGW-gcc and Cygwin-gcc? And for nmake, I guess it uses the MSVC
>>>> compiler, right? So binaries are not different from "pure" MSVC ones,
>>>> or am I wrong?
>>>>>> This could be confusing: if you use an "nmake" build, will this be a
>>>>>> VC7,
>>>> VC8, or VC9 one? Moreover, I thought that Cygwin, MinGW and nmake
>>>> packages are named against the compiler (it shows "gcc" and "vc" in
>>>> the name). So I suggest these sections to be removed, but I just need
>>> confirmation.
>>>>>
>>>>> I'm the one who put those sections, I don't even know if they're needed.
>>>>> You could remove them and someone else can add them in the future if
>>>>> they're really needed. And yes, someone else (Mattias?) said that
>>>>> nmake will use msvc to build so it's the same as msvc, so we can just
>>>>> remove that one.
>>>>>
>>>>> Thanks,
>>>>>
>>>>> J-S
>>>>
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