Hi Paul, On Fri, Feb 19, 2010 at 10:50 PM, Paul Martz <[email protected]> wrote: > Also, the general rule for most software development projects > is: "you break it, you fix it."
In the context of community software project this attitude is corrosive. If we were all to apply this rule to all the code in the OSG that they didn't personally author how well do you think the OpenSceneGraph or any FOSS project would fair? Not well. To work efficiently we have to all pitch in. You also have to proactive and take responsibility of what you can. I put an enormous amount of effort not just fixing problems, in trying to pull all the work of others together, I'm at the very limit of what responsibility I can take on. Even with avoid taking on professional work for the past three months, I'm till right at the limits. It's pretty well accepted that I'm overloaded by work too much of the time, every year there are discussions about how to lighten my workload, the general principle is that I need others to take more responsibility on, and for me to avoid taking any more responsibilities on. And what do we have in this thread? Ahh yes, you believe now I need to responsible for GL3 testing, and even to point that I've even called unprofessional on not taking this responsibility on. Might I also bring us back to the fact that you had a client pay for your efforts on developing GL3 support, I helped you out with it so for free and without complaint that the extra work I had to take on to achieve the goal - I did it for the greater good of the OSG and to help you out. Now you pushing back at me for not doing enough testing of this work. I give and I give, yet it's still not good enough for you. A lesson to also learn. In the process of this work I fought hard to minimize the code differences between GL3 paths and the rest of the OSG to avoid the chances of build breakages not being spotted, something that you really resisted. Had I not push to minimizes the differences were would be today? Half a dozen files that didn't build due to now need an include<osg/Notify> like we just had, or many dozens? Also for this particular build error wasn't due to an direct coding error but a knock on effect from a clean up on the headers, this is the way it is when coding with lots of different code paths, I didn't make any mistake that caused the break the build, but the build broke because the files in question didn't include all the files they should have - the error was in there from much earlier days but not detected. This type of issue is hard to second guess, finger pointing is counterproductive, the only real way to catch it is through testing. Given that I'm already overloaded by pure community work, and given there is just so many different code paths/platforms that we have support there is absolutely no way that I can keep accepting responsibility for more platforms. Saying ah well it's just easy to add an extra one. Even without doing any paid for work I'm still struggling to fix bugs/feature and merge submissions. If I add GL3 as another code path that I have to personally take responsibility what else has to give? Merge less submissions? Work more overtime and spend less time with my family and friends? Do less support? Do less paid work? Oh wait, I've passed up on most professional work for the past 3 months just so I could clear the back log of submissions, and outstanding coding issues so we can get another quality stable release out the door. So Paul, if you don't have the time to support the GL3 path yourself, and I don't then it's time to get others in the community who have access to GL3 drivers/hardware to pitch in. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

