My initial impression is that this seems pretty well thought out, but a little incomplete. Some comments:
- The ComponentContainer interface is lacking a way to iterate over all values. - The add/find/delete methods on ComponentContainer should take the owner osg::Object as a parameter. This is necessary if you want to share a single ComponentContainer instance across many nodes, for the case where the ComponentContainer is actually a front end to a separate data store. - For serialization, storing simple value types is pretty straightforward. The harder part is dealing with compound types (structs/classes) and/or containers (map/vector). Perhaps there is a way to leverage osgIntrospection? On 4/15/2011 6:30 AM, Sukender wrote: > [cross-post osg-users/osg-submissions] > Hi Robert, hi all, > > We often discussed about handling name-value pairs in core OSG. Now it's time > for action! > Grégoire Tarizzo and I wrote a first specification document about a metadata > system. We would like you (I mean all those interested in the subject) to > review it and give your feeling and feedback. Please take this document as an > "advanced proposal". > We *WILL* for sure code a first version of the meta-data system. But even if > we tried to cover most aspects and most usages, wee need you to ensure this > submission to be widely accepted. > > Thank you very much. > Happy reading! > > Sukender > PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Peter Amstutz Senior Software Engineer Technology Solutions Experts Natick, MA 02131
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