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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