Hi Dimi,

Features in development are features in development, documenting a moving
target simply isn't practical much of the time as the design and
implementation can both change.  Once the features stabilise one can look
more specifically at testing and documentation, but in terms of code
quality my focus will remain on testing and debugging as it's code quality
that is most critical in long term.

Personally I do try and write code that has clear naming, doxygen comments
and have examples that illustrate usage and test the actual feature, but
rarely have time to spend time creating dedicated documentation, such as
extended tutorials - my clients don't pay me to write extensive
documentation, so documentation has to vie with merging submissions, bug
fixes, making releases, website work that all comes from my own unpaid
time.  I also have family and life outside the OSG so can't can't spend all
my spare time documenting stuff for others.  Do you wish me to spend less
of my time with my children for your benefit?

I believe the same applies to others in the community.  Writing tutorials
and books takes a great deal of time, it comes out from our spare time,
demanding others to do this as well as fix bugs/improve OSG features is
possibly pushing things.  You want new features, new documentation all for
free.

I think it's awesome when users write new examples and write tutorials.
however, I am not about to put a requirement on users to write full
documentation on new feature development that they donate to the community.
 To put such an extra hurdle would result in less contributions.

Robert.



On 9 October 2013 08:34, dimi christop <[email protected]> wrote:

> Hi,
> I wanted to say this for some time now. I am glad that we moved forward to
> new versions.
> What worries me is that there are a lot of changes going on but once again
> there is no documentation! So where does someone lookup what the new
> classes do? We should insist to the person who implemented a new feature,
> spend 15 min of his time and write a small document about it and provide an
> example, otherwise postpone the integration.
> The documentation through book,examples etc. had caught up to Osg3.0 by
> the end of 2012 but I see that there is building up a gap again. This might
> not be so obvious to you guys who run the changes but to me who do one
> upgrade every year for stability reasons these new features are puzzling,
> nowhere to find info.  Referrals  like read the source are not valid
> anymore since OSG is not in its infancy, maybe its better to move a bit
> more slowly but with better documentation.
>
> Dimi
>
>
>
>   On Thursday, October 3, 2013 7:52 PM, Robert Osfield <
> [email protected]> wrote:
>  Hi All,
>
> I have just tagged svn/trunk for the latestest developer release 3.3.0.
>  This marks the first developer release in the 3.3.x and our journey to
> final 3.4.0 stable release.
> *O**pen**SceneGraph-3.3.0, **released on 3rd October **2013*, key
> deliverables in this dev release are:
>
>    - New osg::ScriptEnginer/osg::Script base classes for integrating
>    scripting support
>    - New Lua plugin that provides a LuaScriptEngine implementation that
>    uses osgDB serializers via a new osgDB::PropertInterface class to
>    passing/returning scene graph data to scripts
>    - Preliminary V8 and Python script plugins, currently just run
>    standalone scripts, no support for passing in/returning scene graph data
>    - osgpresentation example provides a test bed for new
>    PropertyInterface, scripting and osgPresentation work.
>    - New osgUtil::RayIntersector class
>    - Bug and build fixes
>
> *source package :* 
> OpenSceneGraph-3.3.0.zip<http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.3.0.zip>
> *svn tag:* svn co
> http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.3.0
>  OpenSceneGraph
>
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>
>
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