Speaking of introductory guides... Are any of the other educational institutes 
that are making use of the OSG able to collaborate on and publish introductory 
material?
Don and Robert,
Would making this introductory material available interfere with training that 
you provide?  
Joe S.

________________________________

From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Wed 9/20/2006 7:23 AM
To: osg users
Subject: Re: [osg-users] OSG -- near future


So I've fleshed out a little why expanding the OSG users base is good for the 
OSG project, its developers, community, the software quallty and the wider 
industry, but I didn't touch on just how to go about it.

Well fixing things in the OSG that turn people off the project is one thing we 
need to address.  The big fat hairy one is obviously documentation.  Not the 
lack of information, but the lack of introductory and advanced programming 
guides and in depth reference documentation.  The book thread address this so 
I'll not go into this any further here. 

Next thing to fix is how easy it is to get the OSG compiled, installed and 
running.  The sheer size of the project, and the numerous build options make it 
very powerful, but it does raise the barrier to entry.  Could Cmake streamline 
it?  Scripts for building? 

Next up is API size, its sheer breadth and depth of functionality is a lot to 
tackle for the newbee.  OpenGL will eventaully become more streamlined, so 
perhaps too can the OSG.  This is part of what I discuss in the Siggraph 2006 
talk. 

Next up is the relatively sophisticated use of C++, this is a hurdle for some 
in terms of learning curve, partly because of the complexities of C++, and 
partly down to the fact that C++ no longer has developers sole attention.  

Then there are other languages Jave, Python, Lua, C# and all vying for 
attention of developers, we don't yet support these well.  If we want to help 
these developers out then we need to embrace support for them much more 
emphatically.  The C++ core here is a bit of hinderance when it comes to 
intergration with other languages, with C being the comon denominator.   
osgIntrospection can come to the resuce here, its a bit heavy weight, but 
dynamically typed langauges its a good match. 

Further to the integration story is that awkwardness of getting different types 
of viewers setup in the multitude of windowing libraries that exist today.  
Making it easier to build 3d viewers into your existing or new apps is 
something that I feel strongly about.  This what the osgViewer library I've 
previously talked about is really about. 

So to recamp things to fix and get done:

   1) Documentation and book(s)
   2) Better viewer classes supporting multiple 3rd party windowing API's
   3) Better 3rd party language support
   4) Streamlining of builds 
   5) Streamlining of API

No doubt there are other items that need to be added to the list, and 
priorities to be, so fire away.  But remember that someone has to get on and do 
it, so if you add an item be prepared to roll your sleeves up and help get it 
done. 

And on that note, please step forward those who'd like to pitch into various 
aspect of this work.

I'll create a few new pages on the wiki to help documentation the tasks and 
who's available to make progress on the various items. 

Robert.


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