Seconded - they're a very good starting point for getting people
up-to-speed on scenegraphs.

Don

On Thu, 2006-09-21 at 09:30 -0400, Gordon Tomlinson wrote:
> As a guide I think the 'Performer getting start Guide' and  "Performer
> Programmers Guide" might be a good template to perhaps build of
>  
> http://www.sgi.com/products/software/performer/manuals.html
>  
> I think even as they stand for the most part you could just change pf
> to OSG, I know its not the simple ;), but you get the gist of what I
> mean ;)
>  
>  
> When I'm teaching programming Performer/Vega/VegaPrime I still point
> students to these docs as they are very good IMO.... and you can down
> load as PDF etc...
>  
>  
>  
>  
> 
> Best Regards 
> 
>  
> 
> Gordon
> 
> __________________________________________________________
> 
> Gordon Tomlinson
> Email         : gordon.tomlinson @ overwatch.com
> YIM/AIM       : Gordon3dBrit
> MSN IM        : Gordon3dBrit @ 3dscenegraph.com
> 
> __________________________________________________________
> 
> Telephone (Cell): (+1) 214-477-8914
> Telephone (Work): (+1) 703-437-7651
> "Self defence is not a function of learning tricks 
> but is a function of how quickly and intensely one 
> can arouse one's instinct for survival" 
> - Master Tambo Tetsura
> 
> 
>  
>         -----Original Message-----
>         From: Sullivan, Joseph (CDR)
>         [mailto:[EMAIL PROTECTED] Behalf Of
>         Sullivan, Joseph (CDR)
>         Sent: Thursday, September 21, 2006 9:14 AM
>         To: osg users
>         Subject: RE: [osg-users] OSG -- near future
>         
>         
>         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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> http://www.openscenegraph.org/
-- 
"A government that is big enough to give you all you want
is big enough to take it all away." -- Barry Goldwater

+---------------+
|  Don Tidrow   |
|  Vis-Sim geek |
+---------------+

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