On 25-Sep-06, at 1:27 PM, Juhana Sadeharju wrote:
Because OSG is being developed and the book authoring is difficult,
the OSG book should come with Creative Commons or GNU document
license. That way we would have a base book which any of us could
extend later. For such successful book project, the Csound manual goes
as a good example. No single person need to maintain the Csound manual
because each section is written as an XML file and kept in CVS.
If the book is not freely available, there will no be massive increase
in volunteers. And current volunteers may feel disappointed that the
only documentation is available only for $$. Soon somebody would
realize that there is a need for a freely available OSG book. :-(
This sounds like a very good idea, provided that the license is
acceptable to contributors.
I for one like it, not that I'm a big writer :)
This style of creating a book can give a starting point where people
can keep adding and modifying the pieces of OSG that they are
familiar with.
Also it could kick-start the process by giving people who already
have some material covering small bits & pieces to submit it for the
start-up.
I think the possibility of doing on-line annotations and edits,
similar to a wiki, would bring a large number of contributions.
Other problem is amount of add-ons distributed separately. Either they
should be integrated to the OSG or we should make an OSG distribution.
Third problem perhaps is that more code is shifting to GPU, but does
OSG provide an extensive set of working shaders? Without shaders, the
OSG will be just an useless callback machine without functions to
call.
While shader support is quite nice, it's a good suggestion to start
thinking of a 'default' set of shader functions that can be used as
building blocks.
What could work would be an include mechanism for shader functions:
includeGLSL(vertex_functs.h, functionName);
This could expand the code for the function in the shader, like a macro.
Fourth problem is how to attract people to compile and try out OSG.
A flying logo style demo codes are not attractive. Nor are scenegraph
builders with two flying cows and a cube. Importers for commercial
game models and scenes would help a lot. E.g., Quake, Doom, Unreal.
And don't forget the Niftools I mentioned months ago. The Oblivion
game has animals and the like non-monster models in an animatable
format.
Juhana
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Radu Mihai
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