Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-22 Thread Bob Kuehne
given the enthusiasm for this from a number of fronts, expect more  
formal thoughts from the two of us in the next few weeks. and while  
you're dreaming of sugarplums, dream of your own chapter in the osg  
gems book. :) happy holidays!

bob

On Dec 19, 2007, at 3:34 PM, sherman wilcox wrote:


 However, I like the idea of a community-written OSG Gems book,  
 and I don't
 want to underestimate the community's willingness to contribute.  
 So, I'll
 give this some thought, look into other Gems-style books' business  
 models,
 and see if I can find a way to make this work (time-wise, as an  
 editor).
 Initial thought: rather than here's how to use some feature in  
 OSG type of
 articles, it might be better to have here's how I did this really  
 cool
 thing using OSG or here's how my company is using OSG, if you  
 know what I
 mean. I think this is more in line with other Gems books I've read.


 A gems book is a great idea. I second the here's how I did this
 really cool thing using OSG route.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Robert Osfield
Reading this thread, and the threads just like this which pop every
six months or so,  What is clear is that :

  1) When new documentation is announced it is appreciated, but...

  2) Very shortly after users come forward and decry how unsufficient
the documentation we have... this
  takes typically two or three post...  Its seems that actually
announcing documentation seems to provide
  an excuse to vent ones frustration.

  3) Software engineering and frustration often go hand in hand, its
part of the life, software engineering is hard
  and how hard is often mis-understood by those setting deadlines,
all too often engineers end up with too little
  time and too much to do.

 Over the years this really hasn't changed much, we as software
engineers can achieve more with less time
 thanks to all this lovely technology, much of it open source, or
much lower cost and faster hardware, but
 expectations have moved with this increased capabilities.

  4) When people are frustrated and overworked they tend to bark
louder, they might have a just cause, but
  perhaps write in ways that are less congenial than they would
when less stressed.  They can also be a bit
  less understanding of others and appreciative of the effort of
others.  I know this to be the because this
  happens to me, I can be one of the bears in the picnic garden.
To this I'd like to turn around of reflect on
  items 1 followed shortly after item 2.  What this conduct is effectively:

  Person A gives a gift to everyone, giving the time and expertise.

  Person B says thanks, but frankly it's not good enough, what
you've done is next to useless to me.

  Now to me... Person B is not being too polite, and certainly not
encouraging in any positive way.

  5) Venting of frustrations can be contagious, if one person starts
being dispropritionatly demanding, then others
  often get carried into, it would seem to become fair game -
sometimes a game of manipulation can arise,
  not in this thread, but it has happened very occasionally in the
past, but these types of threads are the
  type of ones that can lead in this direction.  I think this type
of conduct is in part motivated by frustration at
  not being able to dictate the priorities and work of others.

  6) In an open source world the health of a community and it's
ecosystem is one that grows strong from shared
  needs, sharing of expertise, and giving of time and goodwill.
The ecosystem is very fluid, in some ways fragile, but
  in others ways surprisingly robust.

 What I have learnt that is little one can do to dictate to
others, not even  as project lead do I have this power, I
 only have real control over my own priorities and work schedules,
and that what gets checked into the official
 SVN trunk and releases.  One can request for assistance on
different tasks, and if someone steps up this is
 awesome and something really appreciated and cherished, but you
have to accept what help comes from
 goodwill, or shared need.  Its important to realise that one
can't demand things, it simply doesn't work, even
 for the one who is supposed to be project lead... to have a
successful open source ecosystem one has to
 roll with fluid nature of the community, try to make best of
opportunities that arise.

 7) Given the context of 6, one simply can't go click ones fingers and
expect to things to happen, in fact its
 counter productive - its harms the community and undermines your
ability to achieve your own goals.
 It might feel good initially to vent your frustration, but isn't
healthy or productive.

  8) Now maintaining a healthy ecosystem requires one to recognize
weaknesses and failures and then fixing
  them, in the case of bugs its might be hard technically to hunt
down and fix a bug but overall is actually
  something that such a community is relatively well geared up
for.  There are other things like documentation
  that might be less technically challenging, but logistically are
much harder to create the right conditions
  that things can happen spontaneously.

 Curiously the easy things that this community does well is things
down out of things one can justify out of
 self centered motivations i.e. I have a bug, I need it fixed,
I've found a fix, its much easier for me if I get this
 fix in SVN and the next version of the OSG so here it is, please
integrate it.  The same applies to much of
 the feature development that goes into the OSG, the motivation of
the feature development is to help ones
 own project, and it just so happens that giving this work away is
pretty inexpensive time wise for you, and
 you get back benefits from other adding to it/fixing
it/maintaining.  All things that are justifiable from a
 selfish point of view.

 Things like documentation and osg-users support are different,
its much more out of kindness and 

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Paul Martz
Thanks for the enjoyable discussion. Bob and I will meet in about 2 weeks
and future documentation plans will be a topic of discussion.

Some random thoughts follow.

Free documentation... I charge for documentation I develop, just like I
charge for software I develop. I don't think this is unreasonable. If you
sincerely believe that OSG documentation should be free, contract with Bob
and I and pay us to write it. Then it's yours, and you can give it away
free, just like CGSD/Andes did with the Quick Start Guide.

For those of you wishing there was more documentation available, rest
assured Bob and I do not intend to stop where we are. However, know that OSG
is large, and documenting all of it will take time. I think we've made good
progress so far.

Without contracts to develop documentation, Bob and I squeeze in
documentation development around our (better paying) contractual software
development obligations. This environment prohibits any large-scale
dedicated documentation projects, and means that documentation will have to
come out in small bits and pieces.

The idea of writing separate whitepapers on various topics is quite
appealing. I see two different approaches here:

1) Bob and I write them all, release them as they are completed, and after
we reach some critical mass, we assemble them into the OSG Programming
Guide and release that as a book.

2) Members of the OSG community all write articles on various aspects of OSG
and submit them to Bob and I. We edit and assemble them and release the OSG
Gems book.

So I really see those as two different projects. Both seem doable, but the
Gems book implicitly assumes community contribution, and past experience
indicates the odds for this happening are quite small. (To be fair, having
Bob and I write whitepapers implicitly assumes we'll have time to do it -- I
think we will, but the papers might not appear as fast as we'd all like.)

However, I like the idea of a community-written OSG Gems book, and I don't
want to underestimate the community's willingness to contribute. So, I'll
give this some thought, look into other Gems-style books' business models,
and see if I can find a way to make this work (time-wise, as an editor).
Initial thought: rather than here's how to use some feature in OSG type of
articles, it might be better to have here's how I did this really cool
thing using OSG or here's how my company is using OSG, if you know what I
mean. I think this is more in line with other Gems books I've read.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
I rather like the idea of community donated white papers, with two  
pro's editing and compiling them. It seems this would be quick,  
and bring together a wide range of experiences.

I'd be happy to do the chapter OSG for Dummies... I'll throw in a  
bonus section on mailing list etiquette ;-)

Richard

A man who is silent appears wise...
The fool who speaks removes all doubt.


On Dec 19, 2007, at 10:46 AM, Paul Martz wrote:

 Thanks for the enjoyable discussion. Bob and I will meet in about 2  
 weeks
 and future documentation plans will be a topic of discussion.

 Some random thoughts follow.

 Free documentation... I charge for documentation I develop, just  
 like I
 charge for software I develop. I don't think this is unreasonable.  
 If you
 sincerely believe that OSG documentation should be free, contract  
 with Bob
 and I and pay us to write it. Then it's yours, and you can give it  
 away
 free, just like CGSD/Andes did with the Quick Start Guide.

 For those of you wishing there was more documentation available, rest
 assured Bob and I do not intend to stop where we are. However, know  
 that OSG
 is large, and documenting all of it will take time. I think we've  
 made good
 progress so far.

 Without contracts to develop documentation, Bob and I squeeze in
 documentation development around our (better paying) contractual  
 software
 development obligations. This environment prohibits any large-scale
 dedicated documentation projects, and means that documentation will  
 have to
 come out in small bits and pieces.

 The idea of writing separate whitepapers on various topics is quite
 appealing. I see two different approaches here:

 1) Bob and I write them all, release them as they are completed, and  
 after
 we reach some critical mass, we assemble them into the OSG  
 Programming
 Guide and release that as a book.

 2) Members of the OSG community all write articles on various  
 aspects of OSG
 and submit them to Bob and I. We edit and assemble them and release  
 the OSG
 Gems book.

 So I really see those as two different projects. Both seem doable,  
 but the
 Gems book implicitly assumes community contribution, and past  
 experience
 indicates the odds for this happening are quite small. (To be fair,  
 having
 Bob and I write whitepapers implicitly assumes we'll have time to do  
 it -- I
 think we will, but the papers might not appear as fast as we'd all  
 like.)

 However, I like the idea of a community-written OSG Gems book, and  
 I don't
 want to underestimate the community's willingness to contribute. So,  
 I'll
 give this some thought, look into other Gems-style books' business  
 models,
 and see if I can find a way to make this work (time-wise, as an  
 editor).
 Initial thought: rather than here's how to use some feature in OSG  
 type of
 articles, it might be better to have here's how I did this really  
 cool
 thing using OSG or here's how my company is using OSG, if you  
 know what I
 mean. I think this is more in line with other Gems books I've read.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Paul Martz
 I'd be happy to do the chapter OSG for Dummies...

We were counting on you for OSG SuperBible! :-)
   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
Yikes... I'm already loosing sleep about all the work I have ahead  
because of OpenGL 3.0 ;-)

Richard

On Dec 19, 2007, at 2:39 PM, Paul Martz wrote:

 I'd be happy to do the chapter OSG for Dummies...

 We were counting on you for OSG SuperBible! :-)
   -Paul

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread sherman wilcox

 However, I like the idea of a community-written OSG Gems book, and I don't
 want to underestimate the community's willingness to contribute. So, I'll
 give this some thought, look into other Gems-style books' business models,
 and see if I can find a way to make this work (time-wise, as an editor).
 Initial thought: rather than here's how to use some feature in OSG type of
 articles, it might be better to have here's how I did this really cool
 thing using OSG or here's how my company is using OSG, if you know what I
 mean. I think this is more in line with other Gems books I've read.


A gems book is a great idea. I second the here's how I did this
really cool thing using OSG route.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Zachary Hilbun
- Original Message 
 From: Robert Osfield [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Friday, December 14, 2007 3:05:38 PM
 Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available
 
 On Dec 14, 2007 7:59 PM, Zachary Hilbun wrote:
  To me an API is only as good as it's documentation.
 
 I'd suggest that the OSG is proof that point of view is a perhaps just
 a little flawed.
 
 Good documentation but a poor API and implementation don't make for
 successful end user applications.
 
 However, with a good API and implementation you do have a least have
 chance of making something useful.


When I say an API is only as good as it's documentation what I mean is that if 
I don't know how to use something it has no value to me.  I've 
bought/obtained/read the documentation/examples on OSG but found it to be 
rather incomplete.  Because of the lack of documentation I could wind up 
blowing a few hundred to a few thousand dollars extra of my time trying to use 
OSG.  I could instead spend that money buying a package that was already 
documented.  If a person is a student or hobbiest then they might not value 
their time that highly.  For me it's a big issue.


 
 I'm not suggesting not having good documentation is not a great thing
 to have, obviously great documentation and great API and
 implementation is all what a perfect project would be composed of.
 
 From my experience with the OSG project, its the software that solves
 the problems at the end of the day, and the majority of contributors
 to the OSG and clients who pay for parts of the OSG to be developed
 have a problem to solve so they write the code or fund the work to do
 it. One can say write the documentation first then the software, it
 might work for you, but so far for the hundreds of contributors to the
 OSG this hasn't been the case, the gifts that are given tend to be
 source code.

 Thoughts?
 Robert.

If it were me paying for parts of the OSG to be developed I would want to pay 
extra to have it documented properly.  My opinion would be that it is cheaper 
to pay the writer to document it properly than to pay my employes to try to 
learn it without that documentation.  I would try to impress upon the people 
doing the funding that their overall costs might be lower if they paid for 
documentation.
 
===
Zachary Hilbun
Software Contractor
Dallas, Tx
214-350-4207


  

Never miss a thing.  Make Yahoo your home page. 
http://www.yahoo.com/r/hs
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Mike Weiblen
Hi,

I believe Paul @ Skew Matrix and Bob @ Blue Newt would be delighted to
be of service!

Cheers
-- mew


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Zachary Hilbun
 Sent: Tuesday, December 18, 2007 2:41 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available
...
 If it were me paying for parts of the OSG to be developed I would want
 to pay extra to have it documented properly.  My opinion would be that
 it is cheaper to pay the writer to document it properly than to pay my
 employes to try to learn it without that documentation.  I would try
to
 impress upon the people doing the funding that their overall costs
 might be lower if they paid for documentation.
 
 ===
 Zachary Hilbun
 Software Contractor
 Dallas, Tx
 214-350-4207

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread rwright




On Dec 18, 2007, at 3:40 PM, Zachary Hilbun wrote:

 - Original Message 
 From: Robert Osfield [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Friday, December 14, 2007 3:05:38 PM
 Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available

 On Dec 14, 2007 7:59 PM, Zachary Hilbun wrote:
 To me an API is only as good as it's documentation.

 I'd suggest that the OSG is proof that point of view is a perhaps  
 just
 a little flawed.

 Good documentation but a poor API and implementation don't make for
 successful end user applications.

 However, with a good API and implementation you do have a least have
 chance of making something useful.


 When I say an API is only as good as it's documentation what I mean  
 is that if I don't know how to use something it has no value to me.   
 I've bought/obtained/read the documentation/examples on OSG but  
 found it to be rather incomplete.  Because of the lack of  
 documentation I could wind up blowing a few hundred to a few  
 thousand dollars extra of my time trying to use OSG.  I could  
 instead spend that money buying a package that was already  
 documented.  If a person is a student or hobbiest then they might  
 not value their time that highly.  For me it's a big issue.



 I'm not suggesting not having good documentation is not a great thing
 to have, obviously great documentation and great API and
 implementation is all what a perfect project would be composed of.

 From my experience with the OSG project, its the software that  
 solves
 the problems at the end of the day, and the majority of contributors
 to the OSG and clients who pay for parts of the OSG to be developed
 have a problem to solve so they write the code or fund the work to do
 it. One can say write the documentation first then the software, it
 might work for you, but so far for the hundreds of contributors to  
 the
 OSG this hasn't been the case, the gifts that are given tend to be
 source code.

 Thoughts?
 Robert.

 If it were me paying for parts of the OSG to be developed I would  
 want to pay extra to have it documented properly.  My opinion would  
 be that it is cheaper to pay the writer to document it properly than  
 to pay my employes to try to learn it without that documentation.  I  
 would try to impress upon the people doing the funding that their  
 overall costs might be lower if they paid for documentation.

 ===
 Zachary Hilbun
 Software Contractor
 Dallas, Tx
 214-350-4207


 
 Never miss a thing.  Make Yahoo your home page.
 http://www.yahoo.com/r/hs
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Richard S. Wright Jr.
Apparently I ran on and on and tried to be too clever and should have  
just stayed quiet. I did not intend to further the debate, but perhaps  
capture the nature of open source and community driven projects for  
those who can't understand why OSG isn't as easy to pick up as say Qt.  
This nature is not suitable for all developers, but it is still quite  
useful to many (myself included).  Sometimes I enjoy playing devils  
advocate a little too much ;-)

I do not think that OSG is worthless without documentation (to me). I  
also greatly appreciate the efforts of everyone on this list  
(including you if I'm not mistaken) to help the newbies, and create  
the tutorials and sample code for OSG.

I do think the level of documentation is sufficient for my needs, but  
could always be better (I really got quite the head start via Paul's  
great book). Mailing lists such as these can be more valuable than  
many books. In fact in a previous posting weeks ago, I stated that I  
found OSG to be quite refreshing in that it has more tutorials and  
documentation than most other open source projects I have encountered.  
I haven't changed my mind. But I am an experienced developer who  
understands (and was trying to convey in a long winded way) that  
mastery of a new technology is a significant investment.

I was simply (oh, no I suppose there was nothing simple about it)  
saying, this other gentleman has a valid point... but shouldn't whine  
about it.

I think he probably expected the reference guide to be something like  
the MSDN reference, or Qt's Assistant. You can't go to Amazon and find  
several books on OSG, etc. Many people really need this level of  
support to pick up a new API.

 no one in the not enough docs camp
 steps up to change that.


I have written one or two sample programs and tutorials in my time...  
when I graduate from newbie, I promise to contribute something back  
myself.

 So can we just agree to disagree?


I'm not sure what we disagree on. I see both sides of the argument is  
all. I haven't been following the thread, and probably should not have  
just jumped in at the end.

I think we can both agree that I haven't gotten enough sleep lately  
and have probably OD'd on caffeine.

I promise to shut up for a while ;-)

Richard


On Dec 18, 2007, at 8:43 PM, Jean-Sébastien Guay wrote:

 Hello Richard,

 Warning... I'm in rare form tonight ;-)

 Yeah... Well... I don't really see your point in continuing this
 debate. No one willingly says Hey, you know what? We don't need
 documentation. You want to pay for it? Why bother!. I think this
 subject is on the top-5 (maybe even top-2) list of beating a dead
 horse subjects on this mailing list.

 On the one hand, you're saying the OSG is worthless without
 documentation. We all agree with the principle, but the fact of the
 matter is that a large number of people find what little documentation
 exists is sufficient to get started, and once you're rolling,
 everything comes easily. So either your argument is too white or
 black, or OSG is a counter-example to your argument. I suspect a
 little of both.

 See the documentation and tutorials sections on the wiki for great
 documentation that is not only free, but was also contributed freely
 by members of the community. See Paul Martz's books for great
 documentation in the more traditional sense. See the examples in the
 source code for short, to-the-point code samples.

 Of course, there can never be enough (and even less too much)
 documentation. But the debate in itself does not help, since we all
 have our take on the subject and no one in the not enough docs camp
 steps up to change that. So can we just agree to disagree?

 J-S
 -- 
 __
 Jean-Sebastien Guay [EMAIL PROTECTED]
 http://whitestar02.webhop.org/

 
 This message was sent using IMP, the Internet Messaging Program.


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-17 Thread Bob Kuehne
 I haven't been tempted by the reference manual book because I know  
 how to navigate
 the source code and can't see how the relatively sparse comments  
 therein would be
 more helpful compiled together. I think the situation is even worse  
 once you get

i thought this would be my experience too, after writing it, but i've  
been surprised. simply seeing all the methods laid out in a logical  
fashion (rather than how they might be typed into the header), seeing  
the documentation for a class side-by-side with it's _full_  
inheritance hierarchy, and seeing some context (early chapters for osg  
overview, env var documentation, etc) have actually been interesting.

i've even learned a few things in the process of writing / editing  
these things. yes, you can teach an old dog new tricks.

 outside the core OSG classes, so a credible documentation job would  
 mean a lot of
 work for someone.

i'll second that comment. at best, these things pay for beer and  
aspirin, both necessary after beating one's head against doxygen and  
latex. :)

bob



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-17 Thread Robert Osfield
HI Bob,

On Dec 17, 2007 2:18 PM, Bob Kuehne [EMAIL PROTECTED] wrote:
 i thought this would be my experience too, after writing it, but i've
 been surprised. simply seeing all the methods laid out in a logical
 fashion (rather than how they might be typed into the header), seeing
 the documentation for a class side-by-side with it's _full_
 inheritance hierarchy, and seeing some context (early chapters for osg
 overview, env var documentation, etc) have actually been interesting.

I'm longed pondered on the possibility of a documentation process
informing design itself, as its once you see high level constructions
which are put together into a coherent form that you really see they
beauty and the ugly parts of a design.

As project lead/developer I'm not interested in the ugly bits, as
these are the bits that need some TLC to put right.  From a general
user/developer point of the view the beauty is probably more important
- it gives you a bit of encouragement and inspiration for your own
code, and... allows you to forgive the ugly bits when you come across
them :-)

This type of perspective its hard to get when stuck in the trenches
fixing bugs, tweaking bits of API or adding another feature. I do miss
the early days of OSG development when I spent a lot of time pondering
the high level structure, and doing major refactoring to meet widening
goals or taking advantage of new insights - the alchemy period of the
OSG.  Alas the OSG got too popular and used by people that my time
ended being swamped by low level day to day, its gotta work duties.

 i've even learned a few things in the process of writing / editing
 these things. yes, you can teach an old dog new tricks.

Kinda nice thing about computing, fifteen-twenty years into your
career and you are still learning stuff.  I have learnt a huge amount
about software over the years, but still feel a bit like the % of
things to know that I already know about software is actually
diminishing over time...

Perhaps one day I learn how to write english in a way that is human
readable too... ;-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-15 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Paul Martz wrote:
 Let me throw out some ideas, which Bob and I have discussed in the past and
 also mentioned here on osg-users...

  * The reference manual, as it stands today, contains some nice
 supplementary material, but in essence it's Doxygen output from the source
 code. We could beef up the source code comments for classes and functions,
 and contribute this back to osg-submissions. This would improve future
 versions of the ref man. This is a big job and seems worthwhile only if we
 focus our efforts on stable functionality.

  * The existing ref man documents osg, osgDB, and osgUtil. We could expand
 this series to include similar reference material for things like the
 NodeKits (osgText, osgSim, osgParticle), using OSG in windowing systems
 (osgViewer, osgManipulator, osgGA), etc.
I haven't been tempted by the reference manual book because I know how to 
navigate
the source code and can't see how the relatively sparse comments therein would 
be
more helpful compiled together. I think the situation is even worse once you get
outside the core OSG classes, so a credible documentation job would mean a lot 
of
work for someone.

  * We could embark on the much-promised and long-awaited Programming
 Guide. Again, this is a big job and only seems worthwhile if we focus our
 efforts on stable features.
I'd love to see this and I know it would be a big job. I think you could enlist 
the
community's help with this and still make as much money with the book at the 
end of the
day.

  * We could spend time writing short whitepapers on various OSG topics,
 similar to Don's useful document on reference-counted memory. We could sell
 these as PDFs for a couple dollars a pop or something, depending on scope.
 Possible topics would include rendering order with RenderBins, deriving your
 own Nodes, Drawables, or StateAttributes, platform-specific topics,
 resolving build and installation issues, using the Geometry class,
 performance issues, etc etc, the list is essentially endless.

This route would be quite unfortunate. Like everyone else on this list I'd
love to see documentation on these topics, but as someone who has shared what 
he has
learned the hard way on some of these very topics, I think it would be a shame 
if
the authoritative advanced documentation was in a per-pay product. Having this 
kind
of documentation freely available shows off to the world the advanced uses of 
OSG,
inspires the community, encourages others to give back, etc.

I absolutely respect your need to make a living, and the above subjects should 
certainly
be covered in any book on OSG. I might suggest that you start shells for these 
subjects
on Wiki pages, either the official OSG one or your own where you make it clear 
that you
retain a compilation copyright. Add what you know to the pages, then later 
use them
as base material for the book. I don't know the economics of your book sales, 
but I
can only believe that high-quality free documentation won't hurt the sales of a 
good
book on OSG.

  * Any other suggestions for documentation?

It's interesting to look at the documentation of the ogre3d.org project. Ogre3d 
is a
game rendering engine with many of the same aims as OSG. It's documentation 
situation is
quite different from OSG's: good class documentation, an excellent reference 
manual for
the scripts system which creates materials and effects, and copious tutorials 
on a
whole range of production and programming subjects. I know this sort of thing 
doesn't
grow on trees, and some of it must have been funded work, but a lot of it was 
contributed
by their community. It has clearly helped Ogre3d to be popular.

Tim
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHY5xSeDhWHdXrDRURAlIfAJwKXDB4qa18+SlUTKOE5BD2yf04iQCffybP
mBfLNNnlU93YOzC5qsxxrJA=
=qak4
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-15 Thread Robert Osfield
Hi Tim,

On Dec 15, 2007 9:20 AM, Tim Moore [EMAIL PROTECTED] wrote:
   * We could embark on the much-promised and long-awaited Programming
  Guide. Again, this is a big job and only seems worthwhile if we focus our
  efforts on stable features.
 I'd love to see this and I know it would be a big job. I think you could 
 enlist the
 community's help with this and still make as much money with the book at the 
 end of the
 day.

In the past we've tried to encourage community documentation, the
original pmwiki and then the move to Tracs were both motivated by the
hope that they would help such a community effort.  Community
documentation efforts have so far tended to be small little pockets of
activity that soon die down as developers move on to go there day
job done - basically everybody is really busy almost all the time.

So far real documentation like the Ref Guides, the Quick Start Guide
and the Tutorials has happened when you we've had a small set of
developers that have a primary goal of doing tutorials/documentation.
It takes a lot of time and focus to be able to do it, general
community support can help, but I doubt will be a primary resource of
manpower.

I think we need to get past the thought that if we just create the
right conditions for the community to contribute documentation then
it'll just happen for anything beyond small stints of couple hours
here and there.  If we want good documentation then we need to focus
on how to create the right conditions to enable individuals to commit
the majority of their time for substantive blocks of time.


 
   * We could spend time writing short whitepapers on various OSG topics,
  similar to Don's useful document on reference-counted memory. We could sell
  these as PDFs for a couple dollars a pop or something, depending on scope.
  Possible topics would include rendering order with RenderBins, deriving your
  own Nodes, Drawables, or StateAttributes, platform-specific topics,
  resolving build and installation issues, using the Geometry class,
  performance issues, etc etc, the list is essentially endless.
 
 This route would be quite unfortunate. Like everyone else on this list I'd
 love to see documentation on these topics, but as someone who has shared what 
 he has
 learned the hard way on some of these very topics, I think it would be a 
 shame if
 the authoritative advanced documentation was in a per-pay product. Having 
 this kind
 of documentation freely available shows off to the world the advanced uses of 
 OSG,
 inspires the community, encourages others to give back, etc.

 I absolutely respect your need to make a living, and the above subjects 
 should certainly
 be covered in any book on OSG. I might suggest that you start shells for 
 these subjects
 on Wiki pages, either the official OSG one or your own where you make it 
 clear that you
 retain a compilation copyright. Add what you know to the pages, then later 
 use them
 as base material for the book. I don't know the economics of your book sales, 
 but I
 can only believe that high-quality free documentation won't hurt the sales of 
 a good
 book on OSG.

Um... you want great documentation for free on the promise that you'll
buy other great documentation...

Experience form the QSG is that if there is free and the is paid for
in a hard copy form, free wins almost all the time.

Even the paid documentation is unlikely to pay for itself in terms of
time put in, so the idea that one can afford the time to write free
documentation as well and still have a viable hourly pay rate is
simply not realistic.   Book sales on niche technical books very
rarely exceed the costs of production, we'd need to sell ten's of
thousands of books to start seeing any reasonable return.

So please guys, can be get a dose of realism here.  Good documentation
is hard and costly.  The community haven't be able to magically write
lots of great documentation, free books won't ever pay there way and
just eat in sales of bought books, and bought books will always be in
the minority and don't pay for themselves.  This is the reality as it
stands right now.

The reality is also that the best documentation we have is subsidised,
the QSG by the terrain deformation project, the  tutorials from NPS
and the ref guides personally by Paul Martz and Bob Kuehne.  In part
the ref guides are loss leaders for Paul's and Bob's OSG Training, by
mostly they are benevolent, a gift of their time and effort and as
such should be cherished.

We can't just live off the good will of others, people have to pay
mortgages, put bread on the table.  We need to be realistic about how
we create and sustain the conditions that members of the OSG community
can help write documentation.  Members of the community have to help
subsidise the effort of writing documentation via funding others time,
or by getting their organizations to put aside blocks of their time
towards so they can help with the effort.

To me funding of documentation needs to come 

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-15 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Tim,
 
 On Dec 15, 2007 9:20 AM, Tim Moore [EMAIL PROTECTED] wrote:
  * We could embark on the much-promised and long-awaited Programming
 Guide. Again, this is a big job and only seems worthwhile if we focus our
 efforts on stable features.
 I'd love to see this and I know it would be a big job. I think you could 
 enlist the
 community's help with this and still make as much money with the book at the 
 end of the
 day.
 
 In the past we've tried to encourage community documentation, the
 original pmwiki and then the move to Tracs were both motivated by the
 hope that they would help such a community effort.  Community
 documentation efforts have so far tended to be small little pockets of
 activity that soon die down as developers move on to go there day
 job done - basically everybody is really busy almost all the time.
True enough.
 I think we need to get past the thought that if we just create the
 right conditions for the community to contribute documentation then
 it'll just happen for anything beyond small stints of couple hours
 here and there.  If we want good documentation then we need to focus
 on how to create the right conditions to enable individuals to commit
 the majority of their time for substantive blocks of time.
I agree with this, more or less, but I will say that the conditions don't exist 
yet
because there isn't critical mass yet of up-to-date documentation. Where is the
documentation fairy? :)
 
  * We could spend time writing short whitepapers on various OSG topics,
 similar to Don's useful document on reference-counted memory. We could sell
 these as PDFs for a couple dollars a pop or something, depending on scope.
 Possible topics would include rendering order with RenderBins, deriving your
 own Nodes, Drawables, or StateAttributes, platform-specific topics,
 resolving build and installation issues, using the Geometry class,
 performance issues, etc etc, the list is essentially endless.

 This route would be quite unfortunate. Like everyone else on this list I'd
...
 I absolutely respect your need to make a living, and the above subjects 
 should certainly
 be covered in any book on OSG. I might suggest that you start shells for 
 these subjects
 on Wiki pages, either the official OSG one or your own where you make it 
 clear that you
 retain a compilation copyright. Add what you know to the pages, then later 
 use them
 as base material for the book. I don't know the economics of your book 
 sales, but I
 can only believe that high-quality free documentation won't hurt the sales 
 of a good
 book on OSG.
 
 Um... you want great documentation for free on the promise that you'll
 buy other great documentation...
 
Uh, no. I don't particularly need the documentation on any of those topics. It 
would
be nice if it existed so that others who don't want to read the source can 
learn those
things, they would be great book chapters, it would suck if the only existent
documentation on those subjects wasn't freely available.

 Experience form the QSG is that if there is free and the is paid for
 in a hard copy form, free wins almost all the time.
 
 Even the paid documentation is unlikely to pay for itself in terms of
 time put in, so the idea that one can afford the time to write free
 documentation as well and still have a viable hourly pay rate is
 simply not realistic.   Book sales on niche technical books very
 rarely exceed the costs of production, we'd need to sell ten's of
 thousands of books to start seeing any reasonable return.
Exactly.
 
 So please guys, can be get a dose of realism here.  Good documentation
 is hard and costly.  The community haven't be able to magically write
 lots of great documentation, free books won't ever pay there way and
 just eat in sales of bought books, and bought books will always be in
 the minority and don't pay for themselves.  This is the reality as it
 stands right now.
So why bother with the non-free books? That isn't meant as a leading question.
 
 The reality is also that the best documentation we have is subsidised,
 the QSG by the terrain deformation project, the  tutorials from NPS
 and the ref guides personally by Paul Martz and Bob Kuehne.  In part
 the ref guides are loss leaders for Paul's and Bob's OSG Training, by
 mostly they are benevolent, a gift of their time and effort and as
 such should be cherished.
Loss leader is not exactly the same as benevolent, but I basically agree.
 
 We can't just live off the good will of others, people have to pay
 mortgages, put bread on the table.  We need to be realistic about how
 we create and sustain the conditions that members of the OSG community
 can help write documentation.  Members of the community have to help
 subsidise the effort of writing documentation via funding others time,
 or by getting their organizations to put aside blocks of their time
 towards so they can help with the effort.
 
 To me funding 

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Paul Martz
Let me throw out some ideas, which Bob and I have discussed in the past and
also mentioned here on osg-users...

 * The reference manual, as it stands today, contains some nice
supplementary material, but in essence it's Doxygen output from the source
code. We could beef up the source code comments for classes and functions,
and contribute this back to osg-submissions. This would improve future
versions of the ref man. This is a big job and seems worthwhile only if we
focus our efforts on stable functionality.

 * The existing ref man documents osg, osgDB, and osgUtil. We could expand
this series to include similar reference material for things like the
NodeKits (osgText, osgSim, osgParticle), using OSG in windowing systems
(osgViewer, osgManipulator, osgGA), etc.

 * We could embark on the much-promised and long-awaited Programming
Guide. Again, this is a big job and only seems worthwhile if we focus our
efforts on stable features.

 * We could spend time writing short whitepapers on various OSG topics,
similar to Don's useful document on reference-counted memory. We could sell
these as PDFs for a couple dollars a pop or something, depending on scope.
Possible topics would include rendering order with RenderBins, deriving your
own Nodes, Drawables, or StateAttributes, platform-specific topics,
resolving build and installation issues, using the Geometry class,
performance issues, etc etc, the list is essentially endless.

 * Any other suggestions for documentation?

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466




 let me pile on and say i'm thrilled we're done with this too. :)
 
 i'd also ask of all those users out there who are interested 
 in better documentation to send us an email: 
 [EMAIL PROTECTED] - tell us what would is most important to 
 you in our next book. what you'd like to see, what you think 
 needs more elaboration, etc.
 
 we're very interested in ensuring that these books are 
 relevant, focused, and good, and that we increase overall 
 goodness of the documentation and tools available to osg users.
 
 thanks!
 bob
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread John Donovan
Paul Martz wrote:
  * We could spend time writing short whitepapers on various OSG topics,

I'd be very much in favour of this form of documentation.
It allows users to pick and choose which papers to read, without having to buy
lots of doxygen output or stuff they already know.
Domain experts could write a paper, with maybe a editor-in-chief to ensure
consistency. Admittedly I can see most of this work just coming down to two or
three people, but the potential is there. Or maybe the domain expert could just
write some notes and someone could be employed as a ghost-writer; this might be
attractive to foreign users.
Once enough have been written, they could be compiled into a paper book as a
sort of OSG Gems.
This is something of a Utopian vision I admit, my experience tells me it
wouldn't work out like this; but it'd be a reasonable idea to aim for.
Incidentally, my offer to proof-read still stands.

-JD


__
This email has been scanned by the MessageLabs Email Security System.
For more information please visit http://www.messagelabs.com/email 
__
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Jean-Sébastien Guay
Hello Bob and Paul,

  * The reference manual, as it stands today, contains some nice
 supplementary material, but in essence it's Doxygen output from the source
 code. We could beef up the source code comments for classes and functions,
 and contribute this back to osg-submissions. This would improve future
 versions of the ref man. This is a big job and seems worthwhile only if we
 focus our efforts on stable functionality.

I'm always in favor of improving the existing online documentation, so  
this is a good idea. Some classes are particularly stark, and  
sometimes it's not clear whether there are preconditions or particular  
formats for variables. You have to kind of try it, and hopefully your  
intuition will be right...

Even for some straight OpenGL things (I was looking at  
osg::PolygonOffset lately, so that one jumps to mind), the arguments  
and units could be documented and typical usage could be discussed...  
Some things are obscure even in OpenGL's documentation.

  * The existing ref man documents osg, osgDB, and osgUtil. We could expand
 this series to include similar reference material for things like the
 NodeKits (osgText, osgSim, osgParticle), using OSG in windowing systems
 (osgViewer, osgManipulator, osgGA), etc.

The latter would be great. I haven't used the former 3 nodekits much  
(yet - apart from the occasional text) so I couldn't say personally if  
I'd find them useful or not.

  * We could spend time writing short whitepapers on various OSG topics,
 similar to Don's useful document on reference-counted memory. We could sell
 these as PDFs for a couple dollars a pop or something, depending on scope.
 Possible topics would include rendering order with RenderBins, deriving your
 own Nodes, Drawables, or StateAttributes, platform-specific topics,
 resolving build and installation issues, using the Geometry class,
 performance issues, etc etc, the list is essentially endless.

As JD mentioned, I think that's a good idea as well. The time required  
for each document would be relatively small, but the focused approach  
means that new users will probably be more inclined to read the ones  
that interest them rather than pour over a huge programming guide.

I'll see if I can think of other things, but this should keep you  
occupied for the better part of the next century don't you think? :-)

Good work, keep it up.

J-S
-- 
__
Jean-Sebastien Guay [EMAIL PROTECTED]
 http://whitestar02.webhop.org/


This message was sent using IMP, the Internet Messaging Program.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-14 Thread Robert Osfield
On Dec 14, 2007 7:59 PM, Zachary Hilbun [EMAIL PROTECTED] wrote:
 To me an API is only as good as it's documentation.

I'd suggest that the OSG is proof that point of view is a perhaps just
a little flawed.

Good documentation but a poor API and implementation don't make for
successful end user applications.

However, with a good API and implementation you do have a least have
chance of making something useful.

I'm not suggesting not having good documentation is not a great thing
to have, obviously great documentation and great API and
implementation is all what a perfect project would be composed of.

From my experience with the OSG project, its the software that solves
the problems at the end of the day, and the majority of contributors
to the OSG and clients who pay for parts of the OSG to be developed
have a problem to solve so they write the code or fund the work to do
it.  One can say write the documentation first then the software, it
might work for you, but so far for the hundreds of contributors to the
OSG this hasn't been the case, the gifts that are given tend to be
source code.

Thankfully there has been exceptions, the QSG was a funded
documentation effort, and there have been efforts like the ref manual
by Paul Martz and Bob Kuehne, but alas the revenue from books does
match the level of effort put in so it is a case of labour of love.
Work on the tutorials, wiki and examples are also gifts to the
community.  However, this work is still in minority - few people have
time to spend on activities that don't directly result in getting
their project deadlines met, and alas few companies have tens of
thousands of dollars to put towards serious documentation efforts.

I do like the idea of small white papers on different topics, small
chunks of documentation are much easier to squeeze in a free day here
or there, than spending many months on a major book.  Coherency with
such works is more difficult though, but still wouldn't detract from
their usefulness.   Personally I'd love to see enough funding to
employ a fulltime technical writer, failing this perhaps part time.

Would companies be prepared to help fund documentation effort?   Such
as by sponsoring or just straight donation?  The amounts we'd need to
find would be ten of thousands of dollars to be able to do do any
significant chunks of work.

Thoughts?
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] ANN: Reference Manual for v2.2 now available

2007-12-13 Thread Paul Martz
I'm really excited about this, especially the inclusion of the environment
variable reference (which you've seen me pouring my sweat in to these past
few weeks). Previously undocumented, OSG's environment variables are a
powerful debugging and tuning mechanism that all OSG developers should be
familiar with.  Order now at http://www.osgbooks.com. A full press release
follows.
   -Paul
 
 
 
 
OpenSceneGraph Reference Manual v2.2 Book Now Available
 
Ann Arbor, Michigan, and Louisville, Colorado, December 13, 2007--Blue Newt
Software and Skew Matrix Software are pleased to announce the publication
and immediate availability of OpenSceneGraph Reference Manual v2.2,
documenting the current release of the cross-platform OpenGL-based scene
graph API. The 640-page book is available both as a PDF file and softbound.
Bob Kuehne (Blue Newt Software) and Paul Martz (Skew Matrix Software)
co-edited the book.
 
OpenSceneGraph Reference Manual v2.2 is the fourth book in the
OpenSceneGraph Programming Series. OpenSceneGraph Quick Start Guide,
OpenSceneGraph Reference Manual v2.0, and OpenSceneGraph Reference Manual
v1.2 are also available.
 
The new book includes an overview of OpenSceneGraph (OSG), changes in the
new v2.2 release, and a complete reference for all environment variables
that OSG uses. It fully documents all public methods and function parameters
in the three core OSG libraries, osg, osgDB, and osgUtil. The reference
chapters are generated directly from the OSG source code using Doxygen. The
Doxygen configuration files were heavily enhanced to produce a high-quality,
readable reference and eliminate clutter.
 
You can order both electronic and softbound editions now at
http://www.osgbooks.com.
 
About the Editors
Bob Kuehne is a graphics consultant, entrepreneur, engineer, and head of the
graphics consultancy, Blue Newt Software. He is the author of OpenGL
Programming on Mac OS X. For more information, visit
http://www.blue-newt.com.
 
Paul Martz is a 3D graphics software engineer, consultant, and president of
Skew Matrix Software. He is the author of OpenGL Distilled and
OpenSceneGraph Quick Start Guide. For more information, visit
http://www.skew-matrix.com.
 
Bob and Paul collaborate on many OSG development, consulting, training, and
technical writing projects. Visit their Web pages for additional
information.
 
Blue Newt Software, Ann Arbor, Michigan, USA
http://www.blue-newt.com
 
Skew Matrix Software, Louisville, Colorado, USA
http://www.skew-matrix.com
 
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-13 Thread Gordon Tomlinson
Nice work, thanks for the effort I so much like a dog eared book of a man or
web page ;)

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Thursday, December 13, 2007 9:40 AM
To: 'OpenSceneGraph Users'
Subject: [osg-users] ANN: Reference Manual for v2.2 now available


I'm really excited about this, especially the inclusion of the environment
variable reference (which you've seen me pouring my sweat in to these past
few weeks). Previously undocumented, OSG's environment variables are a
powerful debugging and tuning mechanism that all OSG developers should be
familiar with.  Order now at http://www.osgbooks.com. A full press release
follows.
   -Paul
 
 
 
 
OpenSceneGraph Reference Manual v2.2 Book Now Available
 
Ann Arbor, Michigan, and Louisville, Colorado, December 13, 2007--Blue Newt
Software and Skew Matrix Software are pleased to announce the publication
and immediate availability of OpenSceneGraph Reference Manual v2.2,
documenting the current release of the cross-platform OpenGL-based scene
graph API. The 640-page book is available both as a PDF file and softbound.
Bob Kuehne (Blue Newt Software) and Paul Martz (Skew Matrix Software)
co-edited the book.
 
OpenSceneGraph Reference Manual v2.2 is the fourth book in the
OpenSceneGraph Programming Series. OpenSceneGraph Quick Start Guide,
OpenSceneGraph Reference Manual v2.0, and OpenSceneGraph Reference Manual
v1.2 are also available.
 
The new book includes an overview of OpenSceneGraph (OSG), changes in the
new v2.2 release, and a complete reference for all environment variables
that OSG uses. It fully documents all public methods and function parameters
in the three core OSG libraries, osg, osgDB, and osgUtil. The reference
chapters are generated directly from the OSG source code using Doxygen. The
Doxygen configuration files were heavily enhanced to produce a high-quality,
readable reference and eliminate clutter.
 
You can order both electronic and softbound editions now at
http://www.osgbooks.com.
 
About the Editors
Bob Kuehne is a graphics consultant, entrepreneur, engineer, and head of the
graphics consultancy, Blue Newt Software. He is the author of OpenGL
Programming on Mac OS X. For more information, visit
http://www.blue-newt.com.
 
Paul Martz is a 3D graphics software engineer, consultant, and president of
Skew Matrix Software. He is the author of OpenGL Distilled and
OpenSceneGraph Quick Start Guide. For more information, visit
http://www.skew-matrix.com.
 
Bob and Paul collaborate on many OSG development, consulting, training, and
technical writing projects. Visit their Web pages for additional
information.
 
Blue Newt Software, Ann Arbor, Michigan, USA
http://www.blue-newt.com
 
Skew Matrix Software, Louisville, Colorado, USA
http://www.skew-matrix.com
 
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-13 Thread Bob Kuehne
let me pile on and say i'm thrilled we're done with this too. :)

i'd also ask of all those users out there who are interested in better  
documentation to send us an email: [EMAIL PROTECTED] - tell us what  
would is most important to you in our next book. what you'd like to  
see, what you think needs more elaboration, etc.

we're very interested in ensuring that these books are relevant,  
focused, and good, and that we increase overall goodness of the  
documentation and tools available to osg users.

thanks!
bob

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org