Some open-source projects do this via a foundation, but they also
usually have corporate, academic, or government angels who are major
contributors. So Mozilla has Google, Apache has IBM and Sun, and so-
on. OpenGL, though not open source, has the Khronos Group, which
seems to be
Hi,
I think that the CMake build-system is a very good one.
Maybe a simple solution would be:
- integrate a 3rd-party-plugins-directory
- those plugins are turned off by default in the CMake-build, like the
wrappers at the moment
At wxWidgets they do that, too. The scintilla-wxWidgets
Hi Andreas,
If you are up for it would could trial building your plugin as a
src/3rdPartyPlugin/firefox project. If you don't have the cmake
skills right now then either just try copying an existing plugin -
such as the gecko one, or perhaps another member of the community can
help volunteer to
Hi All,
Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
Hi All,
Snip.
Thoughts? Recommendations?
Robert.
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Well I'm not too keen on having loads of third part stuff in the default core.
Building osg is already painfully slow, the
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
Well I'm not too keen on having loads of third part stuff in the default core.
Building osg is already painfully slow, the only machines I have
access to are over 3 years old...
The CMake build system only
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
Well I'm not too keen on having loads of third part stuff in the default
core.
Building osg is already painfully slow, the only machines I have
access to are over 3
Robert Osfield ha scritto:
Hi All,
Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community
HI Simon,
This isn't the thread to be discussing existing build issues, could
you please start a new thread for this.
Robert.
On Tue, Dec 9, 2008 at 5:17 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon
Hi Robert,
One possible solution might be to bring maintenance and distribution
of these 3rd party plugins directly into the core OpenSceneGraph
distribution in the form of a collection of src/3rdPartyPlugins
projects. [...]
I just want to say: Yepe! That's my favorite option.
I'd like
HI Luigi,
On Tue, Dec 9, 2008 at 7:23 PM, Luigi Calori [EMAIL PROTECTED] wrote:
Are you thinking of a sort of 'battery included' OSG, with dependency and
addons?
I see dependencies as an external issue, any 3rdPartyPlugins directory
would just provide source and Cmake files to find/specify
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Robert Osfield wrote:
HI Simon,
This isn't the thread to be discussing existing build issues, could
you please start a new thread for this.
Robert.
Sry, didn't mean to get side tracked; I'm just concerned about
seeing a load more libraries
Hi Robert,
On Tue, Dec 9, 2008 at 5:31 PM, Sukender [EMAIL PROTECTED] wrote:
That may require another thread, but I also have a question that may sound
crazy at first: why not hiring people so that OSG's deployment, testing,
packaging, and more are centralized, systematic and well tested?
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