Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Robert Osfield
Hi Jan, On Sun, Nov 9, 2008 at 7:03 PM, Jan Ciger [EMAIL PROTECTED] wrote: Just a parenthesis - I gave quite a bit of feedback to Cedric about this. I think that there are some design issues that need to be addressed first, before it even reaches basic feature parity with existing code in

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Wang Rui
Hi Robert, I agree that a new library should be added carefully, or it will become a burden for developers and users. I plan to devide the modeling library into several parts: basic modelers (extrusions, revolutions), parametric curves and surfaces (Bezier and NURBS), polygon technologies

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
Hi Sukender, On Mon, Nov 10, 2008 at 11:06 AM, Sukender [EMAIL PROTECTED] wrote: I agree that dependencies are generally a burden when compiling OSG (thanks to those who maintain 3rd party libs!). And I won't suggest intagration of huge libs anymore! But do you think some users could be

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Robert Osfield
Hi Sukender, On Mon, Nov 10, 2008 at 11:06 AM, Sukender [EMAIL PROTECTED] wrote: I agree that dependencies are generally a burden when compiling OSG (thanks to those who maintain 3rd party libs!). And I won't suggest intagration of huge libs anymore! But do you think some users could be

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
Hi Robert, Hi Sukender, On Mon, Nov 10, 2008 at 9:56 AM, Sukender [EMAIL PROTECTED] wrote: ** About utilities: I coded some little features that could be integreated into OSG, but I have one problem: these are often specific and very small (not enough to create a nodekit). So what? May I

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Sukender
Hi Robert, hi everyone, I agree with your vision and think that this will push OSG to more power and popularity. Grouping, refactoring and factorizing are always great ideas - even if that would require a lot of work from the whole community. About physics: I want to say something, but I

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-10 Thread Robert Osfield
Hi Wang Rui, I was wondering about mentioning modelling functionality in my email, but held back as it's potentially a huge and complex topic in itself. I certainly open to nurbs support in the core OSG, hard stuff are items like computing accurate intersections between nurbs. The same goes for

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-09 Thread Erik den Dekker
Animation is something that is under-way in the form of osgAnimation, which started life as AnimTK and has evolved rapidly to tick many more of the above items, so it looks to be rapidly becoming a good candidate for inclusion. Just a parenthesis - I gave quite a bit of feedback to

Re: [osg-users] NodeKit integration in OpenSceneGraph-2.x series

2008-11-09 Thread Wang Rui
Hi Robert. I wonder if there is a plan to add a modeling library to the core OSG in future. Not because I'm working on a similar library 'osgModeling', but also from the experiences of other 3D graphics APIs. Take VRS3D for example, it has a number of common functionalitys which help build user