Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Simon Hammett
> It should be possible to achieve these same benefits with one CMake system. > -Paul I was thinking about 2 separate ones due to way the UI tool works on windows. You just get a big long list of options, with a bunch hidden behind an 'Advanced' checkbox. So you have carefully review every line

Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Paul Martz
> Perhaps the cmake could be split in 2, so there's one for the > core (and a couple of examples) and another for the extras? > That would work with visual studio projects but I don't know > if that would work with linux build systems... I don't see why we need two CMake systems to get this fun

Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
HI Paul, On Tue, Dec 9, 2008 at 4:04 PM, Paul Martz <[EMAIL PROTECTED]> wrote: > The only conceivable downside (that I can think of) is that new users might > attempt to use some code that has fallen into a state of disrepair, giving > them a bad out-of-box experience. If a component of the OSG d

Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Paul Martz
> 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. Some of these might be > compilable C++ code such as a Firefox plugin, while o