In the interest of clarity, moving to OSG was a good, if not brilliant move
(some potential sources of revenue would have it as a requirement as far as
open source engines are concerned)
It's simply a bit bloated, by default, although I suspect you don't have to
ship the parts you don't use at runtime to your users.
But it covers many bases and use cases of scene management and rendering, so
the bloat is offset by a generic and broad ability to fill one's needs.

Just wanted to clarify that I was not saying in any way that moving to OSG
was bad. It did leave previous users in its midst.
Rather, it's an example of how FGFS has been shown to be able to go through
titanic upheavals, a good trait of character :)


And switching to OSG wasn't a lot of work for very little return for a
> sizeable portion of your (former) userbase ?
> That a lot of features, some obvious, some not, are still not working is
> not a hit on the ROI in your opinion ?
> You talk of bloat, but you moved to OSG, the ultimate bloated whale in the
> world of 3d rendering !! (and that's common knowledge)
> This is not a judgement on its quality btw, but it's bloated software
> nonetheless :)
>
--paragraph break should have been inserted here

>
> And I won't mention that is has no adequate documentation and no debugger.
> Period.  (<-- that's very serious)
> Oops, sorry I just did ;)


The last two lines talk about Nasal.
NOT OSG : it's documented and easily debuggable in one's favorite
development environment.
It also now has, among others, built-in Lua support ;)

Cheers,
Nic

-- 
Be Kind.
Remember, everyone is fighting a hard battle.
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