Hi,

On Tue, 2008-11-11 at 14:25 +0100, [EMAIL PROTECTED] wrote:
> Hi all,
> 
> we are using OpenSG 1.8 stable for our project. Now there is the question if 
> and
> when we should switch to OpenSG 2.0.
> I don't know much about 2.0 and the website is unfortunately down.
> So I have a few questions.
> How mature/stable is 2.0?

reasonably stable, most of the major rework is finished and only one
bigger part left (rebuilding the shader infrastructure). But that is due
as a preview over the next few days. Internally I use 2.x for over a
year for our projects.

> Is there anything we loose?

Some things will not be taken forward to OpenSG 2.x especially some the
Foreground/Viewport based stuff, e.g. FBOViewport, ShadowViewport,
DisplayFilterForeground. Things in the RenderAction that don't belong
there (eg. the depth only pass).

Some pieces (In particular from Contrib) are not yet ported but if you
need one in particular let us know so we can see to it. 

> What are the benefits of 2.0 (what do we gain)?

Consistent working reference counting (incl. over the cluster). A switch back 
to 
std c pointer / RefPointer. No more beginEdit/endEdit. A lot of valgrind checks.

A consistent way to integrate things I mentioned above as being left behind,
aka tree based multi-stage. Better control over aspect copies. Better control
over cluster syncs. Chunk Overrides. VisitSubTree core to allow more efficient
subtree sharing. Some new loaders (Collada, OpenFlight). Routes. 
Some new effect nodes (HDR). A ComplexSceneManager as an improved sample app 
implementation, 
which includes the VRML style animation that where available only as an 
external feature. 
I also use this to provide examples for features. Rebuild shader infrastructure 
to allow 
shader composition and partial overrides (that's just being finalised). Python 
bindings,
which are being worked on by Marcus for the head and are already there from 
Patrick for 
the older fcptr_stable branch

Up in my tree are support for geo-referenced block accessible large images 
(gdal based) 
and a dynamic terrain implementation based on a master thesis from Darmstadt. 
A ray tracing backend (very early version). A label foreground with references 
into the tree 
for positioning which were done by Martin here at CAMTech.

An all that I can not remember right now ;-)

> How much work will it be to switch to 2.0 (is it really a switch or do we need
> to rewrite large parts of our application)?

That heavily depends on your application and the use of discontinued
features. If you use them than yes there will be some rewriting
involved, if not initially there should be only minor tweaks to the
code (ideally, I might not be 100% correct here)

A good way to prepare would be to update to the CVS head of 1.8 and
configure/build with --enable-osg2-prep. 

Similar OpenSG 2.x should be build with 

enable_osg1_compat = True
disable_deprecated = False
enable_deprecated_props = True

There might be still some differences because I did not have to much
time to do extensive compat work.



kind regards,
  gerrit





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