Hi,

could we get support for multiple render targets (MRT) integrated into 
2.4? I know some people are using hacky patches for this. Some patches 
have been submitted, but they have to be reworked.

I can help with this if needed.

regards
jp

Robert Osfield wrote:
> Hi All,
> 
> After a two month break I'm now doing a purge of the submissions
> backlog.  I doubt I'll get all the way through before Monday, but on
> Monday I'll tag the first dev release since 2.2 stable was made.  This
> dev release will be 2.3.0 and be the first concrete step towards the
> final 2.4.  This leads me on to asking the question - what features
> should we aim to integrate with 2.4?
> 
> My own short list for contenders for integration are:
> 
>   osgOQ - Occlusion Querry support
>   osgCal - Cal3D integration
>   osgAL - OpenAL integration
> 
> I'm not personally familiar with these libraries, but do know that
> they are known to work with the latest OSG so should be relatively
> straight forward to integrate.  Thoughts for the authors, maintainers?
>  What extra work would be appropriate before integration?  Would you
> be happy with integration?
> 
> My own inclination towards integration is to make it a bit easier for
> OSG users to assemble their application without chasing down lots of
> different nodekits all of which are maintained in different places
> with different build system and different release schedules.  The
> downside for me is there is more work involved at my end at least
> initially while we get the build systems working well across the range
> of platforms that the OSG supports.  Long term I'd hope that this will
> diminish and it'll be less support work associated with helping end
> users get things working at there end.  It should also be possible to
> make the overall OSG dev experience for end users slicker as we should
> be able properly test and get areas like multiple
> window/multi-threaded usage properly excercised.
> 
> I would also like to see the core OSG have support for scripting out
> of the bag, as well as integration with the main browsers.  One has to
> gauage what is doable in what time frame so should be considered in
> terms of 2.4 or 2.6 etc versions.
> 
> I'd like to see scripting supported out of the box to enable us to
> develop applications purely from scripting languages, so developers in
> this realm would just need the binaries to the OSG installed, and no
> need for C++ dev environment.  There are limits to how much
> functionality you can expose in this direction, but my guess is it
> should be possible to write reasonable useful apps, and especially
> good for prototyping and cross platform portability.   One has to ask
> which scripting languages to go for - Lua and/or Python?  Lua would be
> the easiest to integrate in terms of being very self contained i.e.
> which could stick the whole of the lua interpreter into the core OSG
> distribution and one would hardly notice as its so tiny.
> 
> Thoughts?
> Robert.
> 
> ps. I'm still very busy with other on going work so please don't
> expect me to be able to dive into this stuff right away.  Come 2008 I
> should start become a bit more available and able to start looking at
> progressing some of the above, so opening this stuff off for
> discussion now will help us mesh gears better when the time comes.
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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