Hi Robert,

OpenGL 3 specs says that nothing has been removed (just features that become 
deprecated). That mean OSG 2 is OpenGL 3 compatible (Well of course without new 
features)... isn't it?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Fri, 06 Feb 2009 10:22:20 +0100, Robert Osfield <robert.osfi...@gmail.com> a 
écrit:

> HI Adrian,
>
> Writing the core scene graph is something that is likely to be
> required to handle multiple backends, so rather than just OpenGL 2.0,
> we'd need OpenGL 3.0 and OpenGL-ES and a mixture of OpenGL/OpenCL.
> Currently we only map to OpenGL + extensions, we can't handle
> wholesale changes to the API being used at the backend.
>
> Another issue is that current scene graph API is built around fixed
> function pipeline, with a few tweaks to be able to handle shader, but
> it's still fundamentally a design for a fixed function pipeline.  With
> a pure OpenGL 3.0 or OpenGL ES 2.0 implementation there is no fixed
> function pipeline at all, so the way we manage state w.r.t.
> uniforms/vertex attributes + shader composition will have to change.
>
> Now it may be possible to evolve the current API gradually to meet the
> above challenges, but... we have to entertain the possibility that at
> some point we have to make a large leap to be able to meet these
> challenges.  It might be that we can evolve some parts of the API but
> not others.  In an ideal world we'd be able make the leap to the new
> way of doing things without too much re-factoring of end users
> application code, but would such an ideal compromise that underlying
> scene graph in the process.
>
> Right now nothing is set in stone.  The OSG.2.x has lots of life left
> in it yet.  The idea behind an API breaking OSG-3.x series is just
> that, an idea, not a single line of code has been written on it, no
> white papers have been written proposing what a new scene graph
> structure would be like.  All I can say for sure is that there are
> some big challenges ahead if we wish to make the most of new API's and
> new hardware technologies.
>
> Robert.
>
> On Thu, Feb 5, 2009 at 7:59 PM, Adrian Egli OpenSceneGraph (3D)
> <3dh...@gmail.com> wrote:
>> Hi all,
>>
>> i don't understand why we should rewrite the whole openscenegraph core? Is
>> the good old openGL and openscenegraph that faraway from openGL CL/openGL
>> ES/.. How long does it take to port the whole greate functionality from osg2
>> to osg3? And how would it be possible to port the application form osg2 to
>> osg3 or should we restart our development once we get osg3 because the
>> osg2's API so different
>> from osg3? I don't understand all of the problem. is the openGL close to
>> death and we have to restart the greate osg2 lib. rewrite the core means,
>> what will happen with osg2 applications, new features will no longer be
>> added to the API (in long term view) and than the osg based application have
>> to die, and the new application has to become new written. or what will the
>> graphic industry do in near and long term future. i am not as close as some
>> of the community are in the graphic community, i am closer to computer
>> vision :-( :-)
>>
>> I undestand that we may have to overthink some part of the core to support
>> new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But
>> openscenegraph is one of the best graphic engine currently in the world of
>> computer graphics render engine.
>>
>> /sorry that i don't really understand the question and the problem we will
>> get with osg2
>>
>> adrian
>>
>>
>> 2009/2/5 Cedric Pinson <morni...@plopbyte.net>
>>>
>>> Anyway i will help to host if it helps
>>>
>>> Cheers,
>>> Cedric
>>>
>>> Sukender wrote:
>>>>
>>>> Hi JS and Cédric,
>>>>
>>>> I'm a bit more in favor of what JS says. I agree that when the Forge is
>>>> down it's really annoying, but centralizing all OSG related projects seem
>>>> worth using a kind of forge (or something else). We really should avoid 
>>>> them
>>>> dying by helping people maintaining them.
>>>>
>>>> Sukender
>>>> PVLE - Lightweight cross-platform game engine -
>>>> http://pvle.sourceforge.net/
>>>>
>>>>
>>>> Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay
>>>> <jean-sebastien.g...@cm-labs.com> a écrit:
>>>>
>>>>
>>>>>
>>>>> Hi Cedric,
>>>>>
>>>>>
>>>>>>
>>>>>> In theory the idea is cool but if people dont fill the current wiki why
>>>>>> they will take energy to fill a forge ?
>>>>>>
>>>>>
>>>>> I think it requires no more energy than hosting your project on your own
>>>>> site, or a site like SourceForge or Google Code. The difference is that
>>>>> it would be centralized, with an easy way to add maintainers, to
>>>>> generate interest in projects, to search, etc.
>>>>>
>>>>> A list of nodekits on the wiki, where links become broken and there is
>>>>> no way of knowing if a project is actually any good, doesn't help at
>>>>> all.
>>>>>
>>>>>
>>>>>>
>>>>>> And personnally if there is no support
>>>>>> for git/mercurial i prefer to host the project where i can use those
>>>>>> tools.
>>>>>>
>>>>>
>>>>> You could always host your own version control repository, and use the
>>>>> forge's version control as a mirror. Plus I think some of the software
>>>>> supports Mercurial at least (mozdev does, why not others?)
>>>>>
>>>>>
>>>>>>
>>>>>> I think the main problem is to reference project, not to host them
>>>>>> Maybe
>>>>>> we just need to improve the reference of project on osg trac or a
>>>>>> better
>>>>>> categories...
>>>>>>
>>>>>
>>>>> No, I think the main problem is generating interest and ensuring a
>>>>> project stays alive. A dumb project list does not help there.
>>>>>
>>>>> As it is now, a project is one person's pet and if that person stops
>>>>> maintaining it, it dies. Handing over project ownership does not happen
>>>>> when a project is one person's pet. Unless the project is on SourceForge
>>>>> or Google Code, but then we have the problem of having lots of projects
>>>>> on different systems using different tools to maintain them.
>>>>>
>>>>> I think we need a better balance between consolidation and distribution.
>>>>> Being too decentralized is not good either.
>>>>>
>>>>> Anyways, we'll see.
>>>>>
>>>>> J-S
>>>>>
>>>>
>>>> _______________________________________________
>>>> osg-users mailing list
>>>> osg-users@lists.openscenegraph.org
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>
>>>
>>> --
>>> +33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net
>>> http://www.plopbyte.net
>>>
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> --
>> ********************************************
>> Adrian Egli
>>
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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