OpenGL 2.x apps will run unmodified on OpenGL 3.0. However, the 3.1 spec
will be released shortly, and I bet you'll see all 3.0-deprecated
functionality removed in 3.1. An "OSG 3" will have to avoid use of all
deprecated functionality.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: Friday, February 06, 2009 1:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3.0 or 2.10?

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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