I would be happy to contribute to any guides that are written. Currently, my strongest points in OSG are: working with the art path, animation paths, developing for multi-screen displays, and integration with VRJuggler. If any of this sounds appealing, just let me know and we can work out the specifics.
E. --- Eric Maslowski Research Computer Specialist University of Michigan 3D Lab Autodesk 3D Studio Max Certified Trainer email: [EMAIL PROTECTED] office: 734-615-9699 > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Sullivan, Joseph (CDR) > Sent: Thursday, September 21, 2006 09:14 > To: osg users > Subject: RE: [osg-users] OSG -- near future > > Speaking of introductory guides... Are any of the other educational > institutes that are making use of the OSG able to collaborate on and > publish introductory material? > Don and Robert, > Would making this introductory material available interfere with training > that you provide? > Joe S. > > ________________________________ > > From: [EMAIL PROTECTED] on behalf of Robert Osfield > Sent: Wed 9/20/2006 7:23 AM > To: osg users > Subject: Re: [osg-users] OSG -- near future > > > So I've fleshed out a little why expanding the OSG users base is good for > the OSG project, its developers, community, the software quallty and the > wider industry, but I didn't touch on just how to go about it. > > Well fixing things in the OSG that turn people off the project is one > thing we need to address. The big fat hairy one is obviously > documentation. Not the lack of information, but the lack of introductory > and advanced programming guides and in depth reference documentation. The > book thread address this so I'll not go into this any further here. > > Next thing to fix is how easy it is to get the OSG compiled, installed and > running. The sheer size of the project, and the numerous build options > make it very powerful, but it does raise the barrier to entry. Could > Cmake streamline it? Scripts for building? > > Next up is API size, its sheer breadth and depth of functionality is a lot > to tackle for the newbee. OpenGL will eventaully become more streamlined, > so perhaps too can the OSG. This is part of what I discuss in the > Siggraph 2006 talk. > > Next up is the relatively sophisticated use of C++, this is a hurdle for > some in terms of learning curve, partly because of the complexities of > C++, and partly down to the fact that C++ no longer has developers sole > attention. > > Then there are other languages Jave, Python, Lua, C# and all vying for > attention of developers, we don't yet support these well. If we want to > help these developers out then we need to embrace support for them much > more emphatically. The C++ core here is a bit of hinderance when it comes > to intergration with other languages, with C being the comon denominator. > osgIntrospection can come to the resuce here, its a bit heavy weight, but > dynamically typed langauges its a good match. > > Further to the integration story is that awkwardness of getting different > types of viewers setup in the multitude of windowing libraries that exist > today. Making it easier to build 3d viewers into your existing or new > apps is something that I feel strongly about. This what the osgViewer > library I've previously talked about is really about. > > So to recamp things to fix and get done: > > 1) Documentation and book(s) > 2) Better viewer classes supporting multiple 3rd party windowing API's > 3) Better 3rd party language support > 4) Streamlining of builds > 5) Streamlining of API > > No doubt there are other items that need to be added to the list, and > priorities to be, so fire away. But remember that someone has to get on > and do it, so if you add an item be prepared to roll your sleeves up and > help get it done. > > And on that note, please step forward those who'd like to pitch into > various aspect of this work. > > I'll create a few new pages on the wiki to help documentation the tasks > and who's available to make progress on the various items. > > Robert. > _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/