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.
> 


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