> Nowadays, osgPython is a C++ project that uses the boost::python library.
> I'm not an expert in python-dev library, so I decided to use boost::python
> because it make more easy the job. I don't have  the knowledge to change the
> boost::python dependency to use the python-dev library. If someone have
> experience in python-dev and want to help, please contact me.

Oh, I should have read this earlier. I know python-dev fairly well, although 
I have only used it for C bindings previously.

> osgIntrospection do not exports operators, you can create osg::Vec3
> variables, but you can not add them, multiply, etc....
> osgPython solves/hacks this by exporting manually basic types like
> osg::Vec3, osg::Vec2, osg::Matrix, osg::Quat, etc...  (BasicTypes.cpp)
> 
> osgIntrospection does not export global functions like osgDB::readNodefile.
> osgPython/osgLua solves/hacks this by manually export those functions.

Sounds to me that osgIntrospection is not the way to go. It reduces Python 
to a small scripting utility rather than the complete, powerful, object 
oriented language it really is.

I would love to write full games/applications in Python, utilizing both the 
power and ease of Python with the high performance scene graph of OSG.

Have you thought about using Pyste (Boost) or any other code-generator that 
can parse the OSG sources and produce proper Python binding code?
Like I said to you before, I could help you with the python-dev and binding 
generators to make a complete Python binding for OSG that retains all nifty 
Python functionality.

/Peter
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