> 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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
