Hi Johannes!
On the pull request, is there an offical github repo somewhere else? Who
picks up your patches from the mail-list?
(Also, these guys don't use cygwin, so I had to fix it for windows, even
though it was only two classes...)
Currently I'm helping a company to move to OpenSG2 as their dataset
requires 64-bit addressing, but I don't think they plan to do too much with
OpenSG after that.
This was the easiest way to get 64-bit without rewriting the entire app,
but I don't see any needs for them to grow OpenSG outside what is there at
the moment.
The places I've been previously that've used OpenSG are looking for
options, mainly because development is dropping (their/my fault too, not
making any contribs) and OpenSG is a bit too big & complex for their needs
and a scene-graph isn't really state-of-the-art in how one express a 3D
scene anymore (most game engines, and Qt 3d 2.0, use an entity based
approach instead, and an frame/render-graph for stages).
Maybe one could revive OpenSG, but I've never used the aspect-over-network
and I don't think many ppl will.
Doing GL calls in a render-thread is enough, and that's doable via easier
methods that full on aspect-copy.
Btw, I've gone from Lead Dev to a consultant so I've done most of my
hacking in C# the last two years, on various projects in various places,
and this task was something that fit well, as I've used OpenSG for ~10
years. But I'm not employed here, just helping out with my previous
C++/OpenSG2 experience.
Cheers,
/Marcus
Post by JohannesHello Marcus,
I do not know if that is the right place. I always bring my changes
directly to the mailing list with old style diff/patch files. Gerrit is
lately not much around here. Unfortunately, there is not much traffic
on the mailing list in recent times at all. So it is great to see you
back on the list :-)
We use successfully OpenSG 2 on MSVC10 and MSVC12 for some times now. We
do not use the OSG1 compatibility mode. We are running the code
generation scripts in a Cygwin environment with a standard windows
python 2.7 installation and only have to patch the TemplateWriter.py
import codecs, sys
# Windows
openMode = "w"
fileObj = codecs.open(self.m_fileName, openMode,
sys.getfilesystemencoding())
We try to avoid any in house OpenSG code and to add our code to the
OpenSG repository. Sadly, we have not that much resources for the
graphics that would be necessary to make major steps with respect to
modern render techniques.
Currently we are working on shadows and lights after spending some time
in the tone mapping business.
What are your plans for OpenSG 2?
I hope that we could revive the OpenSG development in the future, however.
Best,
Johannes
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