Discussion:
[Opensg-users] Win/MSVC2010 - pull request added to vossg-repo on github
Marcus Lindblom Sonestedt
2016-09-27 10:42:28 UTC
Permalink
Hi,

I've added a pull request to gerrit's master on github. I'm not sure if
it's the right place?

Just minor fixes for Windows and MSVC 2010.

https://github.com/vossg/OpenSGDevMaster/pull/2

Cheers,
/Marcus
Johannes
2016-09-27 11:56:39 UTC
Permalink
Hello 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
script by adding/replacing the following code:

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



------------------------------------------------------------------------------
Marcus Lindblom Sonestedt
2016-09-28 13:41:30 UTC
Permalink
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 Johannes
Hello 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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https://lists.sourceforge.net/lists/listinfo/opensg-users
--
Med vÀnliga hÀlsningar,
Marcus Lindblom Sonestedt
*Systemarkitekt*
*BIT ADDICT *- Passion för utveckling
+46 (0)706 43 63 28
***@bitaddict.se
www.bitaddict.se
Johannes
2016-09-28 15:40:05 UTC
Permalink
Hello Marcus,
Post by Marcus Lindblom Sonestedt
Hi Johannes!
On the pull request, is there an offical github repo somewhere else?
I think that the official repo is at

https://sourceforge.net/p/opensg/code/ci/master/tree/
Post by Marcus Lindblom Sonestedt
Who picks up your patches from the mail-list?
Carsten did all the administration and merging tasks lately. I think he
is rather busy with other stuff and does not use OpenSG that much in his
daily work anymore (Carsten correct me if I'm wrong).
Post by Marcus Lindblom Sonestedt
(Also, these guys don't use cygwin, so I had to fix it for windows, even
though it was only two classes...)
You are welcome :-)
Post by Marcus Lindblom Sonestedt
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.
Yes I see. OpenSG 2 is working pretty fine on 64-bit Windows.
Post by Marcus Lindblom Sonestedt
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).
Could you elaborate a little so that I fully understand what that mean.
Post by Marcus Lindblom Sonestedt
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.
Actually, we also do not use the network capabilities of OpenSG.
Post by Marcus Lindblom Sonestedt
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.
It would be fine to have you on board for some time and hopefully you
find proper projects in the future.

Best,
Johannes



------------------------------------------------------------------------------
Marcus Lindblom Sonestedt
2016-09-29 06:49:15 UTC
Permalink
Hi,
Post by Marcus Lindblom Sonestedt
On the pull request, is there an offical github repo somewhere else?
I think that the official repo is at
https://sourceforge.net/p/opensg/code/ci/master/tree/
Ah thanks. Gerrit have merged my pullrequest and pushed it there.
Either way seems fine, but as I already had a github fork of OpenSG, that
was easiest for me.
Post by Marcus Lindblom Sonestedt
The places I've been previously that've used OpenSG are looking for
Post by Marcus Lindblom Sonestedt
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).
Could you elaborate a little so that I fully understand what that mean.
I don't want to pick on OpenSG too much here, I'm still kind of fond of it,
of course.

But forcing both transforms, materials, lights (and sometimes render-graph
order) to be defined by the same hierarchy (Nodes) isn't optimal in all
(most?) cases.

Very few game-engines are built that way these days, as it doesn't really
scale to BIG scenes.
(The guys I'm working with have done optimziations to save the render tree
for static geometry to avoid traversing the graph each render, as that was
a performance issue for some of their data sets.)

Look at Qt 3D 2.0 for an example on an Entity based system, with and
explicit render graph.
(One could of course re-use the fieldcontainer concept and build an entity
based system on top of it.)
Post by Marcus Lindblom Sonestedt
Btw, I've gone from Lead Dev to a consultant so I've done most of my
Post by Marcus Lindblom Sonestedt
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.
It would be fine to have you on board for some time and hopefully you
find proper projects in the future.
Yeah. Traffic seems light these days so I don't mind. My current assignment
ends at end of October.
(I used gmane previously to keep up with all mailing lists, boost, qt, et.al
.,)

/Marcus
Post by Marcus Lindblom Sonestedt
Hello Marcus,
Post by Marcus Lindblom Sonestedt
Hi Johannes!
On the pull request, is there an offical github repo somewhere else?
I think that the official repo is at
https://sourceforge.net/p/opensg/code/ci/master/tree/
Post by Marcus Lindblom Sonestedt
Who picks up your patches from the mail-list?
Carsten did all the administration and merging tasks lately. I think he
is rather busy with other stuff and does not use OpenSG that much in his
daily work anymore (Carsten correct me if I'm wrong).
Post by Marcus Lindblom Sonestedt
(Also, these guys don't use cygwin, so I had to fix it for windows, even
though it was only two classes...)
You are welcome :-)
Post by Marcus Lindblom Sonestedt
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.
Yes I see. OpenSG 2 is working pretty fine on 64-bit Windows.
Post by Marcus Lindblom Sonestedt
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).
Could you elaborate a little so that I fully understand what that mean.
Post by Marcus Lindblom Sonestedt
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.
Actually, we also do not use the network capabilities of OpenSG.
Post by Marcus Lindblom Sonestedt
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.
It would be fine to have you on board for some time and hopefully you
find proper projects in the future.
Best,
Johannes
------------------------------------------------------------
------------------
_______________________________________________
Opensg-users mailing list
https://lists.sourceforge.net/lists/listinfo/opensg-users
--
Med vÀnliga hÀlsningar,
Marcus Lindblom Sonestedt
*Systemarkitekt*
*BIT ADDICT *- Passion för utveckling
+46 (0)706 43 63 28
***@bitaddict.se
www.bitaddict.se
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