Migrating OpenSceneGraph master to MeshShaders branch #1178
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This afternoon I merged the @mxgrey's modernize_cmake work that I previous merged with OSG master, I could easily get git/github to do this against the Experimental_master branch so it was a bit more manual a merge than I would have liked, hence why it took so long. The changes are: b628f53 Not all merging of functionality that is only presently in master into the what will be the new master shouldn't be this difficult, so I'm hoping this task won't break me. I don't want to leave the old master in place for too long though as folks will be checking out the old master and basing their work on it, only for me to go change the rug from underneath them. Doing it sooner will mean only merging a small number of changes in OSG master than weren't in the MeshShaders/3.6 branch that I have used with the Experimental_master. The name of the Experimental_master branch made sense for my initial experiments but now that is evolving towards something suitable to make the new master I will probably renamed it so something more suitable. |
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One of my plans for the future OpenSceneGraph-3.8 release is to use the MeshShaders branch as a base rather than master branch. I want to do this because after the 3.6.5 maintenance release I merged merge my 3/4's completed experimental shader_pipeline work into master, but this now realize was a serious mistake.
Reality is I will never complete this experimental work, I neither have the time and technically now feel trying to solve integration of OpenGL fixed function pipeline with shaders has little point - the future is shaders. This mistake in merging a large block of experiment work left OpenSceneGraph master is a dangling, difficult to support state. I am now trying to navigate a way of creating a new master that doesn't contain this shader_pipeline work.
The steps I have taken so far:
My next steps will be:
With all this work I am trying to get the OpenSceneGraph back into a place where we can move forward and get new stable releases out. My guideline for all this is to maintain stability and ease of maintenance for a body of software that is now focused on maintaining a stable and reliable base, whilst minimizing the burden on myself and members of the community to keep things working as hardware, OS's and software stacks evolve over the coming years.
Thanks in advance with your help during this transition.
Robert.
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