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Ogre 3.0 roadmap #235
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From ticket #245
Plugins to remove:
Rendersystems to remove:
CMAKE config cleanup:
Documentation changes:
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Sorry if this is thread polution, I'll move to sepeate issue if required:
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What does that mean? Examples? I have no idea what you're talking about 😕
YESS! Doxygen looks really ugly and not the best way to navigate! So far what I like the best is just plain old Markdown from Github. Even our own doxygen sources in Github look better than their Doxygen counterparts but unfortunately there is no navigation and Doxygen's flavour of MD does not always work on Github. Also unfortunately, it has no way to parse our source code either. Speaking of which; Doxygen should be able to generate pictures of relationships between component/classes but I can't find them and we're should be using them. Something is broken there.
Mmm looks good
Sphinx looks BEAUTIFUL and has multiple outputs which I like (HTML, PDF) but unfortunately:
OK that looks nice!
OK I just merged it.
I wish we had. Ogre V2 was the name for a long time until Pavel wanted to make a bigger distinct since the branches diverged too much while V1 became active. We still use it when it need to differentiate between the two, but is getting abandoned. The suffix Next was needed to separate the projects. We couldn't put a lot of thought into it. The repo is ogre-next, but that is hard for me to type but so is Ogre-Next and Ogre Next, but I prefer the latter over the former. Probably OgreNext is easier for me to type but looks awkward. :( Suggestions welcomed.
I agree. The documentation is generated via github pages which uploads whatever is in the gh-pages branch. When we push, Github Actions runs this worklow which runs CMake, then the doxygen, and finally runs doxygen_remove_files.py to cleanup. IMHO likely the easiest solution is for doxygen_remove_files.py to copy/move the folder from 2.3 to latest |
Haha. So currently in the manual we refer to an ogre verision very frequently (Ogre 2.3). This introduces pain becuase with each new release these version numbers get left in the documentation so there is lots of references to old version numbers (like Ogre 2.0) when they should read the latest version. Possible solutions:
Can you grab any scripts from Ogre? Their site has this functionalitiy. |
Another TODO item:
Also, I hope I don't sound like I'm dumping heaps of stuff on you to do. I want to help out where I can. |
Fix build errors when building iOS with Ninja
Hmm is this list up to date? Or should there be a 4.0 somewhere? Is it possible / how can we see which things are coming to Ogre-Next or are being worked on? There is also this trello board, not sure if it's less up to date or still used? Title has 2.1 so no idea now. There also wasn't any news post since a long while. |
Hi! I'm thinking of wrapping things up for OgreNext 3.0 and release. Whatever is left in this roadmap can be either be moved to 4.0 or abandoned. "The big tasks" have been taken care of now. There is no 4.0 roadmap yet, it is living in the warm-up branch. The main focus will be multithreaded shader compilation. |
I second this. Also an official logo for Ogre-Next? Or will it be just the same as old Ogre logo? |
I already replied to that.
Our logo should be the new logo that Ogre1 is using. But I just noticed it's not there!? I swear I uploaded it. I should check the Windows version has it as well (I think the logo on macOS is broken), as well as the documentation. |
Rather than rendering features, Ogre 2.4 will be focusing on robusting its source code base. There is a lot of code debt which needs to be addressed
( void )
from empty functionsDeprecated/
folders__cplusplus
that uses< 201103L
>= 201103L
or numbers below 201103Loverload
keywordHardwareUniformBuffer
,HardwareCounterBuffer
set( CMAKE_EXE_LINKER_FLAGS "-fuse-ld=lld" )
-gsplit-dwarf
on Linux(Update: do not use fastlink),/debug:fastlink
/PDBTMCACHE
and /Zf on Visual StudioOgreShadowVolumeExtrudeProgram.cpp
Serializer::readString
? According to PVS-Studio it's buggy and apparently not used.AnimationTrack::_buildKeyFrameIndexMap
needs attention. According to PVS-Studio it's buggy. However I believe the proposed solution may change observable behavior. It appears the code is explicitly relying on the fact that the out of bounds access should not happen.SceneManager::setFog
getShadowCasterVertex
New features
Stretch goals
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