Nice try, Lee04 !
The fact is if someone came along and wrote a new scenemanager that was free as the demos. We would be there already wouln't we.
After all the scene manger files are not so long. (cpp/h)
In fact we will do a scene manager for Ogre soon, maybe then we can flesh it out and cover a complete Ogre scene manager class that any one can extend freely and use witth or without hardware occlusion.
If we don't do it some one else will think it's a good idea.
And then LGPL of the orginal scene manager will seam out of date somehow.
If you need to because you're doing something different to most people (which I think you are), the way to deal with it is to refactor the SceneManager code so that it behaves the same way but allows you to override what you need without duplicating code, and submit a patch.
Sinbad: You do mean OR submit a path not AND submit a patch?
Hmm, in my case it seams to make my own scene manager files from scratch. Because I have been trying to splitt our stuff from the Ogres scene manager code over and over, but there will always be some neuclus that in the plug-in that is still a deriative to Ogres scene manager class.
So makeing my own scene manager class from scratch is the only "leagal" way if I don't wont to submitt a patch on the finer details inside my plug-in.
By know I know a bit about Ogre renderings, I don't know as much about general Ogre scene manager stuff. But we see.
If I choose to make this scene manager LGPL just as Ogres is does that mean I to have to submitt changes to my own scene manager project.
Say if Sinbad does something to his Ogre code or the Ogre team does something do they have to submitt patches to there own LGPL project
just because they decided to go with LGPL???
Just a thought.