@Assaf: I think most of your points are valid and corrcet, but I also think that some of them are rather biased (people tend to be biased about their children - huh

), so I'm going to comment only on those I disagree with and silently nod in agreement to all other points
Assaf Raman wrote:2. The RTSS isn't that hard to learn
Bringing in single persons as examples for a generalized statement is not really a good idea. I guess that Lior was already an Ogre, or at least shader expert to begin with, probably both. That makes it far easier to learn anything Ogre or shader related. Also "in a few days" IMO is a lot of time for something that should (again, IMO) be learnable in a few hours. Really, RTSS does not do much more than tacking together shader code depending on varying conditions. That is the basic idea, and it should not take days to be able to do that.
Also, people learn differently. Take me, for example, I learn by reading, copying and changing example code. There are no good examples for RTSS, to be honest, or too few of them. Others learn by reading tutorials, mostly. There are no good tutorials for RTSS, or too few of them. Others learn by reading documentation.
Others (like Lior, it seems) learn by reading the code of the component itself. That only works if it is written in an understandable manner. Now each coder has a different opinion on "understanable", so this point is mood already. It might work like that for some, and not for others.
Having no documentation and/or good samples is a stunt one could never pull if he wanted to sell something. Yeah, this is open source, and having a RTSS system without docs or good samples is better than having none at all, but I guess you still see my point
Assaf Raman wrote:5. Cg is not dead and actually the best way I know not to write shaders code twice
I would add that it is not dead,
yet. With the increasing rise of OpenGL (and for good, it is IMO far more lean than DirectX, and in many cases produces faster results, not being supported as well by drivers is also a myth from the past) most projects simply don't need DirectX any more. And no, I do not see Windows Phone as an argument here, it's spread is close to non-existant. For the very reason that it does not have much software to offer. Which, in turn, is for the reason that it does not support OpenGL. Which is something MS will change in the future - or Windows Phone will be another MS failure (like Win 8 or Silverlight). In both cases, DirectX will not stay an argument in favor of CG. Consoles would be an argument, but Ogre does not target consoles. In our project using Ogre, we only use OpenGL. And we do not need anything else, as all platforms are covered (desktop game). We do not need to write shader code twice, while covering all relevant platforms, so why would we need Cg?
Assaf Raman wrote:8. Some people wrote that the RTSS\OGRE wasn't built for artists
Well, the point (I think) was that it was not built to be
used by artists. Artists obviously benefit from it.
Assaf Raman wrote:9.There is more then one sample in the sample browser that is dedicated for it.
Yes, but it is one of those samples (like the Deferred Shading sample) that show so many things at once it becomes hard to follow them. Having more samples with less sample code in each would be far better. Especially for something very flexible.
So I'm all for a GSoC that reworks the samples to be less a "show what Ogre can do" and more a "show
how to it". Could be coupled with improving the documentation, maybe?
Assaf Raman wrote:10.The RTSS makes OGRE truly cross platform – as it makes the same code, with the same models – run on different platforms that support totally different shader languages.
I really don't mean this personally, so don't take it as an insult, but you really seem to be stuck in the "Windows = DirectX" theory. This is not true any more, not by any means (again, except Windows Phone, but then you might as well count PS Vita as an important target). OpenGL can do everything DirectX can, and will be at the same speed, or even faster. I know this is not true for the OpenGL renderer of Ogre, but that is being reworked at this very moment (and not the fault of OpenGL in the first place). And I'm very positive that this will end the slowness of Ogre's OpenGL renderer. Again, our prioject uses only OpenGL, and there is no reason why it should be any different. Not since a few years. As much as I dislike gaming on mobile devices, it has definitely pushed OpenGL everywhere, and that is for the good of every coder.