Jim Graham wrote:
On 8/13/2015 12:33 PM, Kevin Rushforth wrote:
* Node caching was intended as a hint to the system to cache the result
of potentially expensive effects into a texture (which is rendered into
by the GPU) and re-render that texture when needed. Jim was suggesting
that an application might be able to use that mechanism to do something
other than its original purpose.

I'm not sure my suggestions were fully understood. I didn't mean to imply that the node cache property and hints could be used as a "render to texture and give me the texture" mechanism, but that many cases where the developer might think "what I want is a mechanism to render some scene into a texture so that I could do something with it" really boil down to cases where sprinkling in a few setCache(true) calls might achieve what they want more directly.

Yes, that is a more clear way to look at it.

In the end, we'd rather have a direct mechanism to have the developer tell us what they want to have happen and then we might cache various parts of the scene graph automatically in pursuit of that goal so that the developer doesn't have to think about "well I know this is going to perform badly so I want to start caching my own pixels". The node cache property is sort of a request to "do that pixel caching thing for me", but with limited scope. Sometimes, though, that limited scope is exactly what the application needs.

My subsequent mail that gave a few examples of regrouping items with effects and cache properties being set demonstrates how node caching is intended to take care of these details for you...

Hopefully one of our enterprising app developers can try it and report the results.

Thanks!

-- Kevin


        ...jim

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