Hi Andreas,
On Thu, 2005-09-15 at 17:05 +0200, Andreas Zieringer wrote:
> Hi Dirk,
>
> no it's my own special material optimization but with the
> SharePtrGraphOp you can do the same.
OK, good.
Here's my proposal: change the default GraphOpSeq for the loader from
"Stripe()" to "Stripe() SharePtr(includes=Material,StateChunk)".
It's not as efficient as merging textures already in the VRML loader,
but at least stuff will render fast. And for fast loading, osb is always
better anyway. ;)
Does anybody see a problem with that?
Dirk
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