On 01/10/2012 02:06 AM, Joel Graff wrote:
The application isn't designed to create particularly large scene graphs, but it is a shader development tool. I can't really guess at the effect of a bloated structure, but I have the funny feeling it won't really matter. I also don't really know how flexible I may want my application node to be, but I see significant advantages to using the latter method and letting profiling after the fact bear out the bottlenecks.
I think you're right. For your use case, I don't think a few nodes that are technically redundant will matter all that much.
You can always streamline later if it becomes a problem, but I doubt you'll need to.
--"J" _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org