Hi Wang, I have outlined why mixing scene graph state with the rendering back-end is a bad idea. It's a dead end so I see little point in hashing over it.
The VAO implementation now in the vertex_array_branch is pretty close to being fully realised, from here on out is a case of testibg and tweaking. FYI, there have been several attempts at VAO from members of the community over the years but each one has been deficient in various ways. Back in June I decided the only way to get a VAO that would handle the broad range if platform needs and usage patterns was to completely immerse myself in the topic and find a viable approach. The one in vertex_array_branch is my second attempt at getting it right. When I say that latest incarnation is the best approach for the Osg is based on 15 years of being the lead developer of the OSG. There will be a few things left to tweak but what we have now is very close to what will be final. Robert
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