The OSG manages this for you, you don't really have a choice in management of when texture are bound, they are bound when they are needed, but only when they are needed.
In general you don't too many small textures in your scene that the OSG and OpenGL have to thrash between them, but typically its not something your worry about until its established that its a bottleneck for your database/app. On 6/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I forgot another little question, is the binding of texture unit to texture object is time consuming and should be avoided as much as possible, or is it a simple operation? thanks again, Guy. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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