Hi,
> Statusswitches are always costly. How does OSG identify if a texture or a
> program is identical when
> checking for status changes? Is it by comparing the pointers? If yes, it
> is necessary to manage a pool
> and use the same pointers everywhere?
StateSet::compare takes an opt
Hi all!
I use OSG for many years now and it works really great.
Over the years the request to my application were exploding and I'm about to
improve my scene graph.
In this context I have some question - maybe someone can give me some hints.
1) Statusswitches are always costly. How does OSG iden
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