hybr,
I am not running a debug build.
Just create a scene graph with 100 geometries, and attach a texture attribute
to the stateset of each geometry. Now compare the framerate with the same scene
graph, no stateset created, but a draw callback set up inside which you call
renderInfo.getState()
Hi, Fred
When it comes to gl calls, state checks attributes values with state cache.
You will never know for sure where time goes without profiler, so use one :)
64 to 30 fps change is in release mode with optimizations? If it is debug build
difference may be almost not noticable with optimizatio
Hi JP,
J.P. Delport wrote:
> Hi Fred,
>
> maybe have a look at this:
> http://www.bricoworks.com/articles/stateset/stateset.html
>
> I remember something like that state equality is only tested using
> pointers and not internal data. So, maybe you'll have to explicitly
> share state (that get
Hi Fred,
maybe have a look at this:
http://www.bricoworks.com/articles/stateset/stateset.html
I remember something like that state equality is only tested using
pointers and not internal data. So, maybe you'll have to explicitly
share state (that getOrCreate won't do).
Sorry I can't actually
Hi,
I have a very large scene graph where I have many geodes.
Each of this geode has a stateset with a GPU program defined on it, contianing
a vertex and a fragment shader.
The GPU program instance is unique for my whole application - I am not
recreating the program over and over again for eve
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