Hi "another how I wish they'd use their real name as that's we do in
the real world and it's much nicer and more civil",

The state sorting in the OSG is done as part of the cull traversals
when the various Drawables and Stateset's are placing in the rendering
backend, composed of RenderBin/RenderStages and a StateGraph.  When a
RenderBin is state sorted sorting is done via an STL map container,
sorting purely on the ptr to the StateSet.  In the default state
sorting no fine grained start sorting is done - so contents of
StateSet aren't compared.  Its possible to enable fine grained state
sorting but I've found that the cost of such sorting generally
outweighs the benefits, what is done by default appears to be a good
compromise between low CPU overhead and efficient use of the GPU.

Robert.

On Mon, Mar 24, 2008 at 5:13 PM, Night Hawk
<[EMAIL PROTECTED]> wrote:
> Hello All,
>
>  I was reading the OSG quick guide and it was mentioned that OSG tries
>  to optimize the StateSet changes to be minimal.
>
>  So I am trying to understand how exactly the render loop is done.
>  Would be done per StateSet as below:
>
>  For each StateSet
>  {
>    Get all the nodes that have this state-set and render them
>  }
>
>  Or is there some other mechanism?
>
>  Also, does any one know what is the cull-mechanism implemented in OSG?
>  I read that there are multiple culling mechanisms possible (such as
>  BSP heirarchical culling etc...) - not sure though. If someone can
>  give some hint, then I will try to look up more on that method to get
>  good understanding.
>
>  Thank you for any pointers.
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>
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