I have a few questions about TransformGroups, related to internal operations and performance...
1) When setTransform() is called, does that cause a synchronized
thread operation?
My understanding was BranchGroups synchronize so you can attach/detach
in the middle of a render. Are TransformGroups similar to this?
Do they sync to prevent mid render changes?
If so, if I know that my updates to my transforms happens BEFORE the
render starts is there anyway to disable the sync
2) Are there addition checking in TransformGroups related to the ViewPlatform. Some of the weirdest bugs we seen seem to be related to the View and TransformGroups that are seeming unrelated in the scene graph. If so, why does every TransformGroup do that checking when only a few TG will directly effect the View at any given time?
Thanks for any insight.
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Shawn Kendall
Full Sail Real World Education
Course Director
3300 University BLVD
Real Time 3D for Gaming Winter Park FL
32792
[EMAIL PROTECTED] http://www.fullsail.com
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