Hello Allen,

The key changes were to:

- Refactor the geometry data format used to not use any indexing. Dirk tells me that multi-indexing can perform poorly and it just makes it easier to implement...

I do not like this because:

- You loose information - the information that all vertices have the same normals, and that many vertices share texture coordinates. This information is not important for rendering, but it might be important for other algorithms working on the geometry.

- You waste memory.

- Is multi-indexing really such a performance problem? Ok, OpenGL vertex arrays do not support multi-indexing, and OpenSG renders multi- indexed geometries without vertex arrays. But usually the geometry is written into a display list, and I do not believe that multi-indexing makes a difference when rendering display lists. But I have to admit that I never did performance measurements.

Ok, these are not really strong arguments for multi-indexing, but I prefer to keep multi-indexing. (It took a lot of effort to develop that multi-index code ;-) .)


- Added a method (addToGeom) that allows text to be added to an existing text geometry node

Good idea.


- Added color data to the geometry to allow for colored text

Ok. Adds some overhead to the geometry when you do not need the color.


Bye,

Patrick



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