Hi Andreas,

On Thu, 2005-09-15 at 17:05 +0200, Andreas Zieringer wrote:
> Hi Dirk,
> 
> no it's my own special material optimization but with the 
> SharePtrGraphOp you can do the same.

OK, good.

Here's my proposal: change the default GraphOpSeq for the loader from
"Stripe()" to "Stripe() SharePtr(includes=Material,StateChunk)".

It's not as efficient as merging textures already in the VRML loader,
but at least stuff will render fast. And for fast loading, osb is always
better anyway. ;)

Does anybody see a problem with that?

        Dirk




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