>> The problem with all systems is that you need to handle ordering of 
>> update dependencies somehow. I.e. first update transforms from time & 
>> data, then compute skinning and/or setup shader constants. Adding 
>> normalization/tangent space and other derived data to this makes it even 
>> trickier. Usually, we solve such things by create a directed graph from 
>> each objects dependency and sorting that to get an update order (this is 
>> only done when the ordering is dirty.)
> 
> just my 0.02$. As OpenSG keeps track of what changed a light, observer
> based approach might be not so uninteresting. 

hi gerrit

how far are your collada I/O "experiments"? is the code in the 
cvs? i'm only interested in model and shader data import/export.

thanks & regards,
simon

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