Gerrit Voss wrote:
> Hi,
> 
> On Thu, 2006-08-17 at 14:33 +0200, Marcus Lindblom wrote:

>> 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. 

Yup. As long as one could trigger when those observers are being 
notified of all changes since last time, it would perhaps work. Having 
it done automatically would probably lead to severe performance 
problems. (I've heard some stories on that being tried way back with 
disastrous effects. Of course, we might afford that now.)

However, one must be vary of cycles in the dependency graph anyway and 
having the graph explicit makes it easier to detect, and given the 
complexity you can run into I think it makes sense to try to be a bit 
more intelligent in managing this.

Observers is a good patterns for small things, I've never seen them work 
out well when things go complex. (but someone else might have managed to 
solve that?)

/Marcus

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