Hi.

I use a PolygonForeground with a SimpleTexturedMaterial for blending 
images over my scene (using the setTransparency method of the associated 
material). Basically this works. However, if I use more than one 
foreground / larger images, performance drops heavily. After adding the 
TransparencyFieldMasks to my code, performance was all right again, but 
there's no (visible) change of transparency anymore, although a 
getTransparency on the material returns the new value.
So, I think that the performance penalty comes from reloading the 
textures every frame (which is of course unnecessary) when calling 
beginEditCP for the SimpleTexturedMaterial without field masks...

I had a quick look at the code and noticed, that the transparency field 
mask is not evaluated in the changed methods of SimpleTexturedMaterial 
or SimpleMaterial. Besides of the texture related field masks in 
SimpleTexturedMaterial, all changed calls are delegated upwards in the 
hierarchy (via Inherited::changed()).

Is this a bug or am I getting something wrong? What would be the right 
way to solve this? I think it should be no big deal to fix this (if 
someone could tell me where to do so...).

Thanks & regards,
Dominik

-------------------------------------------------------------------------
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT & business topics through brief surveys-and earn cash
http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to