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
