Gnaaaaa!
Just forget it. Extremly stupid monday morning bug. (using beginEditCP 
where endEditCP is needed).

But thanks for reading. ;)

Yours,
Dominik

Dominik Rau wrote:
> 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
> 
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