Hi Dirk, Allen,
Dirk Reiners wrote:
> Allen Bierbaum wrote:
>> On Mon, Nov 3, 2008 at 10:34 PM, Gerrit Voss <[EMAIL PROTECTED]>wrote:
>> The second. My thought was don't render the geometry until we think the
>> material is ready to go. For my case, I would be fine with just the time
>> based method for now and then come back with the "real" method. I just
>> don't know how to make the geometry delay rendering until later frames.
>>
> Taking the risk of looking dense: what about setting the travmask of the
> node to ignore and waiting for the wait before turning it on? Just have
> a sorted list of pending nodes and whenever their time is up turn them on.
but that excludes the geometry completely from being visited by the
RenderAction and therefore also prevents validation of the involved
GLObjects - which is what triggers the upload ultimately, of course.
The easiest way I can see to do that manually is using
Window::validateGLObject(), with the GLId of the TextureObjChunk and a
manually created DrawEnv. That last part is probably a bit tricky to set
up by hand - offhand I would not know how to do it, but perhaps looking
at code in RenderAction/RenderPartition that does it is enough to get it
going ?
regards,
Carsten
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