Hi everybody.
As I'm doing deferred shading pass using textures + FBO + PolyForeGrounds,
in many cases when I launch the render action for an FBO I don't need to
traverse the graph any more.
My FBOs usually have a PolyForeground while rendering. My question is...
- how can I know if they traverse the graph or not? I put in
fbo->getExcludeNodes.push_back() the root node of my scene, but there
were no performance improvements.
- May I use a trav mask on the render action? Can you give me an example of
travmask?
Thank you
Erik
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