Jean-Sébastien Guay wrote:
That depends on whether the goal of your project is maintainable code
or maximum performance.
Err, I may be missing some joke, or you may have forgotten a smiley face
at the end of that sentence... Is maximum performance at the cost of
everything else ever a goal in a project?
No, no missing smiley. Was what I said really that shocking? Let me
clarify: I definitely believe that the balance between maintainability
and performance is something that each developer and each company needs
to make, based on their available resources and project requirements.
In fact, I'll be developing a shader compositing utility shortly for one
of my clients. However, I'll also almost certainly be writing highly
tuned shader programs to handle some critical rendering cases.
Ultimately, we agree: As I said in an earlier post, as long as OSG
doesn't impose a "one size fits all" solution that excludes an
application from achieving its project goals, then I won't object to
such a feature. (Except for overall OSG size/bulk concerns, but that's
an entirely separate topic.)
-Paul
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