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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