Hi Michael,

I've just reviewed your submission and feel that the implementation
while a clever optimization makes the code less readable and long term
more likely to introduce it's own quirky bugs as it's be easier for
follow up submissions to break it.

I understand the motivation behind the optimization though, so am
wondering about what other solutions there might be.  My first thought
was alter osg::State::applyModelViewMatrix() to allow us, via a bool,
to force the re-sending of the matrix to OpenGL.   Or we could just
have two methods - a lazy updating one like we have now and the non
lazy updating one that Text3D requires.

I am also wondering about whether we can just cache a RefMatrix in
osg::State for just the cases such as this - so we could avoid the new
completely.

This all pushes complexity from Text3D into State, but I can see both
changes above being useful in other codes so I'm not opposed to this.

Thoughts?
Robert.

On Tue, May 25, 2010 at 11:53 AM, Michael Platings <[email protected]> wrote:
> Hi Robert
> I've modified Text3D so that it doesn't crash when RenderMode is PER_FACE.
> I've also reduced the number of times that new is called - gives me a 5%
> frame rate increase.
>
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