Thanks Michael, changes now look good and results look good as well,
all now merged and submitted to svn/trunk.  With osgtext3D is see
about a 5% improvement in frame rate, it's still pretty dire for what
osgText::Text3D is being asked to do though.

Robert.

On Tue, Jun 1, 2010 at 2:15 PM, Michael Platings <[email protected]> wrote:
> Good spot Robert, I had accidentally backed out the original fixes. Here's
> the file with both fixes back. Cheers!
>
> On 1 June 2010 13:09, Robert Osfield <[email protected]> wrote:
>>
>> HI Michael,
>>
>> I'm just reviewing your changes and thumbs up to the changes to
>> osg::State, the only thing I've tweaked is moving the initialization
>> of the cached matrix into the constructor so that we don't have to
>> keep checking the existence of the matrix, we can just assume it's
>> valid and set.  Once I've done some testing I'll check this in.
>>
>> In review the changes to Text3D.cpp the first for loop two block's
>> you've modified I understand, but the last block I'm a bit perplexed
>> by - the original code looks a bit out sync with the two other blocks
>> as well.   The part I'm looking at is why the local matrix is
>> initialized to the getModeViewMatrix(), rather than the
>> original_modelview matrix as is done with the other blocks.  Did you
>> spot this as well?
>>
>> Robert.
>>
>> On Tue, Jun 1, 2010 at 11:17 AM, Michael Platings <[email protected]>
>> wrote:
>> > Hi Robert, I prefer that solution too :) Here's the revised submission
>> > with
>> > the suggested changes
>> >
>> > On 31 May 2010 17:06, Robert Osfield <[email protected]> wrote:
>> >>
>> >> 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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>> >> >
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>> >> >
>> >> >
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