Hi Jeremy, On Fri, Jun 10, 2011 at 6:19 PM, Jeremy Moles <[email protected]> wrote: > I have some disturbing news regarding this patch: it looks like you > ALREADY had some caching happening inside of Glyph.cpp. It was failing > every time because of an improper operator==() routine, but now that > it's working properly (with this patch), osgText::Text3D is obscenely > faster...
distrubing news in a good way then ;-) For me it's a little disturbing that I forgot about that I had written a caching mechnism, I assumed as you were talking about creating one that I hadn't... even now I don't recall writing it... I've just looked at the code and it looks like my style of coding for sure, but still no bells ring. Perhaps I'm slowly loosing my marbles. > This is unsettling, beacuse the primary motivation behind my research > into TextNode was simply to speed it up, but it looks like it was only a > small bugfix away from having worked all along. TextNode work is still really valuable - it's a far better approach for text support than the current Text and Text3D work. Robert. _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
