Hi Kristofer, On 10 January 2014 12:23, Kristofer Tingdahl <[email protected]>wrote:
> I'm glad I could contribute ;-) Take the time you need as long as it will > happen. For us, we won't use this code until next major release anyway, but > we wish to see the constant update-traversal-triggers solved over time. > No need to wait too long I will have another look at next week. > > >> In terms of CPU costs, I don't think it should be too expensive as I >> wouldn't expect that to be a high number of AntiSquish nodes in the scene >> graph, if it does turn out to be high then we can look at a >> Transform::dirtyCount() but my hunch is that the cost will be negligible >> compared to the rest of the CPU overheads. >> > > I agree that the CPU overhead is not too bad here for the same reasons as > you mention, but I can also see that the same thing could be used in > AutoTransform, and they are more frequently occurring. > > PS. Would it be possible to have a look at the submissions from yesterday > regarding the RSVG and Qt build? DS > I haven't looked at it yet, currently I'm trying to wrap up some work on osgVolume that I'd like to sign off this week, so will dive back into submissions next week. Robert.
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