El Tuesday 18 September 2007 11:55:42 John Donovan escribió:
> This is true, but OSG will fall back to using glBegin()/glEnd() to render
> the primitives, rather than using vertex arrays or display lists. Not a
> problem if you've got a few objects like this, but isn't the most efficient
> path when the scenegraph gets large.

I didn't know about this, thanks for the clarification. Is the performance 
loss still noticeable after the primitive is compiled in a display list?
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