Hi Brian,

On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill <br...@hotmail.com> wrote:
> I found the problem. The complex app was creating it's own root node and 
> setting it's rendering hint to transparency. Not sure why it did that. Now 
> it's working like a charm.

Setting hint to drop the geometry into transparent bin - which is
depth sorted rather than state sorted will break state sorting, so
you'll end up with many more state changes that incur greater CPU load
on draw traversal and load down on the GPU.   So if you keeping the
number of transparent objects to the minimum that need it results in
best performance.

Robert.
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