hybr,

I am not running a debug build.

Just create a scene graph with 100 geometries, and attach a texture attribute 
to the stateset of each geometry. Now compare the framerate with the same scene 
graph, no stateset created, but a draw callback set up inside which you call 
renderInfo.getState()->applyTextureAttribute(0, texture).

Making me believe the state 'diff' engine of OSG is very slow.

I disable display lists and enable VBOs on each geometry otherwise 
drawImplementation or the draw callback is not called.

Cheers,
Fred

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38299#38299





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