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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38299#38299 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

