I also noticed when profiling a scene with a lot of AnimationPathCallback that dynamic casts make 1-2% of the total execution time (Visual Studio uses strcmp when doing dynamic casts it seems). Almost all of this comes from NodeCAllback::run and Callback::traverse. The question is are all those casts really needed to be dynamic? Also it should be possible to cut that in half by not inheriting from NodeCallback but directly from Callback for the osg classes, or will that break a lot of existing code?
Cheers, Pjotr ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60128#60128 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

