HI Nick,

On 19 September 2014 10:47, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> yes, that is it. In very brief. Any clue what is making now osg::Geometry
> faster, what is the story behind?
>

The changes to osg::Geometry in 3.2 relate to removal of the code paths
that handle the cases where index arrays where used, even when not used
this added an small overhead to each osg::Geometry call when display lists
weren't used.  These changes distil osg::Geometry down to just supporting
OpenGL fast paths.  For most end users there won't need to be any changes
as they shouldn't have been using index arrays as they have been deprecated
slow paths for many years.  To support this change the osg::Array has
already been re-factored a little to now contain things like binding
information directly with the osg::Array rather than as part of
osg::Geometry.

In svn/trunk and the OSG-3.3.x dev releases there are further changes to
osg::Drawable that relate to change it to subclass from osg::Node rather
than osg::Object.  This change also brought about unification and
generalization of the Callback.  Now that Drawable is a Node you no longer
need an osg::Geode to attach a Drawable to the scene graph, this makes a
little simpler to create scene graphs, and reduces the number of nodes in
the scene graph which which can help cut down CPU overhead of cull
traversal.

All of these changes have been done in a way that retains backwards
compatibility as far as possible, so most applications won't notice a
difference when compiling their OSG apps.  The small improvements to
performance are unlikely to be noticeable without accurate time stats.
Together these changes are all about slowly cleaning up the OSG API and
making more efficient and flexible.

Robert.
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