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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