> > Something like that will work yes. Optimally, ... for all the geometry > in the scene compute the fewest number of effects and instantiate them > into the fewest number of materials (and parameter settings), and then > bind those materials to the individual geometries. > > Regards, > Marcus >
Mark, Is there a method we can use to compare effects? Then we can traverse the tree, name and store new effects, and then when we get down to a geometry within a geode work out what effects are needed by the current inherited state and check we can find them in the "library". Roger _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
