The OSG manages this for you, you don't really have a choice in
management of when texture are bound, they are bound when they are
needed, but only when they are needed.

In general you don't too many small textures in your scene that the
OSG and OpenGL have to thrash between them, but typically its not
something your worry about until its established that its a bottleneck
for your database/app.

On 6/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I forgot another little question,
is the binding of texture unit to texture object is time consuming and
should be avoided as much as possible, or is it a simple operation?

thanks again,
 Guy.


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to