From: Andreas Z. <am...@gm...> - 2006-03-24 16:24:45
|
Hi Dirk, > Hi Andreas, > > On Fri, 2006-03-24 at 15:24 +0100, Andreas Zieringer wrote: > >>hmm quite complicated what about this one not nice but easy to implement. >> >>In RenderAction::draw() >> >>if(pNewState->getChunk(CGFXChunk::getStaticClassId()) != NULL) >>{ >> pNewState->update(); >>} >> >>and just add a new virtual update method to StateChunk > > > It's not nice, but it's probably the easiest and the one with the lowest > overhead. > > How important is CGFX? This thing is making a LOT of trouble, is it > really worth it? Supporting all that stuff cleanly for 2 is going to be > a serious headache... > > Dirk it is not really important for me it is just a open point on my list. I wanted to get rid off this hack in RenderAction::draw() // ok for cgfx I have to call it also for equal states // to update the world matrix. if(pRoot->isMultiPass() || pRoot->isNoStateSorting() || pNewState != _pActiveState) { pNewState->changeFrom(this, _pActiveState); } Andreas |