<div dir="ltr">When GetNeedToRebuildShaders returns true. Which roughly is<div><br></div><div><div> if (cellBO.Program == 0 ||</div><div> cellBO.ShaderSourceTime < this->GetMTime() ||</div><div> cellBO.ShaderSourceTime < actor->GetMTime() ||</div><div> cellBO.ShaderSourceTime < this->CurrentInput->GetMTime() ||</div><div> cellBO.ShaderSourceTime < this->SelectionStateChanged ||</div><div> cellBO.ShaderSourceTime < renderPassMTime ||</div><div> cellBO.ShaderSourceTime < this->LightComplexityChanged[&cellBO])</div><div> {</div><div> return true;</div><div> }</div></div><div><br></div><div>So if the main points are if you are modifying the actor, mapper, or your data. If one of those is being modified every frame then let me know the use case and we can see if the current test is being too aggressive etc.</div><div><br></div><div>Thanks</div><div>Ken</div><div><br></div><div><br></div><div><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Sep 9, 2016 at 5:47 PM, Milef, Nicholas Boris <span dir="ltr"><<a href="mailto:milefn@rpi.edu" target="_blank">milefn@rpi.edu</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div>
<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">Under what conditions are shaders actually rebuilt? This seems to be the source of my performance issues and I need to know how to avoid this. The function I'm referring to is in
vtkOpenGLPolyDataMapper(). It seems that they get rebuilt when an object gets modified, is this true?
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</div>
<div>Thanks,</div>
<div>Nick</div>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature" data-smartmail="gmail_signature">Ken Martin PhD<div>Chairman & CFO<br>Kitware Inc.<br>28 Corporate Drive<br>Clifton Park NY 12065<br>518 371 3971<div><br></div><div><span style="font-size:10pt;font-family:Tahoma,sans-serif">This communication,
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