The following is an outline of a topic discussed at the OpenFlight User Group Meeting I/ITSEC 2009.
We invite your commentsÃ¢â¬Â¦
Currently face/mesh nodes contain complete set of visual attributes (color, material, texture, shader etc)
-- Large file sizes where compression is easily possible
-- Difficult to affect global changes in scene
-- Inefficient runtime render state management
-- OpenGL moving away from immediate mode
Face Attribute Palette
-- Set of color/material/texture/shader combinations
-- Stored in a new Ã¢â¬ÅFace Attribute PaletteÃ¢â¬Â
-- Assigned by index to geometry
-- Chance to Ã¢â¬ÅdeprecateÃ¢â¬Â unused face attributes Ã¢â¬â which attributes?
I like this idea a lot, since it might not only solve problems related to texture switching (another topic of discussion here), but it also introduces a lot more flexibility in modeling different representations of a single piece of geometry.