Hello, > How big are your textures? How serious an issue is it to have them all > on the > card anyway? If you can afford doing that, using a 3D texture is a very > simple > way to switch between texture very dynamically and easily. This texture > could > then be used by different cores, too, even if they have different > working sets.
The idea is not bad, but that would result in using 512x512x128x4 bytes = 128MB of graphics memory when most likely something like 4-8 MB would be enough. On the other hand, if the pool management algorithm were intelligent enough to automatically put the 3D texture together as needed, it would work. > Same for the shaders, how different are thet, would it be possible to > merge them > into a supershader? I don't think that would make much sense in this case. > In general your scenario is a little different from the basic OpenSG > design, > which tries pretty hard to share resource and minimize state changes, > therefore > it separates state and objects using that state fairly clearly. Yeah I already got that, however performance is fine so far, and given that time is limited I am currently not sure how much work I should invest in optimizing here. I really like the idea of putting all the textures into one big texture, as then I wouldn't have to switch textures like about 20 times per node, but only once. That should make a difference. > Your Pseudocode should work fine, but in general OpenGL performance > goes down > quickly if you can only draw small batches of primitives due to > intermittent > state changes. If you can make the batches bigger and replace state > changes with > shared/merged state you might be better off. The point is, it doesn't as I can't find out how to initialize all the stuff I need, which classes to use (have you seen how many shader-support-classes there are? ;-) ) and so on. Is there sample source code somewhere on how to use textures, shaders and vbo geometry without materials? A different approach would be to create a material that is actually just holding all the shader programs and resources, initializing them but not activating them. The activation would still have to be manually. Is such an approach supported out of the box? Aloha, Andi ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
