Wow, the ability to limit the maximum texture memory sounds like it would really help. What/where might I find that environment variable?
-- Rick On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz <[EMAIL PROTECTED]> wrote: > Robert's comment regarding texture atlas usage in low-res LOD children is > an excellent suggestion. > > Going further, your post begs the question: Do you suspect that texture > memory usage is the bottleneck to your performance? One way to test this (if > you haven't already done so) is to set the OSG environment variable to limit > the maximum texture dimension to something ridiculously small. If your app > runs faster with this setting, then texture memory usage might be causing > performance problems, and you might need to address that in some way. > > You should keep in mind that most OpenGL device drivers are smart enough to > page out large mipmap levels when they are not in use. > > Another thing to keep in mind is that a texture never needs to be larger > than its max representation on-screen. For example, it's pointless to have a > 2kx2k texture applied to an object that will never subtend more than 500x500 > pixels. > > Hope that helps. > -Paul > > > ------------------------------ > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of * > [EMAIL PROTECTED] > *Sent:* Thursday, July 10, 2008 7:09 AM > *To:* OpenSceneGraph Users > *Subject:* [osg-users] When optimizing with LOD changes,should I change UV > map resolutions? > > Hello All, > > I have been trying to get my scenes to run faster, balancing my scene > graphs using LOD. I use quite a bit of UV mapping in my models, and they > can be fairly high res because I want them to look good up close. There are > usually several instances of the same model in the scene, all pointing to > the same scene graph. I was wondering about the best way to create LOD > changes for them. I was going to cut out some polygons, but I was also > thinking of cutting the resolution back on the UV maps. Is this valuable? > On first assessment, it seems it would be, but then I realize that it might > cause MORE of a memory usage, and the graphics card (or OSG) might be doing > this kind of optimization anyway (dropping image map resolutions based on > pixel size or whatever). What are your recommendations? > > -- Thanks for everything > >> Rick > Check us out at http://fringe-online.com/ > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- >> Rick Check us out at http://fringe-online.com/
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