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Durk Talsma wrote:
> On Sunday 21 October 2007 13:37, Melchior FRANZ wrote:
...
> 
> The OSG branch doesn't have a caching mechanism, and if I understood Mathias 
> correctly, that would also not be necessary. I've been experimenting with 
> that a bit yesterday, and I'm not so sure anymore that is the case. I still 
> need to double check my notes with Mathias. In the mean time, I've been 
> working on adding an experimental model cache to the OSG branch for 
> (AI/Multiplayer) aircraft, and it does seem to help reduce the model loading 
> related  stutters (at least on my laptop). Again, we could expand the same 
> caching logic to the non aircraft models, and make the cache optionally 
> persistent. Before going into that, however, I'd like to compare notes with 
> Mathias.
The OSG branch does have a caching mechanism, although until recently not very 
much of
the model structure was being cached. We do have to copy the scene graph nodes 
of an
OSG model in order to support animation, and there is lots of room for 
optimization in
deciding what parts of a model can be safely shared, but the geometry (and 
associated
display lists), textures and graphics state are mostly being shared now.

Tim
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