Hi Jan,
On Thu, 2005-09-15 at 09:43 +0200, Jan Wurster wrote:
>
> Yep, that's what I recon. We did ask at some point but never really
> got any satisfying information .. there are - in this case - nv-specific
> tools that do this and more, and the *more* probably was the problem in
> releasing it, if I remember correctly ;)
I'm just waiting for the next version, which supposedly will be
available on Linux...
> only thing is: If I use osgSceneViewer to 'save as' a .osb, it seems
> to write something like a .bin anyway .. at least, if I try to load it
> again, it complains about the file not being in 'OpenSG Binary v1.0
> format' ;)
Hm, that's weird. But this one works for me.
> Sure, but to this extent? I've also tried disabling displaylists with
> setDListCache - but this didn't help any, unfortunately.
OK. It's not them then.
> Yes, that's what I assumed from looking at some code excerpts - so I
> never bothered to do it manually. If it's any use, I'll do it of course?
>
> Actually, I was able to load (a lot) more data with OpenSG at some
> point in the past and still run smoothly. The same models now drop down
> to about 1 fps :(
See the Material optimization that Andreas mentioned. That makes all the
difference in the world for me.
Andreas, is that the regular MaterialMergeGraphOp or something else?
Dirk
-------------------------------------------------------
SF.Net email is sponsored by:
Tame your development challenges with Apache's Geronimo App Server.
Download it for free - -and be entered to win a 42" plasma tv or your very
own Sony(tm)PSP. Click here to play: http://sourceforge.net/geronimo.php
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users