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






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