Allen Bierbaum wrote:
> So my question is, is this how OpenSG/OpenGL are currently working or is 
> there some way that we are avoiding this performance trap?
>   
I don't know about OpenSG, but I've seen some info in slides on what 
texture caching scheme the OpenGL-drivers are using, but I can't 
remember what it said (sorry). One would hope it's not simple LRU, but 
it could well be. Have you tried searching for opengl 
performance-related presentations from GDC, NVidia, ATI etc?

It should possible to test since performance ought to be different if 
you rendered the objects in random order every frame (helping LRU, 
defeating a smarter algorithm).

Texture priority was mentioned as a way around this (to avoid swapping 
out big textures that are used every frame anyway), but I don't know how 
much it helps.

Cheers,
/Marcus

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