Hello all: I am going through and optimizing one of our applications, and I have found something a bit interesting. In some of our scenes, we have thousands of models that could be displayed and each of them have very high resolution textures. To help with this, we are using a large number of screen size LODs in an attempt to reduce the graphics resources needed at any one time.
What surprised me though (although it probably shouldn't have) is that once a texture or display lists (or VBOS/FBOs) are allocated for a geometry and material, they remain allocated even though they may be in a sub-tree of the LOD node that is not currently active. This leads to the unfortunate side-effect that we run through 1.5 GB of texture memory (and system memory) *very* quickly when flying over the models in our scene because each one loads the highest resolution texture at some point and leaves it loaded in the system. So, what I propose doing is modifying the screen size lod to include a flag that tells the system to unload all graphics resources when a sub-branch is deactivated. Unfortunately, I don't know how to do this. Can anyone point me in the right direction? Thanks, Allen ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
