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

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