Hello Erik, Erik Podetti wrote: > Thank you very much. > I'm using fbo->getDrawTime() trying to profile the execution's time of > my FBOs... Some of my textures are in floating point 32bit precision and > I would like to keep them permanently on VRAM in a fixed position, > binded from the beginning. Is there a way to say to OpenSG to keep those > textures always on VRAM even if another rendering pass need to clear > some VRAM?
the TextureChunk has a priority field which allows you to reduce the priority of textures (reduce, because the default value is 1.f which is highest priority). So you could give a different, smaller value to all other textures or you could modify the TextureChunk prototype object right after osgInit (i.e. before any textures are created) and lower the default priority and just set it to 1.f for the important textures. You can get the prototype like this: TextureChunkPtr tcProto = TextureChunkPtr::dcast(TextureChunk::getClassType().getPrototype()); Cheers, Carsten ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users