Hi All,
we've recently found an issue under win 64 using a NVIDIA Quadro FX 5800 and
OpenSG 2.0.
The problem is that for some reason, all OpenGL context data (textures,
diplaylists, etc) are being removed from graphics cards when a OpenSG node
is culled (is not visible) and frustum culling is enabled in OpenSG.
That fact causes a dramatic fall in frame rate when moving the camera in a
way that the whole scene gets out of sight and in sight again.. When the
scene leaves the frustum, a lot of data within graphics context is erased,
and when it enters again inside the view frustum, the whole data is sent to
the graphics card, making the frame rate very slow. If we move very fast the
camera, but still keeping the whole scene visible, the frame rate reamins
high and the movement is smooth. So the problem is the data transfer caused
by the frustum culling.
This problem does not occurs under linux and with the same graphics card.
Since we're not totally sure about whats the real cause of problem (windows
drivers or opensg code), I'm asking you for help. Maybe anyone have had the
same problem....
Is there any thing we can do using OpenSG to avoid retransmitting conext
data when frustum culling occur, but still culling the node? Theres no need
to delete texture from graphics card if the owner node is not rendered,
unless theres a lack of space within graphics card, which is not the case.
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