Hi Laurens,

On Tue, Dec 1, 2009 at 9:16 PM, L. Voerman <[email protected]> wrote:
> Thanks, I now see I misunderstood. This will reduce the load on videomemory,
> but still read the entire image from disk.

It'll reduce the load on video memory and main memory as OpenGL (and
almost certainly Direct3D as well) the driver stores a copy of the
texture object in main memory at all times, and when needed downloads
this texture object to the GPU memory.

> This might be a viable route for
> me too, if the image stays in the osgcache (main memory). I will have to
> rearrange my model, because the current version is sure to go over 2GB, and
> it still needs to run on win32.

Another technique you could employ to keep down memory consumption is
the try out the new texture object pool and buffer object pool that is
now in svn/trunk.  Try using the svn/trunk version of the OSG and
setting the env vars setting OSG_BUFFER_OBJECT_POOL_SIZE
OSG_TEXTURE_POOL_SIZE to 1, this will enable the pools, and tell then
to minimize how much GPU and associated main memory that the driver
uses.  Enabling pools does disable the UnrefImageOnApply though

Robert.
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