Hi Robert,

I understand. But when I developed it, I found it easier putting everything in 
Image than at many places all over the project(s). What about writers then? 
Should we modify all writers to call "if (proxy not loaded) load proxy;"? 
Moreover, I'm not sure I'll be able to find all places where to put such a 
code. And I saw many lines of code assuming "image->data()" was not NULL... 
which is the problem when having a proxy image.

There may be a better solution, but I'm not certain it'll be easy to maintain.
What do you think about it?

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Sukender,
> 
> I'm just reviewing the proxy image changes and one element I've come
> across that I'm not yet comfortable with is that the proxy image
> method doProxyLoading() is sprinkled everywhere in the osg::Image
> class, with the majority of methods calling this before they do
> anything.  I understand the motivation for doing this, but it's both
> a
> performance overhead for all osg::Image accesses and also denies
> application/OSG code the ability when the load happens.
> 
> The alternative is to add code into the OSG/applications that check
> for the proxy image status before attempting to read the image, and
> this potentially could be quite a few areas, it could however, just
> be
> wrapped up into a single call to Image::doProxyLoading() or
> Image::validate() call.  One could quite easily add such code into
> the
> Texture classes without being too intrusive.
> 
> What I'll do is complete my review and merge elements that aren't
> controversial and then we can settle upon what to do about when to
> force the proxy image loading.
> 
> Cheers,
> Robert.
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