>> The scene contains 3GB of textures (or any higher number). >> My idea was to make PagedLOD scene that would load high-resolution >> textures only for the most close scene parts to the camera. > > 3GB is not overly large, and the reason for PageLOD existance is > helping handle this and much large scenes.
Cool! I am looking forward to test it on much larger data sets. >> The problem is clear: OSG would probably freeze the computer during >> preprocessing when loading all the textures. In Inventor, it seemd >> simple: just to override the texture type and make the implementation >> not to load texture data. Any chance for solution in OSG? > > There every chance of a solution in the OSG, first up you load the > data, for instance do it incrementally, and then to generate the LOD > levels as required. This is a tasks for you to work out though - the > OSG is a scene graph rather than a modelling tool. Surely, I already started on algorithms by myself. But what are the possibilities of loading the scene data to not burn all free memory? I am guessing there are two approaches: - You mentioned incremental loading - but I do not see any possibility to break in to the load-at-once algorithms of osgDB::Registry, ReaderWriterOSG, and their friends - override of loading algorithms of PluginOSG for Texture class, although I am not sure if it is possible to do so John _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org