If you are using osgViewer, it should run the GLObjectsVisitor for you, which should create all the OpenGL objects your entire scene graph requires. You can set a breakpoint in the GLObjectsVisitor to ensure this is happening. If the GLObjectsVisitor is being run and appears to be doing its job, then you still might experience the issue you describe if you have simply exhausted physical RAM on the graphics card and need to swap OpenGL objects in and out as needed. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com <http://www.skew-matrix.com/> 303 859 9466
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emilio Lozano Sent: Wednesday, February 13, 2008 11:06 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Extra workload during first render of a model Hi all, In my application I load all the models I need before start to render the scene. These models are loaded from flt files (heavy models with a lot of data). These objects are spread along the scene, I mean, not all of them are watched at the same time. When I move the camera around, the problem arises when it's the time to render one of the models for the first time, the application gets frozen for a couple of seconds. I guess that although the model is yet loaded, when it is the first render of the model there are some work that is done inside OSG (for example, I read in OpenSceneGraph Quick Start Guide that during the first render pass, OSG creates an OpenGL texture object to store the image data contained in osg::Texture2D). I wonder if it's a way to do all the job needed before the first render of the object, to achieve a continuous execution of my application. Thanks in advance. Emilio Lozano.
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