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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