Dear Kiff,

This is my answers to your question

1) For non paging terrain, the limit will be on the RAM. You can do a simple 
experiment, just launch the task manager that monitor the physical memory 
available. You will see the available physical memory decreases as you load the 
database. More video ram will be needed when running in higher resolutions, or 
the engine utilise various buffering mechanism like double buffering, 
Z-buffering, stencil buffer etc ...

2) They will use the same amount of RAM once loaded into the memory, single ive 
will make your housekeeping easier. You can use the task manager to verify that.

3) This will depend how is the datasets are being generated. But base on my 
experience, most of the datasets created have higher weightage on the texture 
side. You can do a simple experiment, just take note of the orginal flt file 
size, before and after it is being converted to ive format consisting of the 
textures. Take note of the increase in file size.

regards
LH

On Thu, Jun 19, 2008 at 3:57 PM, Kiff Loh <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm in the midst of converting a very large database of openflight files and
> textures into ive to be loaded in osgviewer. It seems that when my ive
> files are close to 1 Gb of size, my osgconv will crash from a windows error.
> When I break my flt files into a few ive files and load them with osgviewer,
> the same thing happen. I'm using osg 1.2, but I guess 2.4 will have the same
> problem.
>
> 1) Is there a maximum size (eg ive) that can be loaded into osg? Could the
> limit be on my graphics card memory or system RAM?
> 2) Is there advantage to have 1 big ive, or a few smaller ive files?
> 3) Is the limit more on textures size, or number of triangles?
>
> Kiff
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