1) I doubt any one on this list can really help you with your first question little question, as we have absolutely no information or knowledge about your application, what you're doing, what data your using, it's simply next to impossible to answer, apart from I would suggest your code is the probably issue
2) Yes Jpeg images have to be uncompressed, as to what memory that take, you could create a visitor to traverse you models/scenegraph after you have loaded it and get the osg::Textures from the models state and get the image data, or open you jpegs in something like Photoshop and see it uncompressed, on Irix you could run the images through imageinfo and get the size, or just get the width/height and simply calculate the RGB/RGBA size straight forward to do 3) Use DDS if you want to use less texture 4) Reference counted objects are deleted when their reference count gets to zero see Paul Marts Quick Guide to OSG for more details and http://dburns.dhs.org/OSG/Articles/RefPointers/RefPointers.html <http://> __________________________________________________________ Gordon Tomlinson [EMAIL PROTECTED] IM: [EMAIL PROTECTED] www.vis-sim.com <http://www.vis-sim.com/> www.gordontomlinson.com <http://www.gordontomlinson.com/> __________________________________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Wednesday, September 17, 2008 6:53 AM To: osg Subject: [osg-users] Optimizations and fps increasing problem Hi all, First of all, a little question : I have a draw time increasing... after about 10 minutes the FPS is little due to very hight draw time... What can do that ? what the draw do ? Here are some questions about OSG application optimizations : When applying a jpeg texture on a node, I suppose that the texture is uncompressed, and I can assume that it takes the size equal to the same BMP picture. Even if the Texture::setUnrefImageDataAfterApply is true, how can I compute the memory the picture uses ? I just want to make my program use less memory... About the Ref_ptr : when are they deleted ? because I saw that when elements in the scene are deleted, memory decrease a little... and some minutes after that, memory has decreased more... So I assume that the ref_ptr sometimes takes more time to free the datas... isn't it ? Thanks a lot. Regard, Vincent.
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