Ok I quickly tried that, setting setUseDisplayList and setSupportsDisplayList to false, and it made no noticeable difference to memory consumption. I'm calling:
/////////////////////////// osg::ref_ptr<osg::Geometry> meshBodyGeometry = ... ... meshBodyGeometry->setUseDisplayList(false); meshBodyGeometry->setSupportsDisplayList(false); ... this->geode->addDrawable(meshBodyGeometry); /////////////////////////// The legacy app didn't use display lists either, it was quite crude. For each object to be rendered, it stored an array of vertices, normals and faces (indices to vertex array) and literally called /////////////////////////// glBegin(GL_POLYGON) glNormal3fv( ... ) glVertex3f( ... ) elEnd() /////////////////////////// So not the best way to render objects! However I'm thinking that the old code is a lot more lightweight since they are storing and rendering their vertices direct, whereas I have PAT, Geode, Geometry, PrimitiveSets .... Hence the questions on what steps I could take to reduce mem consumption. Thanks for your time, Andrew
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