Hi Ulrich, Thanks for that, I commented out the creation of stateset for each Geode. This resulted in an incredible 250MBytes of saved memory - this is for a model with only 200,000 renderable objects as well so I guess Stateset is using (or causing to be used) ~1kb/object?
Our app still uses more memory than the legacy app to load the same scene (1.050GB vs 800MB) but the gap is closing. Hey before I started optmising it was 1.8GB vs 800MB! I will definitely be looking into colouring the objects using shared statesets - or just setting a colour array to the whole primitiveset. Thanks, Andrew Now the only problem - everything's grey! But I am thinking to use the On Wed, Jul 15, 2009 at 4:20 PM, Ulrich Hertlein <[email protected]>wrote: > Hi Andrew, > > On 15/7/09 2:29 PM, Andrew Burnett-Thompson wrote: > >> My next big issue is memory usage. I am finding the OSG app as it stands >> is using approximately 50% more memory than a legacy app we are >> replacing, which is just coded in standard OpenGL. >> ... >> For each object in the scene (of which there may be up to 1.5m objects), >> I am creating the following OSG constructs: >> >> ... >> 3. 1x Stateset per Geode containing material data (objects are a single >> colour, no textures). >> > > If you're only dealing with a handful of colours then you could also share > the StateSets. > This will reduce the memory footprint *and* improve performance since the > state handling code can quickly group all geometries using a common StateSet > together. > > You mentioned that this is a CAD-style application, so maybe that makes > sense in this case? Simplest case: one StateSet for red geomtry, one for > green, one for blue; or maybe by type? > > Cheers, > /ulrich > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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