Hi Joseba,

In your case the it does look like the textures are yet compiled.  To
force a compile on the next frame after you've loaded your data try:

   viewer.getCamera()->getRenderer()->setCompileOnNextDraw(true);

This is assuming that the viewers master Camera is the only active
Camera in your viewer, you can roll this out to your slaves in your
have any active - use viewer.getCameras(..) to get the full list of
active cameras.

Other things to look at are compressing the textures and generating
mipmaps.  osgconv can be used to pre-process your data in this way.

Robert.

On Thu, Nov 12, 2009 at 11:53 AM, Joseba Rodriguez
<[email protected]> wrote:
> Thanks for the reply.
> The scene is loaded after realize the viewer, so I guess that i should  
> compile it again (i can load a scene, unload it and load another different).
> These scenes are ives of around 110 Mb (without textures). In a preprocess I 
> used the optimizer with them and i also made a kind of quadtree, making 
> groups of  objects that are close to each others and trying to arrange a bit 
> by stateSet inside these groups.
> I know that one of the best things i could do is to use LODs and so, but one 
> of the restrictions I have is to use the scenes withouth modifing them 
> externally (I can do anything by program, like this preprocess).  In a future 
> we are planing to use paged geometry, but at this moment we cant find much 
> information about creating pagedLods from Max scenes...
>
> The gfx card i use is a geforce gtx 280 ,1Gb mem. And the graphics mem load 
> is less than 256 Mb.
>
>
> Thank you!
>
> Cheers,
> Joseba
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19550#19550
>
>
>
>
>
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