All OpenGL objects should be created before (or during) the first frame,
by the GLObjectsVisitor. Set a breakpoint in it and make sure it is
running in your application.
You might find, as I do, that GLObjectsVisitor is running, but you still
experience some frame stalls when new pieces of the scene graph come
into view. I have never had time to track this down. I suspect it is the
device driver being overly aggressive with freeing up GPU memory.
Only way to be sure this isn't a bug in GLObjectsVisitor would be to set
a breakpoint in it to make sure it runs. After it completes, set a
breakpoint on the call to glNewList and glTexImage2D (and related
functions) and make sure they are not getting called.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Guy Volckaert wrote:
I've bee experiencing momentary frame drops when I rotate my camera in my
scene. After look at the osg code, I noticed that many of the opengl objects
are created during runtime and not when the model is loaded. For example,
opengl texture objects are only created when the Texture2d::apply() is
traversed. A drawable display lists is only created when its
Drawable::drawImplementation() is called.
I suspect that, in case, these runtime object creations are the cause of my momentory frame drops.
Is there a way to precreate all open objects located define in a scene graph?
That way I can confirm my suspicion.
One way would be to have a VERY big camera frustum that encloses the entire scene and then renders one frame, but that seems a little *hacked* to me. I am trying to look for an alternative and better way to do that.
Guy,
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24117#24117
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