Alexandre,

Even if textures in the OpenFlight texture palette are read into
memory doesn't mean they are added to the osg scenegraph.

It would be helpful if you can provide two OpenFlight test models, one
of them with additional unused textures in the palette.
Then we can verify if they differ in size when converted to ive.


Regards
Brede

On Fri, Mar 5, 2010 at 12:44 PM, Alexandre Amalric
<[email protected]> wrote:
> Hi Brede,
>
> My goal isn't to load Openflight files as fast as possible but to convert
> them in IVE file format using the least memory consumption as possible, ie
> not reading useless texture.
> I think it will be great for the community to bring this change, don't you ?
> I will try (as soon as I have time to work on) to modify the plugin to only
> read the filenames from the texture palette and store them instead of
> storing texture images.
> Later, when finding a face using a texture, load the corresponding image.
> I don't want to create a specific program with Multigen API to modify
> Openflight models because I think the first solution to improve the plugin
> is best for the OSG-users and for me of wourse ;-).
> Kind regards,
> 2010/3/3 Brede Johansen <[email protected]>
>>
>> Hi Alexandre,
>>
>> On Wed, Mar 3, 2010 at 11:50 AM, Alexandre Amalric
>> <[email protected]> wrote:
>> > Maybe that the original author from this plugin can tell me if the
>> > texture
>> > palette record has to be read or not, so we may decide to skip it.
>> >
>>
>> I'm the original author of the OpenFlight reader, the write capability
>> was later added by Paul.
>>
>> You have to read the texture palette record but you can delay the
>> loading of textures until they are actually used by a face or mesh.
>> But it would require some modifications to the loader as others have
>> already explained.
>>
>> Having said that, I want to add that OpenFlight is not a runtime
>> format made for fast loading.  Also, the OpenFlight loader was not
>> made with fast load times in mind but rather to preserve the structure
>> and information in the flt file.
>>
>> Gordon wrote this on this mailing list a long time ago:
>>
>> The problem with the OpenFlight format along with most other Modeling
>> formats is that they contain a lot of information that the Modeling
>> package
>> contains and needs and has to support a wide range of uses, Packages, 3d
>> API
>> packages etc. But the runtime API typically does not need most of the
>> information
>> So really there is not too much you can do to speed up the reading of an
>> OpenFlight file, there are some things you can do such as combine textures
>> into one texture ( there are tools in Creator to do this etc) etc. but the
>> gain will not be that great.
>> All 3d APIs have there own binary format that is more or less a binary
>> dump
>> of the tree ( yes I know they are more than that), thus the native binary
>> format is always nearly faster than using a native modeling format such as
>> OpenFlight, Geo, 3ds, Max etc..
>> That's why OSG has IVE, Vega had FST, Vega Prime has VSB, Performer has
>> PFB
>> etc..
>>
>> So if you want fast loading convert (osgconv) your OpenFlight files to
>> ive or the new binary osg format.
>>
>>
>> Regards,
>> Brede
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> Alexandre AMALRIC                   Ingénieur R&D
> ===================================
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to