I should have mentioned that I did use the setDoPreCompile before, and it pretty much killed my frame rate when loading. I'm very much aware of the difficulties of streaming data like this, I'm not aware of how OSG handles it.
The good thing is that I will always use the same texture size when loading new stuff. I don't know if OSG handles this for me (checking if there are any current unused textures of the same size) or if I have to implement some kind of texture management (which would be a rather hefty modification). All the tiles I load have roughly the same amount of textures and always the same size. The thing with Mip-maps is that I want to create them in run-time (at the moment). However if I let the driver (OpenGL) do it I will get some serious frame rate drops. These should be created in a low priority thread somewhere which might spend a second or two creating these. Again, since I can't profile I can't say if this is the biggest bottle neck but I'm guessing it is. Another thing with streaming data is having mutliple contexts and streaming to the second one or using PBO:s. Again these kind of API-near stuff is still a bit out of control since I don't feel comfortable enough to tinker with the inner workings of OSG just yet. I will explore other OS:es aswell, to see how the DatabasePager behaves, and OSX have had issues with performance with OpenGL before, but when I do stuff post 10.5 I usually get stuff running better than I do in Win unless I'm using Nvidia. But from what I gather from your post Mip-maps are pretty much the best thing to tinker with and there isn't an obvious OSG switch (besides those mentioned) I can simply turn on or off to get it not to make my frame rate drop. Cheers, Adrian ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25658#25658 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

