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

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