On 7/1/2011 11:03 AM, Chris 'Xenon' Hanson wrote:
On 8/20/2010 7:21 AM, Thomas Hogarth wrote:
Hi All
I've been using texture2d subload callbacks for quite a while now to stream 
video images
into power of 2 textures. I also have a Texture Rectangle version which runs 
fine on 80%
of machines I use so it's not often I run the Texture2D version.
Any how, yesterday a client was complaining that her screen had gone black and
upon investigation I found that suddenly my osg::Texture2D::SubloadCallback was 
calling
load nearly every frame then calling subload only occasionally. This has also 
caused my
memory use to go crazy (ouput looks a bit like the below)
LOAD TEX
SUB LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
LOAD TEX
SUB LOAD TEX
LOAD TEX
I know it's something I must have changed but was wondering if anyone could 
point me to
specifically what makes load get called instead of subload.
Cheers
Tom


   I just wanted to follow up and say that I have started to see this issue now 
that I'm
doing subload on a power-of-two sized texture on trunk code.

   2.8.x does not seem to suffer the problem.

   Did anyone ever find a solution to this, or is there some guidelines for how 
to get
subload to work properly on 2.9.x and 3.x?


Not sure this is related, but the texture object cache feature never made it into the 2.8.x series.

--
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
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