Hi Frank,

The OSG compiles and VBO, texture objects and display lists on
viewer.realize() using the osgUtil::GLObjectsVisitor mentioned by
Jason.  If you are assigning scene graphs to the viewer after realize
the you may need to compile the objects explictly, either all together
or incrementally - there is the osgUtil::IncrementalCompileOperator
for this task, this class is designed to load balance to avoid frame
breaks.

Robert.

On Wed, Jul 27, 2011 at 7:48 PM, Frank Sullivan
<[email protected]> wrote:
> Greetings,
>
> My understanding is that most OpenGL implementations will not load a texture 
> into VRAM until the time that it is first used. I was wondering, will a call 
> to glBindTexture suffice for "using" a texture? If so, could I write a node 
> visitor that just visits every StateSet in my graph, pulls out the texture 
> objects, and calls Texture::TextureObject::bind()?
>
> I'm trying to think of a way to preload all of my textures into VRAM so that 
> I don't get a frame rate stutter the first time one object or another comes 
> into view.
>
> Thank you!
>
> Cheers,
> Frank
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41678#41678
>
>
>
>
>
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