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 > > > > > > _______________________________________________ > 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

