Hi Frank, On 27/07/11 20:48 , Frank Sullivan wrote: > 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.
Unfortunately, the only way to *absolutely* make sure a texture is resident on the graphics card is to draw geometry that uses the texture. Cheers, /uli _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

