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
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