Hello Zach,
If I'm not mistaken the sharedStateManager is sort of an automagically
working thing.
So if the share mode for textures for instance is set, the scene graph
will share texture objects which are the same (i.e. if you load a model
twice).
The same goes for states.
In my project I use the sharedStateManager like this:
osgDB::SharedStateManager::ShareMode mode =
osgDB::SharedStateManager::osgDB::SharedStateManager::SHARE_STATESETS |
osgDB::SharedStateManager::SHARE_TEXTURES;
osgDB::Registry::instance()->getOrCreateSharedStateManager()->setShareMode(mode);
Also I use object caching, which will cache identical objects:
osgDB::Options::CacheHintOptions opts;
opts = static_cast<osgDB::Options::CacheHintOptions>(opts
|osgDB::Options::CACHE_IMAGES);
opts | = static_cast<osgDB::Options::CacheHintOptions>(opts
|osgDB::Options::CACHE_NODES);
opt->setObjectCacheHint(static_cast<osgDB::Options::CacheHintOptions>(opts));
osgDB::Registry::instance()->setOptions(opt);
But be carefull with the last one. It will indeed share those objects,
so If you need to have separate instances (e.g. with own switches or
DOFs) you should not cache nodes for instance.
Hope that helps.
cheers
Sebastian
(I apologize for the double thread, but my last thread got taken over by people
unfamiliar with the email reply system... hopefully I can get some on topic
help now, I would really appreciate it.)
Hello,
I have been trying to find information on how to use osgDB::SharedStateManager
to optimize our program, but I have been unable to find anything concrete.
Here is my situation: I have a very large project that utilizes OSG 3.0
heavily. I want to implement SSM to optimize the project (I understand that it
does this by finding similar graphics and spitting them all out, then moving on
to the next type). I'd like to start a conversation on the basics of SSM and
where to start with it, maybe there is a good resource you know of or have
implemented it in your own programs. I have tried searching Google and these
forums, but to no avail.
Thank you in advance!
Regards,
Zach
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=49137#49137
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