Hi Boon Wah, On 4 September 2012 02:11, Boon Wah <[email protected]> wrote: > Just a final question here, is there any way currently to parse a node > within GPU itself and store all the node data directly on GPU. Will this be > planned for future OSG releases?
The OSG does a pre compile traversal of the whole scene graph during the first frame, but this only applies to scene graph so far assigned. You can force another compile traversal by using osgViewer::Renderer::setCompileOnNextDraw(true); The Renderer is assigned to the Camera in the viewer. > GPU memory sizes are getting increasingly large, and it will be > beneficial if we could do all these on GPU itself, rather than using CPU > memory space. The OSG does all rendering on the GPU and stores data on the GPU when so instructed by scene graph usage i.e. texture objects, vertex buffer objects etc. The OSG also has a feature in Texture that enables the automatic release of the osg::Image once the image is download to OpenGL. There are limits on just how much you can sensibly do on the GPU, and you can't download data directly from disk to the GPU so you always have to go through main memory, so it's really just an issue of how you manage that memory. The OSG is professional grade scene graph and will already being doing what that what the majority what the vis-sim industry need from a scene graph, so I'd recommend you don't too ahead of yourself with grand plans of what might be. I'd recommend you just take the time to learn about what the OSG can do and how it does it, the new OSG books will help you in this endeavour. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

